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using UnityEngine;
namespace FUnit
{
// Up is y-axis
public class SpringCapsuleCollider : MonoBehaviour
{
public float radius = 0.1f;
public float height = 0.4f;
// If linkedRenderer is not null, the collider will be enabled
// based on whether the renderer is
public Renderer linkedRenderer;
public SpringBone.CollisionStatus CheckForCollisionAndReact
(
Vector3 moverHeadPosition,
ref Vector3 moverPosition,
float moverRadius
)
{
if ((linkedRenderer != null
&& !linkedRenderer.enabled)
|| radius <= 0.0001f)
{
return SpringBone.CollisionStatus.NoCollision;
}
if (needToCacheTransform)
{
CacheTransform();
}
// Lower than start cap
var localHeadPosition = worldToLocal.MultiplyPoint3x4(moverHeadPosition);
var localMoverPosition = worldToLocal.MultiplyPoint3x4(moverPosition);
var localMoverRadius = moverRadius * radiusScale;
var moverIsAboveTop = localMoverPosition.y >= height;
var useSphereCheck = (localMoverPosition.y <= 0f) | moverIsAboveTop;
if (useSphereCheck)
{
var sphereOrigin = new Vector3(0f, 0f, 0f);
sphereOrigin.y = moverIsAboveTop ? height : 0f;
var combinedRadius = localMoverRadius + radius;
if ((localMoverPosition - sphereOrigin).sqrMagnitude >= combinedRadius * combinedRadius)
{
// Not colliding
return SpringBone.CollisionStatus.NoCollision;
}
var originToHead = localHeadPosition - sphereOrigin;
var isHeadEmbedded = originToHead.sqrMagnitude <= radius * radius;
#if UNITY_EDITOR
RecordSphereCollision(
sphereOrigin,
localMoverPosition,
moverRadius,
isHeadEmbedded ?
SpringBone.CollisionStatus.HeadIsEmbedded :
SpringBone.CollisionStatus.TailCollision);
#endif
if (isHeadEmbedded)
{
// The head is inside the sphere, so just try to push the tail out
localMoverPosition =
sphereOrigin + (localMoverPosition - sphereOrigin).normalized * combinedRadius;
moverPosition = transform.TransformPoint(localMoverPosition);
return SpringBone.CollisionStatus.HeadIsEmbedded;
}
var localHeadRadius = (localMoverPosition - localHeadPosition).magnitude;
var intersection = new Circle3();
if (SpringSphereCollider.ComputeIntersection(
localHeadPosition,
localHeadRadius,
sphereOrigin,
combinedRadius,
ref intersection))
{
localMoverPosition = SpringSphereCollider.ComputeNewTailPosition(intersection, localMoverPosition);
moverPosition = transform.TransformPoint(localMoverPosition);
}
return SpringBone.CollisionStatus.TailCollision;
}
// Cylinder
var collisionStatus = CheckForCylinderCollisionAndReact(
localHeadPosition, ref moverPosition, localMoverRadius, localMoverPosition);
return collisionStatus;
}
#if UNITY_EDITOR
public static void GetRingPoints
(
Vector3 origin,
Vector3 sideVector,
Vector3 forwardVector,
float scale,
ref Vector3[] ringPoints
)
{
var lastPoint = origin + scale * forwardVector;
var pointCount = ringPoints.Length;
var deltaAngle = 2f * Mathf.PI / (pointCount - 1);
var angle = deltaAngle;
ringPoints[0] = lastPoint;
for (var iteration = 1; iteration < pointCount; ++iteration)
{
var newPoint = origin + scale * GetAngleVector(sideVector, forwardVector, angle);
ringPoints[iteration] = newPoint;
