FiE-Game/Assets/CircularGravityForce/CGF.cs

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2023-07-24 21:52:50 +02:00
/*******************************************************************************************
* Author: Lane Gresham, AKA LaneMax
* Websites: http://resurgamstudios.com
* Description: Core logic for Circular Gravity Force.
*******************************************************************************************/
using UnityEngine;
using System.Collections;
using System.Linq;
using System.Collections.Generic;
using System.IO;
#if (UNITY_EDITOR)
using UnityEditor;
#endif
namespace CircularGravityForce
{
[AddComponentMenu("Physics/Circular Gravity Force", -1)]
public class CGF : MonoBehaviour
{
#region Events
public delegate void ApplyCGFEvent(CGF cgf, Rigidbody rigid, Collider coll);
public static event ApplyCGFEvent OnApplyCGFEvent;
#endregion
#region Enums
//Force Types
public enum ForceType
{
ForceAtPosition,
Force,
Torque,
ExplosionForce,
GravitationalAttraction,
}
//Force Types
public enum Shape
{
Sphere,
Capsule,
Raycast,
Box,
}
public enum ForcePosition
{
ThisTransform,
ClosestCollider,
}
#endregion
#region Classes
//Manages all transform properties
[System.Serializable]
public class TransformProperties
{
[SerializeField, Tooltip("Used for toggling transform properties.")]
private bool toggleTransformProperties;
public bool ToggleTransformProperties
{
get { return toggleTransformProperties; }
set { toggleTransformProperties = value; }
}
[SerializeField, Header("Position"), Tooltip("Toggles to override the transforms position.")]
private bool overridePosition = false;
public bool OverridePosition
{
get { return overridePosition; }
set { overridePosition = value; }
}
[SerializeField, Tooltip("Toggles to use local position.")]
private bool localPosition = false;
public bool LocalPosition
{
get { return localPosition; }
set { localPosition = value; }
}
[SerializeField, Tooltip("Override value for the transforms position.")]
private Vector3 positionValue = Vector3.zero;
public Vector3 PositionValue
{
get { return positionValue; }
set { positionValue = value; }
}
[SerializeField, Header("Rotation"), Tooltip("Toggles to override the transforms rotation.")]
private bool overrideRotation = false;
public bool OverrideRotation
{
get { return overrideRotation; }
set { overrideRotation = value; }
}
[SerializeField, Tooltip("Toggles to use local rotation.")]
private bool localRotation = false;
public bool LocalRotation
{
get { return localRotation; }
set { localRotation = value; }
}
[SerializeField, Tooltip("Override value for the transforms rotation.")]
private Vector3 rotationValue = Vector3.zero;
public Vector3 RotationValue
{
get { return rotationValue; }
set { rotationValue = value; }
}
//Validate the given transform.
public void ValidateTransform(Transform transform)
{
if (OverridePosition)
{
if (LocalPosition)
{
transform.localPosition = PositionValue;
}
else
{
transform.position = PositionValue;
}
}
if (OverrideRotation)
{
if (LocalRotation)
{
transform.localRotation = Quaternion.Euler(RotationValue);
}
else
{
transform.rotation = Quaternion.Euler(RotationValue);
}
}
}
}
//Manages all force position properties
[System.Serializable]
public class ForcePositionProperties
{
[SerializeField, Tooltip("Used for toggling force position properties.")]
private bool toggleForcePositionProperties;
public bool ToggleForcePositionProperties
{
get { return toggleForcePositionProperties; }
set { toggleForcePositionProperties = value; }
}
[SerializeField, Tooltip("Force position options.")]
private ForcePosition forcePosition = ForcePosition.ThisTransform;
public ForcePosition ForcePosition
{
get { return forcePosition; }
set { forcePosition = value; }
}
[SerializeField, Tooltip("Colliders for when using 'Closest Collider' for 'Force Position'")]
private List<Collider> closestColliders;
public List<Collider> ClosestColliders
{
get { return closestColliders; }
set { closestColliders = value; }
}
[SerializeField, Tooltip("Finds the closest point on effected object and uses that as the force pivot.")]
private bool useEffectedClosestPoint = false;
public bool UseEffectedClosestPoint
{
get { return useEffectedClosestPoint; }
set { useEffectedClosestPoint = value; }
}
[SerializeField, Tooltip("Height offset for closest colliders.")]
private float heightOffset = 0f;
public float HeightOffset
{
get { return heightOffset; }
set { heightOffset = value; }
}
public ForcePositionProperties()
{
ClosestColliders = new List<Collider>();
}
}
//Manages all force type properties
[System.Serializable]
public class ForceTypeProperties
{
[SerializeField, Tooltip("Adjustment to the apparent position of the explosion to make it seem to lift objects.")]
private float explosionForceUpwardsModifier = 0f;
public float ExplosionForceUpwardsModifier
{
get { return explosionForceUpwardsModifier; }
set { explosionForceUpwardsModifier = value; }
}
[SerializeField, Tooltip("The maximimum angular velocity of the rigidbody.")]
private float torqueMaxAngularVelocity = 7f;
public float TorqueMaxAngularVelocity
{
get { return torqueMaxAngularVelocity; }
set { torqueMaxAngularVelocity = value; }
}
}
//Manages all filter type properties
[System.Serializable]
public class FilterProperties
{
//Filter effect types
public enum EffectType
{
Effect,
DontEffect,
}
//Tag filter properties
[System.Serializable]
public class TagFilter
{
[SerializeField, Tooltip("Effect type for tag filter options.")]
private EffectType effectType = EffectType.Effect;
public EffectType _effectType
{
get { return effectType; }
set { effectType = value; }
}
[SerializeField, Tooltip("Tag name used for filter options.")]
private string tag = string.Empty;
public string Tag
{
get { return tag; }
set { tag = value; }
}
}
//GameObject filter properties
[System.Serializable]
public class GameObjectFilter
{
[SerializeField, Tooltip("Effect type for Gameobject filter options.")]
private EffectType effectType = EffectType.Effect;
public EffectType _effectType
{
get { return effectType; }
set { effectType = value; }
}
[SerializeField, Tooltip("Gameobject used for filter options.")]
