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168 lines
6.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class MoveController : MonoBehaviour
{
public LayerMask collisionMask;
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;
new private BoxCollider collider;
private RaycastOrigins raycastOrigins;
private float horizontalRaySpacing;
private float verticalRaySpacing;
private float forwardRaySpacing;
void Start() {
collider = GetComponent<BoxCollider>();
CalculateRaySpacing();
}
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
collisions.Reset();
HorizontalCollisions(ref velocity);
VerticalCollisions(ref velocity);
// if (velocity.x != 0) {
// }
// if (velocity.y != 0) {
// }
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;
}
RaycastHit hit = hits[0];
for (int h = 1; h < hits.Length; h++) {
if (hits[h].distance < hit.distance) {
hit = hits[h];
}
}
float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
if (i == 0 && j == 0) {
Debug.LogFormat("Slope angle: {0}", slopeAngle);
}
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;
}
}
}
}
private void VerticalCollisions(ref Vector3 velocity) {
float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up
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];
}
}
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;
}
}
}
}
void UpdateRaycastOrigins() {
Bounds bounds = collider.bounds;
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
}
void CalculateRaySpacing() {
Bounds bounds = collider.bounds;
bounds.Expand(skinWidth * -2);
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 struct CollisionInfo {
public bool above;
public bool below;
public bool left;
public bool right;
public void Reset() { above = below = left = right = false; }
}
}