lastPoint = newPoint;
angle += deltaAngle;
}
}
public void DrawGizmos(Color drawColor)
{
const int PointCount = 16;
UnityEditor.Handles.color = drawColor;
if (ringPoints == null || ringPoints.Length != PointCount)
{
ringPoints = new Vector3[PointCount];
endRingPoints = new Vector3[PointCount];
}
var worldRadius = transform.TransformDirection(radius, 0f, 0f).magnitude;
var startCapOrigin = transform.position;
var endCapOrigin = GetEndCapOriginInWorldSpace();
AngleLimits.DrawAngleLimit(startCapOrigin, transform.up, transform.forward, -180f, worldRadius, drawColor);
AngleLimits.DrawAngleLimit(startCapOrigin, transform.up, transform.right, -180f, worldRadius, drawColor);
AngleLimits.DrawAngleLimit(endCapOrigin, transform.up, transform.forward, 180f, worldRadius, drawColor);
AngleLimits.DrawAngleLimit(endCapOrigin, transform.up, transform.right, 180f, worldRadius, drawColor);
GetRingPoints(startCapOrigin, transform.right, transform.forward, worldRadius, ref ringPoints);
var startToEnd = endCapOrigin - startCapOrigin;
for (int pointIndex = 0; pointIndex < PointCount; pointIndex++)
{
endRingPoints[pointIndex] = ringPoints[pointIndex] + startToEnd;
}
for (int pointIndex = 1; pointIndex < PointCount; pointIndex++)
{
UnityEditor.Handles.DrawLine(ringPoints[pointIndex - 1], ringPoints[pointIndex]);
UnityEditor.Handles.DrawLine(endRingPoints[pointIndex - 1], endRingPoints[pointIndex]);
}
for (int pointIndex = 0; pointIndex < PointCount; pointIndex++)
{
UnityEditor.Handles.DrawLine(ringPoints[pointIndex], endRingPoints[pointIndex]);
}
if (colliderDebug != null)
{
colliderDebug.DrawGizmos();
}
}
#endif
// private
private Matrix4x4 worldToLocal;
private float radiusScale;
private bool needToCacheTransform = true;
private void CacheTransform()
{
worldToLocal = transform.worldToLocalMatrix;
radiusScale = worldToLocal.MultiplyVector(new Vector3(1f, 0f, 0f)).magnitude;
needToCacheTransform = false;
}
private void Update()
{
needToCacheTransform = true;
#if UNITY_EDITOR
colliderDebug.ClearCollisions();
#endif
}
private bool ContainsPointLocal(Vector3 point, float combinedRadius)
{
var combinedRadiusSquared = combinedRadius * combinedRadius;
return (point.x * point.x + point.z * point.z) <= combinedRadiusSquared;
}
private SpringBone.CollisionStatus CheckForCylinderCollisionAndReact
(
Vector3 localHeadPosition,
ref Vector3 worldMoverPosition,
float localMoverRadius,
Vector3 localSpherePosition
)
{
var originToMover = new Vector2(localSpherePosition.x, localSpherePosition.z);
var combinedRadius = radius + localMoverRadius;
var collisionStatus = SpringBone.CollisionStatus.NoCollision;
var collided = originToMover.sqrMagnitude <= combinedRadius * combinedRadius;
if (collided)
{
var normal = originToMover.normalized;
originToMover = combinedRadius * normal;
var newLocalMoverPosition = new Vector3(originToMover.x, localSpherePosition.y, originToMover.y);
worldMoverPosition = transform.TransformPoint(newLocalMoverPosition);
var originToHead = new Vector2(localHeadPosition.x, localHeadPosition.z);
collisionStatus = (originToHead.sqrMagnitude <= radius * radius) ?