private GameObject gameObject;
public GameObject _gameObject
{
get { return gameObject; }
set { gameObject = value; }
}
}
//Collider filter properties
[System.Serializable]
public class BoundsFilter
{
[SerializeField, Tooltip("Effect type for bounds collider filter options.")]
private EffectType effectType = EffectType.Effect;
public EffectType _effectType
{
get { return effectType; }
set { effectType = value; }
}
[SerializeField, Tooltip("Bound collider used for filter options.")]
private Collider collider;
public Collider _collider
{
get { return collider; }
set { collider = value; }
}
}
//Physic material filter properties
[System.Serializable]
public class PhysicMaterialFilter
{
[SerializeField, Tooltip("Effect type for physic material filter options.")]
private EffectType effectType = EffectType.Effect;
public EffectType _effectType
{
get { return effectType; }
set { effectType = value; }
}
[SerializeField, Tooltip("Physic material used for filter options.")]
private PhysicMaterial physicMaterial;
public PhysicMaterial _physicMaterial
{
get { return physicMaterial; }
set { physicMaterial = value; }
}
}
// Filter Properties Constructor
public FilterProperties()
{
gameObjectFilter = new List<GameObjectFilter>();
tagFilter = new List<TagFilter>();
boundsFilter = new List<BoundsFilter>();
physicMaterialFilter = new List<PhysicMaterialFilter>();
}
[SerializeField, Tooltip("Used to filter out gameobjects, has authority over tags, colliders, physicMaterial, and layermasks.")]
private List<GameObjectFilter> gameObjectFilter;
public List<GameObjectFilter> _gameObjectFilter
{
get { return gameObjectFilter; }
set { gameObjectFilter = value; }
}
[SerializeField, Tooltip("Used to filter out tags, has authority over colliders, physicMaterial, and layermasks.")]
private List<TagFilter> tagFilter;
public List<TagFilter> _tagFilter
{
get { return tagFilter; }
set { tagFilter = value; }
}
[SerializeField, Tooltip("Used to filter out colliders, has authority over physicMaterial, and layermasks.")]
public List<BoundsFilter> boundsFilter;
public List<BoundsFilter> _boundsFilter
{
get { return boundsFilter; }
set { boundsFilter = value; }
}
[SerializeField, Tooltip("Used to filter out physic material, has authority over layermasks.")]
public List<PhysicMaterialFilter> physicMaterialFilter;
public List<PhysicMaterialFilter> _physicMaterialFilter
{
get { return physicMaterialFilter; }
set { physicMaterialFilter = value; }
}
[SerializeField, Tooltip("Used for fildering LayerMasks.")]
private LayerMask layerMaskFilter = -1;
public LayerMask _layerMaskFilter
{
get { return layerMaskFilter; }
set { layerMaskFilter = value; }
}
//ValidateFilters all filter options
public bool ValidateFilters(Rigidbody rigid, Collider coll)
{
bool value = true;
if (_gameObjectFilter.Count > 0)
{
for (int i = 0; i < _gameObjectFilter.Count; i++)
{
switch (_gameObjectFilter[i]._effectType)
{
case EffectType.Effect:
if (_gameObjectFilter[i]._gameObject == rigid.gameObject)
{
return true;
}
break;
case EffectType.DontEffect:
if (_gameObjectFilter[i]._gameObject == rigid.gameObject)
{
return false;
}
break;
}
}
}
if (_tagFilter.Count > 0)
{
for (int i = 0; i < _tagFilter.Count; i++)
{
switch (_tagFilter[i]._effectType)
{
case EffectType.Effect:
if (rigid.transform.gameObject.CompareTag(_tagFilter[i].Tag))
{
return true;
}
break;
case EffectType.DontEffect:
if (rigid.transform.gameObject.CompareTag(_tagFilter[i].Tag))
{
return false;
}
break;
}
}
}
if (_boundsFilter.Count > 0)
{
for (int i = 0; i < _boundsFilter.Count; i++)
{
switch (_boundsFilter[i]._effectType)
{
case EffectType.Effect:
if (_boundsFilter[i]._collider.bounds.Contains(rigid.position))
{
return true;
}
break;
case EffectType.DontEffect:
if (_boundsFilter[i]._collider.bounds.Contains(rigid.position))
{
return false;
}
break;
}
}
}
if (_physicMaterialFilter.Count > 0)
{
for (int i = 0; i < _physicMaterialFilter.Count; i++)
{
switch (_physicMaterialFilter[i]._effectType)
{
case EffectType.Effect:
if (_physicMaterialFilter[i]._physicMaterial == coll.sharedMaterial)
{
return true;
}
break;
case EffectType.DontEffect:
if (_physicMaterialFilter[i]._physicMaterial == coll.sharedMaterial)
{
return false;
}
break;
}
}
}
if (((1 << rigid.transform.gameObject.layer) & _layerMaskFilter) != 0)
{
value = true;
}
else if (((1 << rigid.transform.gameObject.layer) & _layerMaskFilter) == 0)
{
value = false;
}
return value;
}
}
//Manages all event properties
[System.Serializable]
public class EventProperties
{
[SerializeField, Tooltip("Used for toggling event properties.")]
private bool toggleEventProperties;
public bool ToggleEventProperties
{
get { return toggleEventProperties; }
set { toggleEventProperties = value; }
}
[SerializeField, Tooltip("Enables delegate / events.")]
private bool enableEvents = true;
public bool EnableEvents
{
get { return enableEvents; }
set { enableEvents = value; }
}
[SerializeField, Tooltip("Enables SendMessage. Syntax:'void OnApplyCGF(CircularGravityForce.CGF cgf)'")]
private bool enableSendMessage = false;
public bool EnableSendMessage
{
get { return enableSendMessage; }
set { enableSendMessage = value; }
}
}
//Draw gravity properties
[System.Serializable]
public class DrawGravityProperties
{
[SerializeField, Header("Runtime"), Tooltip("Enable/Disables drawing gravity force lines.")]
