64 lines
2.5 KiB
C#
64 lines
2.5 KiB
C#
//#define MB_DEBUG
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using UnityEngine;
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using static MenteBacata.ScivoloCharacterController.Internal.GeometryCasts;
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namespace MenteBacata.ScivoloCharacterController.Internal
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{
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/*
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* Collection of sweep test methods that add a small offset to the maximum distance so that the sweep stops at the offset distance from
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* the hit point, and if no hit occurs, also ensures that there are no hits within the offset distance further along the sweep direction.
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*/
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public static class SweepTestsWithOffset
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{
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public static void SweepTestCapsule(Vector3 lowerCenter, Vector3 upperCenter, float radius, Vector3 direction, float maxDistance, float offset, LayerMask collisionMask, Collider colliderToIgnore, out SweepResult result)
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{
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result = new SweepResult();
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if (CapsuleCast(lowerCenter, upperCenter, radius, direction, maxDistance + offset, collisionMask, colliderToIgnore, out result.hit, out result.startedWithOverlap))
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{
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result.hasHit = true;
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result.safeDistance = Mathf.Clamp(result.hit.distance - offset, 0f, maxDistance);
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}
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else
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{
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result.hasHit = false;
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result.safeDistance = maxDistance;
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}
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}
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public static void SweepTestSphere(Vector3 center, float radius, Vector3 direction, float maxDistance, float offset, LayerMask collisionMask, Collider colliderToIgnore, out SweepResult result)
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{
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result = new SweepResult();
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if (SphereCast(center, radius, direction, maxDistance + offset, collisionMask, colliderToIgnore, out result.hit, out result.startedWithOverlap))
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{
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result.hasHit = true;
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result.safeDistance = Mathf.Clamp(result.hit.distance - offset, 0f, maxDistance);
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}
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else
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{
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result.hasHit = false;
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result.safeDistance = maxDistance;
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}
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}
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public struct SweepResult
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{
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/// <summary>
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/// Distance that can be moved without getting too close to the hit point, if present, otherwise is equal to max distance.
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/// </summary>
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public float safeDistance;
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public bool hasHit;
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/// <summary>
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/// Retrieved hit, its distance can be grater than max distance.
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/// </summary>
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public RaycastHit hit;
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public bool startedWithOverlap;
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}
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}
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}
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