SpringBone.CollisionStatus.HeadIsEmbedded :
SpringBone.CollisionStatus.TailCollision;
#if UNITY_EDITOR
RecordCylinderCollision(
localSpherePosition,
new Vector3(normal.x, 0f, normal.y),
localMoverRadius,
collisionStatus);
#endif
}
return collisionStatus;
}
private Vector3 GetEndCapOriginInWorldSpace()
{
return transform.TransformPoint(0f, height, 0f);
}
private bool IntersectsLineSegment
(
Vector3 pointA,
Vector3 pointB,
float segmentRadius
)
{
if (SpringSphereCollider.IntersectsLineSegment(
transform, new Vector3(0f, 0f, 0f), radius, pointA, pointB, segmentRadius))
{
return true;
}
if (SpringSphereCollider.IntersectsLineSegment(
transform, new Vector3(0f, height, 0f), radius, pointA, pointB, segmentRadius))
{
return true;
}
var localPointA = transform.InverseTransformPoint(pointA);
var localPointB = transform.InverseTransformPoint(pointB);
var otherRadius = transform.InverseTransformDirection(segmentRadius, 0f, 0f).magnitude;
var combinedRadius = radius + otherRadius;
var intersectionPoint = new Vector3(0f, 0f, 0f);
return ComputeCylinderIntersection(localPointA, localPointB, combinedRadius, ref intersectionPoint)
&& intersectionPoint.y > 0f
&& intersectionPoint.y < height;
}
private static bool ComputeCylinderIntersection
(
Vector3 localFixedPoint,
Vector3 localMovingPoint,
float combinedRadius,
ref Vector3 intersectionPoint
)
{
float t1;
float t2;
var projectedFixedPoint = new Vector2(localFixedPoint.x, localFixedPoint.z);
var projectedMovingPoint = new Vector2(localMovingPoint.x, localMovingPoint.z);
if (!SpringSphereCollider.FindLineSegmentIntersection(
new Vector2(0f, 0f),
combinedRadius,
projectedFixedPoint,
projectedMovingPoint,
out t1,
out t2)
|| t1 >= 1f
|| t2 <= 0f)
{
return false;
}
intersectionPoint = localFixedPoint + t1 * (localMovingPoint - localFixedPoint);
return true;
}
private static bool FindTangentPoint
(
Transform transform,
Vector3 localSphereOrigin,
float localSphereRadius,
Vector3 worldFixedPoint,
Vector3 worldMovingPoint,
float worldSegmentRadius,
ref Vector3 tangentPoint
)
{
var fixedPoint = transform.InverseTransformPoint(worldFixedPoint) - localSphereOrigin;
var movingPoint = transform.InverseTransformPoint(worldMovingPoint) - localSphereOrigin;
var otherRadius = transform.InverseTransformDirection(worldSegmentRadius, 0f, 0f).magnitude;
var combinedRadius = localSphereRadius + otherRadius;
var ta = new Vector2(0f, 0f);
var tb = new Vector2(0f, 0f);
var dd = fixedPoint.magnitude;
if (!Circle3.FindCircleTangentPoints(dd, combinedRadius, ref ta, ref tb))
{
// The fixed point is inside the sphere!
return false;
}
// todo: It seems like we should be able to rotate based on the angle in 3D directly somehow?
var xVector = fixedPoint / dd;
var fixedToMoving = movingPoint - fixedPoint;
var yVector = (fixedToMoving - Vector3.Project(fixedToMoving, xVector)).normalized;
var tangentPoint1 = ta.x * xVector + ta.y * yVector;
var tangentPoint2 = tb.x * xVector + tb.y * yVector;
var isTangentPoint1CloserToMover = (tangentPoint1 - movingPoint).sqrMagnitude < (tangentPoint2 - movingPoint).sqrMagnitude;
var localTangentPoint = isTangentPoint1CloserToMover ? tangentPoint1 : tangentPoint2;
tangentPoint = transform.TransformPoint(localTangentPoint + localSphereOrigin);
return true;
}
private struct ContactPoint
{
public Vector3 position;
public Vector3 normal;
}
private static bool ComputeContactPoint
(
Vector3 localHeadPoint,
Vector3 localTailPoint,
float combinedRadius,
float capsuleLength,
ref ContactPoint contactPoint
)
{
// For cylinder only
var projectedHead = new Vector3(localHeadPoint.x, 0f, localHeadPoint.z);
var projectedTail = new Vector3(localTailPoint.x, 0f, localTailPoint.z);
var rayVector = projectedTail - projectedHead;
// http://mathworld.wolfram.com/Circle-CircleIntersection.html
// First find the intersection of the projected circles of the sphere and the cylinder seen from above
var cylinderToHead = projectedHead;
var d = cylinderToHead.magnitude;
if (d <= 0f)
{
// The head lies along the cylinder axis!