private bool drawGravityForce = false;
public bool DrawGravityForce
{
get { return drawGravityForce; }
set { drawGravityForce = value; }
}
[SerializeField, Tooltip("Thinkness of the line drawn.")]
private float thickness = 0.05f;
public float Thickness
{
get { return thickness; }
set { thickness = value; }
}
[SerializeField, Tooltip("Material on line.")]
private Material gravityLineMaterial;
public Material GravityLineMaterial
{
get { return gravityLineMaterial; }
set { gravityLineMaterial = value; }
}
[SerializeField, Header("Editor"), Tooltip("Enable/Disables unity editor gizmo for CGF.")]
private bool drawGizmo = true;
public bool DrawGizmo
{
get { return drawGizmo; }
set { drawGizmo = value; }
}
//Used to see gravity area from gizmos
private bool drawGravityForceGizmos = true;
public bool DrawGravityForceGizmos
{
get { return drawGravityForceGizmos; }
set { drawGravityForceGizmos = value; }
}
}
//Draw gravity properties
[System.Serializable]
public class MemoryProperties
{
[SerializeField, Tooltip("Layer mask for all effected colliders.")]
private LayerMask colliderLayerMask = -1;
public LayerMask ColliderLayerMask
{
get { return colliderLayerMask; }
set { colliderLayerMask = value; }
}
[SerializeField, Tooltip("Used for toggling memory properties.")]
private bool toggleMemoryProperties;
public bool ToggleMemoryProperties
{
get { return toggleMemoryProperties; }
set { toggleMemoryProperties = value; }
}
[SerializeField, Tooltip("See affected colliders in gizmo.")]
private bool seeColliders = false;
public bool SeeColliders
{
get { return seeColliders; }
set { seeColliders = value; }
}
[SerializeField, Tooltip("See affected raycasthits in gizmo.")]
private bool seeRaycastHits = false;
public bool SeeRaycastHits
{
get { return seeRaycastHits; }
set { seeRaycastHits = value; }
}
[SerializeField, Tooltip("Use Non-Alloc physics.")]
private bool nonAllocPhysics = false;
public bool NonAllocPhysics
{
get { return nonAllocPhysics; }
set { nonAllocPhysics = value; }
}
[SerializeField, Tooltip("Collider buffer size for the Non-Alloc 'Sphere' and 'Box' types.")]
private int colliderBuffer = 100;
public int ColliderBuffer
{
get { return colliderBuffer; }
set { colliderBuffer = value; }
}
[SerializeField, Tooltip("RaycastHit buffer size for the Non-Alloc 'Capsule' and 'Raycast' shapes.")]
private int raycastHitBuffer = 100;
public int RaycastHitBuffer
{
get { return raycastHitBuffer; }
set { raycastHitBuffer = value; }
}
}
#endregion
#region Properties/Constructor
public CGF()
{
_transformProperties = new TransformProperties();
_forcePositionProperties = new ForcePositionProperties();
_forceTypeProperties = new ForceTypeProperties();
_filterProperties = new FilterProperties();
_eventProperties = new EventProperties();
_drawGravityProperties = new DrawGravityProperties();
_memoryProperties = new MemoryProperties();
}
//Used for when wanting to see the cgf line
static private string CirularGravityLineName = "CirularGravityForce_LineDisplay";
#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5)
//Warning message for Requiring Unity 5.6
static public string WarningMessageClosestPoint_5_6 = "Force Position Properties Closest Collider Requires Upgrading Project to Unity 5.6 or Higher.";
#endif
#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
//Warning message for Requiring Unity 5.3
static public string WarningMessageNonAllocUnity_5_3 = "3D Non-Alloc Physics Requires Upgrading Project to Unity 5.3 or Higher.";
static public string WarningMessageBoxUnity_5_3 = "3D Box Shape Physics Requires Upgrading Project to Unity 5.3 or Higher.";
#endif
[SerializeField, Tooltip("Enable/Disable the Circular Gravity Force.")]
private bool enable = true;
public bool Enable
{
get { return enable; }
set { enable = value; }
}
[SerializeField, Tooltip("Shape of the Cirular Gravity Force.")]
private Shape shape = CGF.Shape.Sphere;
public Shape _shape
{
get { return shape; }
set { shape = value; }
}
[SerializeField, Tooltip("The force type of the Cirular Gravity Force.")]
private ForceType forceType = ForceType.ForceAtPosition;
public ForceType _forceType
{
get { return forceType; }
set { forceType = value; }
}
[SerializeField, Tooltip("Option for how to apply a force.")]
private ForceMode forceMode = ForceMode.Force;
public ForceMode _forceMode
{
get { return forceMode; }
set { forceMode = value; }
}
[SerializeField, Tooltip("Projects the force to the forward.")]
private bool projectForward = false;
public bool _projectForward
{
get { return projectForward; }
set { projectForward = value; }
}
[SerializeField, Tooltip("Radius of the force.")]
private float size = 5f;
public float Size
{
get { return size; }
set { size = value; }
}
[SerializeField, Tooltip("Capsule Radius size of the fore.")]
private float capsuleRadius = 2f;
public float CapsuleRadius
{
get { return capsuleRadius; }
set { capsuleRadius = value; }
}
[SerializeField, Tooltip("Box vector size of the fore.")]
private Vector3 boxSize = new Vector3(5f, 5f, 5f);
public Vector3 BoxSize
{
get { return boxSize; }
set { boxSize = value; }
}
[SerializeField, Tooltip("Power for the force, can be negative or positive.")]
private float forcePower = 10f;
public float ForcePower
{
get { return forcePower; }
set { forcePower = value; }
}
[SerializeField, Tooltip("Velocity damping on effected rigidbodys.")]
private float velocityDamping = 0f;
public float VelocityDamping
{
get { return velocityDamping; }
set { velocityDamping = value; }
}
[SerializeField, Tooltip("Angular velocity damping on effected rigidbodys.")]
private float angularVelocityDamping = 0f;
public float AngularVelocityDamping
{
get { return angularVelocityDamping; }
set { angularVelocityDamping = value; }
}
[SerializeField, Tooltip("Manages all transform properties.")]
