// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System.Collections.Generic; using UnityEngine; namespace nickmaltbie.OpenKCC.Utils.ColliderCast { /// /// Abstract class to optimize operations for a primitive shape /// collider cast. /// public abstract class AbstractPrimitiveColliderCast : MonoBehaviour, IColliderCast { /// /// Cache size for raycast hit. /// public const int RaycastHitCacheSize = 25; /// /// Cache size for collider overlap. /// public const int OverlapCacheSize = 25; /// /// Overlap hit cache. /// protected static Collider[] OverlapCache = new Collider[OverlapCacheSize]; /// /// Raycast hit cache. /// protected static RaycastHit[] HitCache = new RaycastHit[RaycastHitCacheSize]; /// /// Collider associated with this primitive collider cast. /// protected Collider _collider; /// /// Hiding flags for the collider component. /// protected virtual HideFlags ColliderHideFlags => HideFlags.NotEditable; /// /// Configure collider component. /// public virtual void Start() { SetupCollider(); } /// public bool CastSelf( Vector3 position, Quaternion rotation, Vector3 direction, float distance, out IRaycastHit hit, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.01f) { var closest = new RaycastHit() { distance = Mathf.Infinity }; bool hitSomething = false; foreach (RaycastHit objHit in GetHits(position, rotation, direction, distance, layerMask, queryTriggerInteraction, skinWidth)) { if (objHit.collider.gameObject.transform != gameObject.transform) { if (objHit.distance < closest.distance) { closest = objHit; } hitSomething = true; } } hit = new RaycastHitWrapper(closest); return hitSomething; } /// public virtual Vector3 PushOutOverlapping(Vector3 position, Quaternion rotation, float maxDistance, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.0f) { Vector3 pushed = Vector3.zero; foreach (Collider overlap in GetOverlapping(position, rotation, layerMask, queryTriggerInteraction, skinWidth)) { Physics.ComputePenetration( Collider, position, rotation, overlap, overlap.gameObject.transform.position, overlap.gameObject.transform.rotation, out Vector3 direction, out float distance ); float distPush = distance; Vector3 push = direction.normalized * distPush; pushed += push; position += push; } return Vector3.ClampMagnitude(pushed, maxDistance); } /// public bool DoRaycastInDirection(Vector3 source, Vector3 direction, float distance, out IRaycastHit stepHit, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction) { bool didHit = Physics.Raycast(new Ray(source, direction), out RaycastHit hit, distance, layerMask, queryTriggerInteraction); stepHit = new RaycastHitWrapper(hit); return didHit; } /// /// Primitive collider shape associated with this object. /// public Collider Collider => _collider = _collider ?? SetupColliderComponent(); /// public abstract Vector3 GetBottom(Vector3 position, Quaternion rotation); /// public abstract IEnumerable GetOverlapping(Vector3 position, Quaternion rotation, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.00f); /// public abstract IEnumerable GetHits(Vector3 position, Quaternion rotation, Vector3 direction, float distance, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.01f); /// /// Update the parameters of the collider on a configuration change. /// public virtual void UpdateColliderParameters() { if (_collider != null) { _collider.hideFlags = ColliderHideFlags; } } /// /// Setup the collider component associated with this object. /// /// Collider created (or one that already exists) for this object. protected abstract Collider SetupColliderComponent(); /// /// Setup the collider associated with this object. /// public void SetupCollider() { _collider = SetupColliderComponent(); UpdateColliderParameters(); } } }