return false;
}
var dSqr = d * d;
var radius1 = combinedRadius;
var radius1Sqr = radius1 * radius1;
var radius2Sqr = rayVector.sqrMagnitude;
var subTerm = dSqr - radius2Sqr + radius1Sqr;
var denominator = 0.5f / d;
var x = subTerm * denominator;
var y = denominator * Mathf.Sqrt(4f * dSqr * radius1Sqr - subTerm * subTerm);
var xVector = cylinderToHead / d;
var yVector = new Vector3(-xVector.z, 0f, xVector.x);
var xB = x * xVector;
var yB = y * yVector;
var newProjectedPosition = xB + yB;
var boneLengthSqr = (localTailPoint - localHeadPoint).sqrMagnitude;
newProjectedPosition.y = Mathf.Sqrt(boneLengthSqr - (d - x) * (d - x));
contactPoint.position = newProjectedPosition;
contactPoint.normal = xVector;
return true;
}
#if UNITY_EDITOR
private SpringManager manager;
private Vector3[] ringPoints;
private Vector3[] endRingPoints;
private SpringColliderDebug colliderDebug;
private static Vector3 GetAngleVector(Vector3 sideVector, Vector3 forwardVector, float radians)
{
return Mathf.Sin(radians) * sideVector + Mathf.Cos(radians) * forwardVector;
}
private void Awake()
{
manager = GetComponentInParent<SpringManager>();
colliderDebug = new SpringColliderDebug();
}
// Box for picking in the editor
private void DrawPickBox()
{
Gizmos.color = new Color(0f, 0f, 0f, 0f);
var start = transform.position;
var end = GetEndCapOriginInWorldSpace();
var center = 0.5f * (start + end);
var worldRadius = 1.5f * transform.TransformDirection(radius, 0f, 0f).magnitude;
var size = new Vector3(
Mathf.Abs(end.x - start.x) + worldRadius,
Mathf.Abs(end.y - start.y) + worldRadius,
Mathf.Abs(end.z - start.z) + worldRadius);
Gizmos.DrawCube(center, size);
}
private void OnDrawGizmos()
{
if (!enabled)
{
return;
}
DrawPickBox();
if (SpringManager.showColliders
&& !SpringBone.SelectionContainsSpringBones())
{
DrawGizmos((manager != null) ? manager.colliderColor : Color.gray);
}
}
private void OnDrawGizmosSelected()
{
if (SpringManager.onlyShowSelectedBones
&& !UnityEditor.Selection.Contains(gameObject))
{
return;
}
DrawGizmos(enabled ? Color.white : Color.gray);
}
private void RecordCylinderCollision
(
Vector3 localMoverPosition,
Vector3 localNormal,
float localMoverRadius,
SpringBone.CollisionStatus collisionStatus
)
{
var originToContactPoint = radius * localNormal;
var localContactPoint = new Vector3(originToContactPoint.x, localMoverPosition.y, originToContactPoint.z);
var worldContactPoint = transform.TransformPoint(localContactPoint);
var worldNormal = transform.TransformDirection(localNormal).normalized;
var worldRadius = transform.TransformDirection(localMoverRadius, 0f, 0f).magnitude;
colliderDebug.RecordCollision(
worldContactPoint,
worldNormal,
worldRadius,
collisionStatus);
}
private void RecordSphereCollision
(
Vector3 localSphereOrigin,
Vector3 localMoverPosition,
float worldMoverRadius,
SpringBone.CollisionStatus collisionStatus
)
{
var localNormal = (localMoverPosition - localSphereOrigin).normalized;
var localContactPoint = localSphereOrigin + localNormal * radius;
var worldNormal = transform.TransformDirection(localNormal).normalized;
var worldContactPoint = transform.TransformPoint(localContactPoint);
colliderDebug.RecordCollision(worldContactPoint, worldNormal, worldMoverRadius, collisionStatus);
}
#endif
}
}