private TransformProperties transformProperties;
public TransformProperties _transformProperties
{
get { return transformProperties; }
set { transformProperties = value; }
}
[SerializeField, Tooltip("Options for where you want the force to start. Only available 'Force At Position', 'Explosion Force', and 'Gravitational Attraction' force types.")]
private ForcePositionProperties forcePositionProperties;
public ForcePositionProperties _forcePositionProperties
{
get { return forcePositionProperties; }
set { forcePositionProperties = value; }
}
[SerializeField, Tooltip("Force type properties.")]
private ForceTypeProperties forceTypeProperties;
public ForceTypeProperties _forceTypeProperties
{
get { return forceTypeProperties; }
set { forceTypeProperties = value; }
}
[SerializeField, Tooltip("Filter properties options.")]
private FilterProperties filterProperties;
public FilterProperties _filterProperties
{
get { return filterProperties; }
set { filterProperties = value; }
}
[SerializeField, Tooltip("Event properties options.")]
private EventProperties eventProperties;
public EventProperties _eventProperties
{
get { return eventProperties; }
set { eventProperties = value; }
}
[SerializeField, Tooltip("Draw gravity properties.")]
private DrawGravityProperties drawGravityProperties;
public DrawGravityProperties _drawGravityProperties
{
get { return drawGravityProperties; }
set { drawGravityProperties = value; }
}
[SerializeField, Tooltip("Memory Properties.")]
private MemoryProperties memoryProperties;
public MemoryProperties _memoryProperties
{
get { return memoryProperties; }
set { memoryProperties = value; }
}
[SerializeField]
private int colliderListCount;
public int ColliderListCount
{
get { return colliderListCount; }
}
[SerializeField]
private int raycastHitListCount;
public int RaycastHitListCount
{
get { return raycastHitListCount; }
}
//Selected Flag
bool isSelected = false;
//Line Object
private GameObject cirularGravityLine;
//Pre-Allocated Objects
private Collider[] colliderList;
private RaycastHit[] raycastHitList;
Color DebugGravityLineColorA;
Color DebugGravityLineColorB;
#endregion
#region Gizmos
//Used for draying icons
void OnDrawGizmos()
{
if (_drawGravityProperties.DrawGizmo)
{
#if (UNITY_EDITOR)
string icon = "CircularGravityForce Icons/";
icon = SetupIcons(icon);
SetupDebugColors();
isSelected = CheckGameObjects();
if (isSelected)
{
if (!EditorApplication.isPlaying && (_shape != Shape.Box) && (_shape != Shape.Sphere))
{
_drawGravityProperties.DrawGravityForceGizmos = false;
}
else
{
_drawGravityProperties.DrawGravityForceGizmos = true;
}
}
else
{
Gizmos.DrawIcon(this.transform.position, icon, true);
_drawGravityProperties.DrawGravityForceGizmos = true;
}
#endif
if (_drawGravityProperties.DrawGravityForceGizmos)
{
DrawGravityForceGizmos();
}
DrawClosetColliderGizmos();
}
}
#if (UNITY_EDITOR)
bool CheckGameObjects()
{
if (Selection.activeGameObject == this.gameObject)
return true;
foreach (var item in Selection.gameObjects)
{
if (item == this.gameObject)
return true;
}
return false;
}
string SetupIcons(string icon)
{
string cgfDir = string.Format("{0}/ResurgamStudios/CircularGravityForce Package/Gizmos/CircularGravityForce Icons/", Application.dataPath);
string dir = string.Format("{0}/Gizmos/CircularGravityForce Icons/", Application.dataPath);
if (!Directory.Exists(dir))
{
if (Directory.Exists(cgfDir))
{
CopyIcons(cgfDir, dir);
AssetDatabase.Refresh();
}
}
icon = icon + "cgf_icon";
if (forcePower == 0 || enable == false)
{
icon = icon + "0.png";
}
else if (forcePower >= 0)
{
icon = icon + "1.png";
}
else if (forcePower < 0)
{
icon = icon + "2.png";
}
return icon;
}
//Copys all cgf icons
void CopyIcons(string sourceDir, string targetDir)
{
Directory.CreateDirectory(targetDir);
foreach (var file in Directory.GetFiles(sourceDir).Where(s => s.EndsWith(".png")))
{
File.Copy(file, Path.Combine(targetDir, Path.GetFileName(file)));
}
}
#endif
#endregion
#region Unity Events
void Awake()
{
if (_memoryProperties.NonAllocPhysics)
{
colliderList = new Collider[_memoryProperties.ColliderBuffer];
raycastHitList = new RaycastHit[_memoryProperties.RaycastHitBuffer];
}
}
//Update is called once per frame
void Update()
{
if (Enable)
{
//Sets up the line that gets rendered showing the area of forces
if (_drawGravityProperties.DrawGravityForce)
{
if (cirularGravityLine == null)
{
//Creates line for showing the force
cirularGravityLine = new GameObject(CirularGravityLineName);
cirularGravityLine.transform.SetParent(this.gameObject.transform, false);
cirularGravityLine.AddComponent<LineRenderer>();
}
}
else
{
if (cirularGravityLine != null)
{
//Destroys line when not using
Destroy(cirularGravityLine);
}
}
}
else
{
if (cirularGravityLine != null)
{
//Destroys line when not using
Destroy(cirularGravityLine);
}
}
}
//Used for when drawing the cgf line with no lag
void LateUpdate()
{
if (Enable)
{
//Validates the this.transform rotation and position
_transformProperties.ValidateTransform(this.transform);
//Sets up the line that gets rendered showing the area of forces
if (_drawGravityProperties.DrawGravityForce)
{
if (cirularGravityLine != null)
{
DrawGravityForceLineRenderer();
}
}
}
}
//This function is called every fixed frame
void FixedUpdate()
{
if (Enable && forcePower != 0)
{
CalculateAndEstimateForce();
}
}
#endregion
#region Functions
//Applys the force function
