193 lines
6.6 KiB
C#
193 lines
6.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using DrawXXL;
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using UnityEngine;
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namespace BITKit.Physics
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{
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public class GetClosePointFromCollider : IClosePointProvider
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{
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public string Name="Default";
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public readonly Transform Transform;
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public Vector3 Offset = default;
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public LayerMask LayerMask=LayerMask.NameToLayer("Default");
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public float Distance=1.6f;
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public float MinHeight=0.32f;
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public float MaxHeight = 1f;
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private readonly Collider[] _colliders=new Collider[8];
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private readonly Collider[] _mainCollider=new Collider[8];
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public GetClosePointFromCollider(Transform transform)
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{
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Transform = transform;
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}
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public bool TryGetValue(out Vector3 position, out Collider collider)
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{
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StringBuilder reportBuilder = new();
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reportBuilder.AppendLine($"检测任务:{Name}");
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position = Transform.position + Transform.rotation * Offset;
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var detectedLength = UnityEngine.Physics.OverlapSphereNonAlloc(position, Distance, _mainCollider, LayerMask);
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reportBuilder.AppendLine($"检测到了{detectedLength}个碰撞体");
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var validMeshColliders = new Queue<(Collider collider,Vector3 targetPosition)>();
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var samplePoint = position;
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samplePoint.y += Distance / 2;
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foreach (var collider1 in _mainCollider.Take(detectedLength).OrderBy(ByTop).Reverse())
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{
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if (collider1.isTrigger)
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{
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reportBuilder?.AppendLine("碰撞体是触发器");
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continue;
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}
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Vector3 closePoint;
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switch (collider1)
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{
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case TerrainCollider terrainCollider:
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{
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closePoint = terrainCollider.ClosestPointOnBounds(samplePoint);
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}
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break;
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case MeshCollider { convex: false } meshCollider:
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{
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var getClosestPointFromMesh =
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new GetClosestPointFromMesh(meshCollider.sharedMesh,meshCollider.transform.InverseTransformPoint(samplePoint));
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if (getClosestPointFromMesh.TryGetValue(out var localPosition, out collider))
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{
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localPosition = meshCollider.transform.TransformPoint(localPosition);
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Debug.DrawLine(Transform.position,localPosition,Color.magenta);
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if (Vector3.Distance(localPosition, position) < Distance)
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{
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closePoint = localPosition;
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}
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else
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{
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continue;
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}
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}
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else
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{
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continue;
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}
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}
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break;
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default:
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closePoint = collider1.ClosestPoint(samplePoint);
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break;
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}
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if(collider1.Raycast(new Ray(Transform.position,Transform.forward),out var raycastHit,64) is false)
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{
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continue;
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}
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if (MathV.IsForward(position, Transform.forward, closePoint) is false)
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{
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//DrawBasics.PointTag(closePoint,"not forward");
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continue;
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}
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if (Transform.position.y + MinHeight > closePoint.y)
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{
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DrawBasics.PointTag(closePoint,"not enough height");
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continue;
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}
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var height = Mathf.Abs(closePoint.y - Transform.position.y);
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if (height > MaxHeight)
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{
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reportBuilder?.AppendLine($"高度差距过大:{height}");
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continue;
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}
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if (UnityEngine.Physics.Linecast(Transform.position, closePoint, out var raycastHit2, LayerMask))
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{
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if (raycastHit2.collider != collider1)
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{
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reportBuilder?.AppendLine($"检测到了其他碰撞体:{raycastHit2.transform.name}");
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continue;
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}
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}
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var length = UnityEngine.Physics.OverlapSphereNonAlloc(closePoint+Vector3.up*0.2f, 0.1f, _colliders, LayerMask);
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switch (length)
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{
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case > 0:
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reportBuilder.AppendLine("检测到了更多碰撞体");
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for (var ii = 0; ii < length; ii++)
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{
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//Debug.DrawLine(vector3, _colliders[ii].ClosestPoint(vector3), Color.red, 8);
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reportBuilder.AppendLine($"\t{_colliders[ii].name}");
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}
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continue;
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}
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reportBuilder.AppendLine("<color=green>成功</color>");
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//BIT4Log.Log<GetClosePointFromCollider>(reportBuilder.ToString());
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Debug.DrawLine(Transform.position,closePoint,Color.green);
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validMeshColliders.Enqueue(new(collider1,closePoint));
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}
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var minDot = 64f;
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Collider resultCollider = default;
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Vector3 resultPosition=default;
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while (validMeshColliders.TryDequeue(out var result))
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{
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var dot =Mathf.Abs(Vector3.Cross(Transform.forward, result.targetPosition-Transform.position).y);
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DrawBasics.LineFrom(Transform.position,result.targetPosition-Transform.position,Color.red,text:dot.ToString(CultureInfo.InvariantCulture));
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if(dot>minDot)continue;
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resultCollider = result.collider;
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resultPosition = result.targetPosition;
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minDot = dot;
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}
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if (minDot < 64)
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{
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collider = resultCollider;
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position = resultPosition;
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return true;
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}
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collider = null;
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return false;
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}
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private float ByTop(Collider arg)
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{
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return arg.bounds.center.y + arg.bounds.extents.y;
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}
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}
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}
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