starting slope stuff

master
Jordan Orelli 5 years ago
parent 243f054d93
commit a3fc4638f7

@ -9,7 +9,6 @@ public class MoveController : MonoBehaviour
public const float skinWidth = 0.015f;
public int horizontalRayCount = 4;
public int verticalRayCount = 4;
public int forwardRayCount = 4;
public CollisionInfo collisions;
public float maxClimbAngle = 80f;
@ -17,7 +16,6 @@ public class MoveController : MonoBehaviour
private RaycastOrigins raycastOrigins;
private float horizontalRaySpacing;
private float verticalRaySpacing;
private float forwardRaySpacing;
void Start() {
collider = GetComponent<BoxCollider>();
@ -28,54 +26,51 @@ public class MoveController : MonoBehaviour
UpdateRaycastOrigins();
collisions.Reset();
HorizontalCollisions(ref velocity);
VerticalCollisions(ref velocity);
// if (velocity.x != 0) {
// }
// if (velocity.y != 0) {
// }
if (velocity.x != 0) {
HorizontalCollisions(ref velocity);
}
if (velocity.y != 0) {
VerticalCollisions(ref velocity);
}
transform.Translate(velocity);
}
private void HorizontalCollisions(ref Vector3 velocity) {
// https://www.youtube.com/watch?v=cwcC2tIKObU&t=331s
float directionX = Mathf.Sign(velocity.x); // -1 for left, 1 for right
float rayLength = Mathf.Abs(velocity.x) + skinWidth;
for (int i = 0; i < horizontalRayCount; i++) {
for (int j = 0; j < forwardRayCount; j++) {
Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.bottomFrontRight;
rayOrigin += Vector3.up * (horizontalRaySpacing * i);
rayOrigin += Vector3.forward * (forwardRaySpacing * j);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.right * directionX, rayLength, collisionMask);
if (hits.Length == 0) {
Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.magenta);
continue;
}
Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
rayOrigin += Vector3.up * (horizontalRaySpacing * i);
RaycastHit hit = hits[0];
for (int h = 1; h < hits.Length; h++) {
if (hits[h].distance < hit.distance) {
hit = hits[h];
}
}
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.right * directionX, rayLength, collisionMask);
if (hits.Length == 0) {
Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.magenta);
continue;
}
float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
if (i == 0 && j == 0) {
Debug.LogFormat("Slope angle: {0}", slopeAngle);
RaycastHit hit = hits[0];
for (int h = 1; h < hits.Length; h++) {
if (hits[h].distance < hit.distance) {
hit = hits[h];
}
}
velocity.x = (hit.distance - skinWidth) * directionX;
// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
rayLength = hit.distance;
Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.red);
float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
if (i == 0) {
Debug.LogFormat("Slope angle: {0}", slopeAngle);
ClimbSlope(ref velocity, slopeAngle);
}
if (directionX == -1) {
collisions.left = true;
} else {
collisions.right = true;
}
velocity.x = (hit.distance - skinWidth) * directionX;
// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
rayLength = hit.distance;
Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.red);
if (directionX == -1) {
collisions.left = true;
} else {
collisions.right = true;
}
}
}
@ -85,49 +80,48 @@ public class MoveController : MonoBehaviour
float rayLength = Mathf.Abs(velocity.y) + skinWidth;
for (int i = 0; i < verticalRayCount; i++) {
for (int j = 0; j < forwardRayCount; j++) {
Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.topFrontLeft;
rayOrigin += Vector3.right * (verticalRaySpacing * i);
rayOrigin += Vector3.forward * (forwardRaySpacing * j);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.up * directionY, rayLength, collisionMask);
if (hits.Length == 0) {
Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength * 10, Color.green);
continue;
}
RaycastHit hit = hits[0];
for (int h = 1; h < hits.Length; h++) {
if (hits[h].distance < hit.distance) {
hit = hits[h];
}
Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft;
rayOrigin += Vector3.right * (verticalRaySpacing * i);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.up * directionY, rayLength, collisionMask);
if (hits.Length == 0) {
Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.green);
continue;
}
RaycastHit hit = hits[0];
for (int h = 1; h < hits.Length; h++) {
if (hits[h].distance < hit.distance) {
hit = hits[h];
}
}
velocity.y = (hit.distance - skinWidth) * directionY;
// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
rayLength = hit.distance;
Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.red);
velocity.y = (hit.distance - skinWidth) * directionY;
// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
rayLength = hit.distance;
Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.red);
if (directionY == -1) {
collisions.below = true;
} else {
collisions.above = true;
}
if (directionY == -1) {
collisions.below = true;
} else {
collisions.above = true;
}
}
}
private void ClimbSlope(ref Vector3 velocity, float slopeAngle) {
float dist = Mathf.Abs(velocity.x);
velocity.y = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * dist;
velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * dist * Mathf.Sign(velocity.x);
}
void UpdateRaycastOrigins() {
Bounds bounds = collider.bounds;
float depth = (bounds.max.z + bounds.min.z) * 0.5f;
bounds.Expand(skinWidth * -2);
raycastOrigins.bottomFrontLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.min.z); // 0 0 0
raycastOrigins.bottomBackLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.max.z); // 0 0 1
raycastOrigins.topFrontLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.min.z); // 0 1 0
raycastOrigins.topBackLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.max.z); // 0 1 1
raycastOrigins.bottomFrontRight = new Vector3(bounds.max.x, bounds.min.y, bounds.min.z); // 1 0 0
raycastOrigins.bottomBackRight = new Vector3(bounds.max.x, bounds.min.y, bounds.max.z); // 1 0 1
raycastOrigins.topFrontRight = new Vector3(bounds.max.x, bounds.max.y, bounds.min.z); // 1 1 0
raycastOrigins.topBackRight = new Vector3(bounds.max.x, bounds.max.y, bounds.max.z); // 1 1 1
raycastOrigins.bottomLeft = new Vector3(bounds.min.x, bounds.min.y, depth);
raycastOrigins.topLeft = new Vector3(bounds.min.x, bounds.max.y, depth);
raycastOrigins.bottomRight = new Vector3(bounds.max.x, bounds.min.y, depth);
raycastOrigins.topRight = new Vector3(bounds.max.x, bounds.max.y, depth);
}
void CalculateRaySpacing() {
@ -136,24 +130,18 @@ public class MoveController : MonoBehaviour
if (horizontalRayCount < 2) { horizontalRayCount = 2; }
if (verticalRayCount < 2) { verticalRayCount = 2; }
if (forwardRayCount < 2) { forwardRayCount = 2; }
horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
forwardRaySpacing = bounds.size.z / (forwardRayCount - 1);
}
public bool Grounded() { return collisions.below; }
struct RaycastOrigins {
public Vector3 topBackLeft;
public Vector3 topBackRight;
public Vector3 topFrontLeft;
public Vector3 topFrontRight;
public Vector3 bottomBackLeft;
public Vector3 bottomBackRight;
public Vector3 bottomFrontLeft;
public Vector3 bottomFrontRight;
public Vector3 topLeft;
public Vector3 topRight;
public Vector3 bottomLeft;
public Vector3 bottomRight;
}
public struct CollisionInfo {

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