private void ApplyForce(Rigidbody rigid, Transform trans, Collider coll)
{
var transPos = trans.position;
switch (_forcePositionProperties.ForcePosition)
{
case ForcePosition.ThisTransform:
break;
case ForcePosition.ClosestCollider:
if (_forcePositionProperties.ClosestColliders != null)
{
if (_forcePositionProperties.ClosestColliders.Count > 0)
{
float heightOffset = _forcePositionProperties.HeightOffset;
if (!_forcePositionProperties.UseEffectedClosestPoint)
{
var point = FindClosestPoints(rigid.position, _forcePositionProperties.ClosestColliders);
transPos = GetVectorHeightOffset(point, rigid.position, heightOffset);
}
else
{
Vector3 pointA = FindClosestPoints(coll.transform.position, _forcePositionProperties.ClosestColliders);
Vector3 pointB = FindClosestPoints(pointA, coll);
float distanceThisA = Vector3.Distance(coll.transform.position, pointA);
float distanceAB = Vector3.Distance(pointA, pointB);
transPos = GetVectorHeightOffset(pointA, coll.transform.position, Mathf.Abs(distanceThisA - distanceAB) + heightOffset);
}
}
}
break;
}
switch (_forceType)
{
case ForceType.ForceAtPosition:
ApplyCGFForceAtPosition(rigid, transPos, trans);
break;
case ForceType.Force:
ApplyCGFForce(rigid, transPos, trans);
break;
case ForceType.Torque:
ApplyCGFTorque(rigid, transPos, trans);
break;
case ForceType.ExplosionForce:
ApplyCGFExplosionForce(rigid, transPos, trans);
break;
case ForceType.GravitationalAttraction:
ApplyCGFGravitationalAttraction(rigid, transPos, trans);
break;
}
}
private void ApplyCGFForceAtPosition(Rigidbody rigid, Vector3 transPos, Transform trans)
{
Vector3 forceAtPoint = transPos;
if (_projectForward || _shape == Shape.Raycast)
{
forceAtPoint = (trans.forward * ForcePower) - (VelocityDamping * rigid.velocity);
}
else
{
forceAtPoint = ((rigid.transform.position - transPos) * ForcePower) - (VelocityDamping * rigid.velocity);
}
rigid.AddForceAtPosition(forceAtPoint, transPos, _forceMode);
}
private void ApplyCGFForce(Rigidbody rigid, Vector3 transPos, Transform trans)
{
Vector3 force = transPos;
if (_projectForward || _shape == Shape.Raycast)
{
force = (trans.forward * ForcePower) - (VelocityDamping * rigid.velocity);
}
else
{
force = ((rigid.transform.position - transPos) * ForcePower) - (VelocityDamping * rigid.velocity);
}
rigid.AddForce(force, _forceMode);
}
private void ApplyCGFTorque(Rigidbody rigid, Vector3 transPos, Transform trans)
{
Vector3 torque = transPos;
torque = (trans.right * ForcePower) - (AngularVelocityDamping * rigid.angularVelocity);
rigid.maxAngularVelocity = _forceTypeProperties.TorqueMaxAngularVelocity;
rigid.AddTorque(torque, _forceMode);
}
private void ApplyCGFExplosionForce(Rigidbody rigid, Vector3 transPos, Transform trans)
{
rigid.AddExplosionForce(ForcePower, transPos, Size, _forceTypeProperties.ExplosionForceUpwardsModifier, _forceMode);
}
private void ApplyCGFGravitationalAttraction(Rigidbody rigid, Vector3 transPos, Transform trans)
{
Vector3 gravitationalAttraction = transPos;
if (_projectForward || _shape == Shape.Raycast)
{
gravitationalAttraction = trans.forward * rigid.mass * ForcePower / (trans.forward).sqrMagnitude - (VelocityDamping * rigid.velocity);
}
else
{
gravitationalAttraction = ((rigid.position - transPos).normalized * rigid.mass * ForcePower / (rigid.position - transPos).sqrMagnitude) - (VelocityDamping * rigid.velocity);
}
if (float.IsNaN(gravitationalAttraction.x) && float.IsNaN(gravitationalAttraction.y) && float.IsNaN(gravitationalAttraction.z))
{
gravitationalAttraction = Vector3.zero;
}
rigid.AddForce(gravitationalAttraction, _forceMode);
}
//Calculate and Estimate the force
private void CalculateAndEstimateForce()
{
if (_shape == Shape.Sphere || _shape == Shape.Box)
{
#region Sphere
colliderListCount = 0;
if (_shape == Shape.Sphere)
{
if (_memoryProperties.NonAllocPhysics)
{
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
colliderListCount = Physics.OverlapSphereNonAlloc(this.transform.position, Size, colliderList, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
#else
Debug.LogWarning(WarningMessageNonAllocUnity_5_3);
#endif
}
else
{
colliderList = Physics.OverlapSphere(this.transform.position, Size, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
colliderListCount = colliderList.Length;
}
}
if (_shape == Shape.Box)
{
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
if (_memoryProperties.NonAllocPhysics)
{
colliderListCount = Physics.OverlapBoxNonAlloc(this.transform.position, BoxSize, colliderList, this.transform.rotation, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
}
else
{
colliderList = Physics.OverlapBox(this.transform.position, BoxSize, this.transform.rotation, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
colliderListCount = colliderList.Length;
}
#else
Debug.LogWarning(WarningMessageBoxUnity_5_3);
#endif
}
for (int i = 0; i < colliderListCount; i++)
{
if (colliderList[i] != null)
{
if (!colliderList[i].isTrigger)
{
var rigid = colliderList[i].attachedRigidbody;
if (rigid != null)
{
if (_filterProperties.ValidateFilters(rigid, colliderList[i]))
{
ApplyForce(rigid, this.transform, colliderList[i]);
//Enables send message & events
if (eventProperties.EnableEvents)
{
if (OnApplyCGFEvent != null)
{
OnApplyCGFEvent.Invoke(this, rigid, colliderList[i]);
}
}
if (eventProperties.EnableSendMessage)
{
rigid.SendMessage("OnApplyCGF", this, SendMessageOptions.DontRequireReceiver);
