iFactory.Cutting.Unity/Assets/BITKit/Unity/Scripts/Physics/IClosePoint.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BITKit
{
public interface IClosePoint
{
bool TryGetClosePoint(out Vector3 vector3);
}
[System.Serializable]
public class GetClosePointFromCollider : IClosePoint
{
public Transform root;
public LayerMask layerMask;
public float distance;
public bool TryGetClosePoint(out Vector3 vector3)
{
vector3 = default;
if (UnityEngine.Physics.Raycast(root.position, root.forward, out var raycastHit, distance, layerMask))
{
var collider = raycastHit.collider;
switch (collider)
{
case MeshCollider meshCollider:
if (meshCollider.convex is false)
return false;
break;
}
vector3 = collider.ClosestPoint(root.position + Vector3.up);
var top = collider.bounds.center + collider.bounds.extents;
if (Mathf.Abs(vector3.y - top.y) > 0.16f) return false;
if (UnityEngine.Physics.Linecast(root.position, vector3, out var raycastHit2, layerMask))
{
if(raycastHit2.collider != collider)
return false;
};
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foreach(var hit in UnityEngine.Physics.OverlapSphere(vector3, 0.1f, layerMask))
{
if(hit!= collider)
return false;
}
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return true;
//return vector3.y >= collider.bounds.center.y + collider.bounds.extents.y;
//return true;
}
return false;
}
}
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/// <summary>
/// 获取碰撞点可以翻越后的点
/// </summary>
[Serializable]
public class GetVaultPointFromCollider : IClosePoint
{
public Transform root;
public Transform groundReference;
public LayerMask layerMask;
public float maxHeight = 1.2f;
public float maxVaultDistance=1;
public float radius;
public float distance;
public Vector3 StartPosition;
public Vector3 EndPosition;
public bool TryGetClosePoint(out Vector3 vector3)
{
var reportBuilder = new System.Text.StringBuilder();
var forward = root.forward;
var startPosition = groundReference.position;
startPosition.y = root.position.y;
var collider = UnityEngine.Physics.OverlapSphere(startPosition, radius, layerMask);
reportBuilder.AppendLine($"检测到了{collider.Length}个碰撞体");
foreach (var hit in collider)
{
reportBuilder.AppendLine();
var top = hit.bounds.center + hit.bounds.extents;
if(top.y>groundReference.transform.position.y+maxHeight)
{
reportBuilder.AppendLine("高度超出可翻越高度");
continue;
}
var start = startPosition+forward*distance;
//start.y = hit.bounds.center.y;
var ray = new Ray(start, -forward);
if (hit.Raycast(ray, out var colliderHit, 8) is false)
{
reportBuilder.AppendLine("未检测到背面,算法错误");
Debug.DrawRay(ray.origin, ray.direction * 8, Color.red, 8);
continue;
}
EndPosition = colliderHit.point + colliderHit.normal*0.4f;
EndPosition.y = top.y;
Debug.DrawLine(ray.origin, colliderHit.point, Color.green, 8);
var lineDistance = Vector3.Distance(start, colliderHit.point);
if(lineDistance > maxVaultDistance)
{
reportBuilder.AppendLine("长度超出可翻越距离");
BIT4Log.Log<GetVaultPointFromCollider>(reportBuilder.ToString());
continue;
}
var fixdPosition = colliderHit.point;
fixdPosition.y=hit.bounds.center.y;
var start2 = fixdPosition;
start2.y += 0.1f;
var end2 = fixdPosition;
end2.y -= 0.1f;
if(UnityEngine.Physics.Linecast(start2,end2,out var downHit,layerMask))
{
reportBuilder.AppendLine($"检测到了障碍物{downHit.collider.name}");
BIT4Log.Log<GetVaultPointFromCollider>(reportBuilder.ToString());
continue;
}
start = startPosition;
start.y = hit.bounds.center.y;
ray = new Ray(start, forward);
if(hit.Raycast(ray,out colliderHit,8) is false)
{
reportBuilder.AppendLine("未检测到正面,算法错误");
Debug.DrawRay(ray.origin, ray.direction * 8, Color.red, 8);
continue;
}
StartPosition = colliderHit.point;
StartPosition.y = top.y;
StartPosition += colliderHit.normal * 0.4f;
vector3 = colliderHit.point;
vector3.y = top.y;
vector3 += colliderHit.normal * 0.4f;
reportBuilder.AppendLine();
BIT4Log.Log<GetVaultPointFromCollider>(reportBuilder.ToString());
return true;
}
reportBuilder.AppendLine($"failed");
BIT4Log.Log<GetVaultPointFromCollider>(reportBuilder.ToString());
vector3 = default;
return false;
}
}
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}