}
}
}
}
}
}
#endregion
}
else
{
#region RayCast / Capsule
//Circular Gravity Force Transform
Transform cgfTran = this.transform;
raycastHitListCount = 0;
if (_shape == Shape.Raycast)
{
if (_memoryProperties.NonAllocPhysics)
{
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
raycastHitListCount = Physics.RaycastNonAlloc(cgfTran.position, cgfTran.rotation * Vector3.forward, raycastHitList, Size, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
#else
Debug.LogWarning(WarningMessageNonAllocUnity_5_3);
#endif
}
else
{
raycastHitList = Physics.RaycastAll(cgfTran.position, cgfTran.rotation * Vector3.forward, Size, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
raycastHitListCount = raycastHitList.Length;
}
}
else if (_shape == Shape.Capsule)
{
if (_memoryProperties.NonAllocPhysics)
{
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
raycastHitListCount = Physics.CapsuleCastNonAlloc(cgfTran.position, cgfTran.position + ((cgfTran.rotation * Vector3.back)), capsuleRadius, cgfTran.position - ((cgfTran.position + (cgfTran.rotation * (Vector3.back)))), raycastHitList, Size, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
#else
Debug.LogWarning(WarningMessageNonAllocUnity_5_3);
#endif
}
else
{
raycastHitList = Physics.CapsuleCastAll(cgfTran.position, cgfTran.position + ((cgfTran.rotation * Vector3.back)), capsuleRadius, cgfTran.position - ((cgfTran.position + (cgfTran.rotation * (Vector3.back)))), Size, _memoryProperties.ColliderLayerMask, QueryTriggerInteraction.Ignore);
raycastHitListCount = raycastHitList.Length;
}
}
for (int i = 0; i < raycastHitListCount; i++)
{
if (raycastHitList[i].collider != null)
{
if (!raycastHitList[i].collider.isTrigger)
{
var rigid = raycastHitList[i].collider.attachedRigidbody;
if (rigid != null)
{
if (_filterProperties.ValidateFilters(rigid, raycastHitList[i].collider))
{
ApplyForce(rigid, this.transform, raycastHitList[i].collider);
//Enables send message & events
if (eventProperties.EnableEvents)
{
if (OnApplyCGFEvent != null)
{
OnApplyCGFEvent.Invoke(this, rigid, raycastHitList[i].collider);
}
}
if (eventProperties.EnableSendMessage)
{
rigid.SendMessage("OnApplyCGF", this, SendMessageOptions.DontRequireReceiver);
}
}
}
}
}
}
#endregion
}
}
public Vector3 FindClosestPoints(Vector3 point, List<Collider> closestColliders)
{
Vector3 closestPoint = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
if (closestColliders.Count > 0)
{
for (int i = 0; i < closestColliders.Count; i++)
{
if (closestColliders[i] != null)
{
if (closestColliders[i].gameObject.activeSelf && closestColliders[i].enabled)
{
var distance = Vector3.Distance(point, closestPoint);
var newPoint = FindClosestPoints(point, closestColliders[i]);
if (distance > Vector3.Distance(point, newPoint))
{
closestPoint = newPoint;
}
}
}
}
}
return closestPoint;
}
public Vector3 FindClosestPoints(Vector3 point, Collider closestCollider)
{
Vector3 closestPoint = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
if (closestCollider != null)
{
var distance = Vector3.Distance(point, closestPoint);
var newPoint = point;
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5)
// newPoint = Physics.ClosestPoint(point, closestCollider, closestCollider.transform.position, closestCollider.transform.rotation);
newPoint = closestCollider.ClosestPointOnBounds(point);
#else
Debug.LogWarning(WarningMessageClosestPoint_5_6);
#endif
if (distance > Vector3.Distance(point, newPoint))
{
closestPoint = newPoint;
}
}
else
{
closestPoint = point;
}
return closestPoint;
}
public Vector3 GetVectorHeightOffset(Vector3 A, Vector3 B, float x)
{
Vector3 P = x * Vector3.Normalize(B - A) + A;
return P;
}
#endregion
#region Static Functions
//Static function used to create CGFs
public static GameObject CreateCGF()
{
//Creates empty gameobject.
GameObject cgf = new GameObject();
//Sets gameojbect Name
cgf.name = "CGF";
//Creates Circular Gravity Force component
cgf.AddComponent<CGF>()._drawGravityProperties.GravityLineMaterial = new Material(Shader.Find("GUI/Text Shader"));
return cgf;
}
#endregion
#region Draw
//Draws effected area by forces line renderer
private void DrawGravityForceLineRenderer()
{
//Circular Gravity Force Transform
Transform cgfTran = this.transform;
Color DebugGravityLineColor;
if (Enable)
{
if (forcePower == 0)
DebugGravityLineColor = Color.white;
else if (forcePower > 0)
DebugGravityLineColor = Color.green;
else
DebugGravityLineColor = Color.red;
}
else
{
DebugGravityLineColor = Color.white;
}
//Line setup
LineRenderer lineRenderer = cirularGravityLine.GetComponent<LineRenderer>();
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
lineRenderer.startWidth = _drawGravityProperties.Thickness;
lineRenderer.endWidth = _drawGravityProperties.Thickness;
lineRenderer.numCornerVertices = 4;
#else
lineRenderer.SetWidth(_drawGravityProperties.Thickness, _drawGravityProperties.Thickness);
#endif
lineRenderer.material = _drawGravityProperties.GravityLineMaterial;
lineRenderer.material.color = DebugGravityLineColor;
//Renders type outline
switch (_shape)
{
case Shape.Sphere:
//Models line
// #if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
// lineRenderer.positionCount = 12;
// #elif (UNITY_5_5)
lineRenderer.numPositions = 12;
// #else
// lineRenderer.SetVertexCount(12);
// #endif
lineRenderer.SetPosition(0, cgfTran.position + ((cgfTran.rotation * Vector3.up) * Size));
lineRenderer.SetPosition(1, cgfTran.position);
lineRenderer.SetPosition(2, cgfTran.position + ((cgfTran.rotation * Vector3.down) * Size));
lineRenderer.SetPosition(3, cgfTran.position);
lineRenderer.SetPosition(4, cgfTran.position + ((cgfTran.rotation * Vector3.left) * Size));
lineRenderer.SetPosition(5, cgfTran.position);
lineRenderer.SetPosition(6, cgfTran.position + ((cgfTran.rotation * Vector3.right) * Size));
lineRenderer.SetPosition(7, cgfTran.position);
lineRenderer.SetPosition(8, cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size));
lineRenderer.SetPosition(9, cgfTran.position);
lineRenderer.SetPosition(10, cgfTran.position + ((cgfTran.rotation * Vector3.back) * Size));
lineRenderer.SetPosition(11, cgfTran.position);
break;
case Shape.Capsule:
//Models line
// #if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
// lineRenderer.positionCount = 17;
// #elif (UNITY_5_5)
lineRenderer.numPositions = 17;
// #else
// lineRenderer.SetVertexCount(17);
// #endif
//Starting Point
lineRenderer.SetPosition(0, cgfTran.position + ((cgfTran.rotation * Vector3.up) * capsuleRadius));
lineRenderer.SetPosition(1, cgfTran.position);
lineRenderer.SetPosition(2, cgfTran.position + ((cgfTran.rotation * Vector3.down) * capsuleRadius));
lineRenderer.SetPosition(3, cgfTran.position);
lineRenderer.SetPosition(4, cgfTran.position + ((cgfTran.rotation * Vector3.left) * capsuleRadius));
lineRenderer.SetPosition(5, cgfTran.position);
lineRenderer.SetPosition(6, cgfTran.position + ((cgfTran.rotation * Vector3.right) * capsuleRadius));
lineRenderer.SetPosition(7, cgfTran.position);
//Middle Line
Vector3 endPointLoc = cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size);
lineRenderer.SetPosition(8, endPointLoc);
//End Point
lineRenderer.SetPosition(9, endPointLoc + ((cgfTran.rotation * Vector3.up) * capsuleRadius));
lineRenderer.SetPosition(10, endPointLoc);
lineRenderer.SetPosition(11, endPointLoc + ((cgfTran.rotation * Vector3.down) * capsuleRadius));
lineRenderer.SetPosition(12, endPointLoc);
lineRenderer.SetPosition(13, endPointLoc + ((cgfTran.rotation * Vector3.left) * capsuleRadius));
lineRenderer.SetPosition(14, endPointLoc);
lineRenderer.SetPosition(15, endPointLoc + ((cgfTran.rotation * Vector3.right) * capsuleRadius));
lineRenderer.SetPosition(16, endPointLoc);
break;
case Shape.Raycast:
//Models line
// #if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
// lineRenderer.positionCount = 2;
// #elif (UNITY_5_5)
lineRenderer.numPositions = 2;
// #else
// lineRenderer.SetVertexCount(2);
// #endif
lineRenderer.SetPosition(0, cgfTran.position);
lineRenderer.SetPosition(1, cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size));
break;
case Shape.Box:
//Models line
// #if !(UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
// lineRenderer.positionCount = 12;
// #elif (UNITY_5_5)
lineRenderer.numPositions = 12;
// #else
// lineRenderer.SetVertexCount(12);
// #endif
lineRenderer.SetPosition(0, cgfTran.position + ((cgfTran.rotation * Vector3.up) * BoxSize.y));
lineRenderer.SetPosition(1, cgfTran.position);
lineRenderer.SetPosition(2, cgfTran.position + ((cgfTran.rotation * Vector3.down) * BoxSize.y));
lineRenderer.SetPosition(3, cgfTran.position);
lineRenderer.SetPosition(4, cgfTran.position + ((cgfTran.rotation * Vector3.left) * BoxSize.x));
lineRenderer.SetPosition(5, cgfTran.position);
lineRenderer.SetPosition(6, cgfTran.position + ((cgfTran.rotation * Vector3.right) * BoxSize.x));
lineRenderer.SetPosition(7, cgfTran.position);
lineRenderer.SetPosition(8, cgfTran.position + ((cgfTran.rotation * Vector3.forward) * BoxSize.z));
lineRenderer.SetPosition(9, cgfTran.position);
lineRenderer.SetPosition(10, cgfTran.position + ((cgfTran.rotation * Vector3.back) * BoxSize.z));
lineRenderer.SetPosition(11, cgfTran.position);
break;
}
}
//Sets up the gizmo colors for CGF for the editor
private void SetupDebugColors()
{
if (Enable)
{
if (forcePower == 0)
{
DebugGravityLineColorA = Color.white;
DebugGravityLineColorB = Color.white;
}
else if (forcePower > 0)
{
DebugGravityLineColorA = Color.green;
DebugGravityLineColorB = Color.green;
}
else
{
DebugGravityLineColorA = Color.red;
DebugGravityLineColorB = Color.red;
}
}
else
{
DebugGravityLineColorA = Color.white;
DebugGravityLineColorB = Color.white;
}
DebugGravityLineColorA.a = .5f;
DebugGravityLineColorB.a = .1f;
}
//Draws effected area by forces with debug draw line, so you can see it in Gizmos
private void DrawGravityForceGizmos()
{
//Circular Gravity Force Transform
Transform cgfTran = this.transform;
//Renders type outline
switch (_shape)
{
case CGF.Shape.Sphere:
Gizmos.color = DebugGravityLineColorB;
Gizmos.DrawSphere(cgfTran.position, Size);
if (!isSelected)
{
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.up) * Size), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.down) * Size), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.left) * Size), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.right) * Size), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.back) * Size), cgfTran.position);
}
else
{
Gizmos.color = DebugGravityLineColorB;
Gizmos.DrawSphere(cgfTran.position, Size);
}
break;
case CGF.Shape.Capsule:
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.up) * capsuleRadius), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.down) * capsuleRadius), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.left) * capsuleRadius), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.right) * capsuleRadius), cgfTran.position);
Vector3 endPointLoc = cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size);
Gizmos.DrawLine(cgfTran.position, endPointLoc);
Gizmos.DrawLine(endPointLoc + ((cgfTran.rotation * Vector3.up) * capsuleRadius), endPointLoc);
Gizmos.DrawLine(endPointLoc + ((cgfTran.rotation * Vector3.down) * capsuleRadius), endPointLoc);
Gizmos.DrawLine(endPointLoc + ((cgfTran.rotation * Vector3.left) * capsuleRadius), endPointLoc);
Gizmos.DrawLine(endPointLoc + ((cgfTran.rotation * Vector3.right) * capsuleRadius), endPointLoc);
break;
case CGF.Shape.Raycast:
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.forward) * Size), cgfTran.position);
break;
case CGF.Shape.Box:
Matrix4x4 cubeTransform = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one * 2);
Matrix4x4 oldGizmosMatrix = Gizmos.matrix;
Gizmos.matrix *= cubeTransform;
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawWireCube(Vector3.zero, BoxSize);
if (isSelected)
DebugGravityLineColorA.a = 1f;
if (isSelected)
{
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawWireCube(Vector3.zero, BoxSize);
}
Gizmos.color = DebugGravityLineColorB;
Gizmos.DrawCube(Vector3.zero, BoxSize);
if (isSelected)
Gizmos.DrawCube(Vector3.zero, BoxSize);
Gizmos.matrix = oldGizmosMatrix;
if (!isSelected)
{
Gizmos.color = DebugGravityLineColorA;
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.up) * BoxSize.y), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.down) * BoxSize.y), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.left) * BoxSize.x), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.right) * BoxSize.x), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.forward) * BoxSize.z), cgfTran.position);
Gizmos.DrawLine(cgfTran.position + ((cgfTran.rotation * Vector3.back) * BoxSize.z), cgfTran.position);
}
break;
}
if (memoryProperties.SeeColliders)
{
if (_shape == Shape.Sphere || _shape == Shape.Box)
{
if (ForcePower != 0)
{
for (int i = 0; i < ColliderListCount; i++)
{
if (isSelected)
{
Gizmos.color = DebugGravityLineColorA;
DebugGravityLineColorA.a = 1f;
}
Gizmos.DrawLine(this.transform.position, colliderList[i].gameObject.transform.position);
}
}
}
}
if (memoryProperties.SeeRaycastHits)
{
if (_shape == Shape.Capsule || _shape == Shape.Raycast)
{
if (ForcePower != 0)
{
for (int i = 0; i < RaycastHitListCount; i++)
{
if (isSelected)
{
Gizmos.color = DebugGravityLineColorA;
DebugGravityLineColorA.a = 1f;
}
Gizmos.DrawLine(this.transform.position, raycastHitList[i].collider.gameObject.transform.position);
}
}
}
}
if (_forcePositionProperties.ForcePosition == ForcePosition.ClosestCollider)
{
switch (_forceType)
{
case ForceType.ForceAtPosition:
case ForceType.Force:
case ForceType.ExplosionForce:
case ForceType.GravitationalAttraction:
Gizmos.color = DebugGravityLineColorA;
if (_shape == Shape.Sphere || _shape == Shape.Box)
{
for (int i = 0; i < ColliderListCount; i++)
{
if (colliderList != null)
{
if (colliderList.Length > 0)
{
var rigidCheck = colliderList[i].attachedRigidbody;
if (rigidCheck != null)
{
if (_filterProperties.ValidateFilters(rigidCheck, colliderList[i]))
{
Vector3 pointA = FindClosestPoints(colliderList[i].transform.position, _forcePositionProperties.ClosestColliders);
Vector3 pointB = Vector3.zero;
if (_forcePositionProperties.UseEffectedClosestPoint)
{
pointB = FindClosestPoints(pointA, colliderList[i]);
}
else
{
pointB = colliderList[i].transform.position;
}
Gizmos.DrawWireSphere(pointA, .01f);
Gizmos.DrawLine(pointA, pointB);
Gizmos.DrawWireSphere(pointB, .01f);
}
}
}
}
}
}
if (_shape == Shape.Capsule || _shape == Shape.Raycast)
{
for (int i = 0; i < RaycastHitListCount; i++)
{
if (raycastHitList != null)
{
if (raycastHitList.Length > 0)
{
var rigidCheck = raycastHitList[i].collider.attachedRigidbody;
if (rigidCheck != null)
{
if (_filterProperties.ValidateFilters(rigidCheck, raycastHitList[i].collider))
{
Vector3 pointA = FindClosestPoints(raycastHitList[i].collider.transform.position, _forcePositionProperties.ClosestColliders);
Vector3 pointB = Vector3.zero;
if (_forcePositionProperties.UseEffectedClosestPoint)
{
pointB = FindClosestPoints(pointA, raycastHitList[i].collider);
}
else
{
pointB = raycastHitList[i].collider.transform.position;
}
Gizmos.DrawWireSphere(pointA, .01f);
Gizmos.DrawLine(pointA, pointB);
Gizmos.DrawWireSphere(pointB, .01f);
}
}
}
}
}
}
break;
case ForceType.Torque:
break;
default:
break;
}
}
}
//Draws CGF bounds for ClosestCollider
private void DrawClosetColliderGizmos()
{
if (!isSelected)
return;
Gizmos.color = DebugGravityLineColorA;
if (_forcePositionProperties.ForcePosition == CGF.ForcePosition.ClosestCollider)
{
for (int i = 0; i < _forcePositionProperties.ClosestColliders.Count; i++)
{
if (_forcePositionProperties.ClosestColliders[i] != null)
{
var meshFilter = _forcePositionProperties.ClosestColliders[i].gameObject.GetComponent<MeshFilter>();
if (meshFilter != null)
{
var mesh = meshFilter.sharedMesh;
if (mesh != null)
{
Gizmos.DrawWireMesh(mesh, meshFilter.gameObject.transform.position, meshFilter.gameObject.transform.rotation, meshFilter.gameObject.transform.lossyScale);
}
}
else
{
var bound = _forcePositionProperties.ClosestColliders[i].bounds;
Gizmos.DrawWireCube(bound.center, bound.size);
}
}
}
}
}
#endregion
}
}