959e80cf72
assets upload description.
249 lines
9.7 KiB
C#
249 lines
9.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace ProbeGridAndCut
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{
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[ExecuteInEditMode]
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public class ProbeGridAndCut : MonoBehaviour
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{
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#if UNITY_EDITOR
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// Number of probes on each axis of the grid
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public int probesInX = 5;
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public int probesInY = 5;
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public int probesInZ = 5;
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// Check if only static objects will be tested
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public bool onlyStatic = false;
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//Set editor to save if something change. Used in ProbeGridAndCutEditor.cs
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public bool somethingChanged = false;
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// List of tags that will be tested in raycastAll
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public List<string> BoundaryTags = new List<string> { "Untagged" };
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// Size of raycast from each probe
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public float rayTestSizeInsideObject = 2.5f;
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public float rayTestSizeFarObject = 1.5f;
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//Light Probe Group in Editor
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LightProbeGroup probeGroup;
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//Internal List of Light Probe Positions
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private List<Vector3> probePositions;
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public int probeCount = 0;
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void Start()
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{
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probeGroup = GetComponent<LightProbeGroup>();
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if (probeGroup == null) probeGroup = gameObject.AddComponent<LightProbeGroup>();
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probePositions = new List<Vector3>(probeGroup.probePositions);
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probeCount = probeGroup.probePositions.Length;
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawWireCube(Vector3.zero, Vector3.one);
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}
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public void UpdateProbes()
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{
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// Update Light Probe Group in Editor
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probeGroup.probePositions = probePositions.ToArray();
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probeCount = probeGroup.probePositions.Length;
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}
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public void Generate()
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{
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probePositions.Clear();
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// Position relative to parent, between 0 and 1
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Vector3 position;
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// Calculating steps on each exis, lenght between 0 and 1
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float stepX = 1f / (probesInX - 1);
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float stepY = 1f / (probesInY - 1);
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float stepZ = 1f / (probesInZ - 1);
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// Start position relative to the parent center. (Relative parent size is always 1)
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Vector3 startPosition = new Vector3(-0.5f, -0.5f, -0.5f);
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// Populate probe position Array
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for (int x = 0; x < probesInX; x++)
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{
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for (int y = 0; y < probesInY; y++)
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{
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for (int z = 0; z < probesInZ; z++)
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{
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position.x = startPosition.x + stepX * x;
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position.y = startPosition.y + stepY * y;
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position.z = startPosition.z + stepZ * z;
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probePositions.Add(position);
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}
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}
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}
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}
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public void CutTaggedObjects()
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{
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Vector3 center = transform.position;
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Vector3 position;
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Vector3 direction;
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float distance;
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// Array with all hits from the center to the probe
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RaycastHit[] hitAll;
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// Removing from the end of the list to the beginning
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for (int i = probePositions.Count - 1; i >= 0; i--)
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{
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position = transform.TransformPoint(probePositions[i]);
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direction = position - center;
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distance = Vector3.Distance(center, position);
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// Trace a raycast from the center to the probe. If hit a tagged object the probe is removed from the list.
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Debug.DrawLine(center, position, Color.yellow, 1);
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hitAll = Physics.RaycastAll(center, direction, distance);
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for (int j = 0; j < hitAll.Length; j++)
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{
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if (BoundaryTags.Contains(hitAll[j].transform.gameObject.tag) &&
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!hitAll[j].transform.gameObject.CompareTag("Untagged") &&
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(hitAll[j].collider.gameObject.isStatic || !onlyStatic))
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{
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probePositions.RemoveAt(i);
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break;
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}
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}
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}
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}
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public void CutInsideObjects()
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{
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Vector3 position;
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Vector3 rayPos = Vector3.zero;
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string name1, name2, name3, name4, name5;
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RaycastHit hit;
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// Inside Object Detection: Raycast all 5 sides from selected size to the probe.
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// If all directions have the same name, the probe is inside an object.
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// Down is not tested, so its easier to remove probes from objects with a hollow at bottom, like trees.
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// Removing from the end of the list to the beginning
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for (int i = probePositions.Count - 1; i >= 0; i--)
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{
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position = transform.TransformPoint(probePositions[i]);
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name1 = "1";
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name2 = "2";
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name3 = "3";
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name4 = "4";
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name5 = "5";
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// Up to probe
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rayPos.Set(position.x, position.y + rayTestSizeInsideObject, position.z);
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if (Physics.Raycast(rayPos, Vector3.down, out hit, Vector3.Distance(rayPos, position)))
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name1 = hit.transform.name;
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Debug.DrawLine(position, rayPos, Color.yellow, 1);
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// Right to Probe
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rayPos.Set(position.x + rayTestSizeInsideObject, position.y, position.z);
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if (Physics.Raycast(rayPos, Vector3.left, out hit, Vector3.Distance(rayPos, position)))
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name2 = hit.transform.name;
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Debug.DrawLine(position, rayPos, Color.yellow, 1);
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// Left to Probe
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rayPos.Set(position.x - rayTestSizeInsideObject, position.y, position.z);
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if (Physics.Raycast(rayPos, Vector3.right, out hit, Vector3.Distance(rayPos, position)))
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name3 = hit.transform.name;
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Debug.DrawLine(position, rayPos, Color.yellow, 1);
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// Forward to Probe
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rayPos.Set(position.x, position.y, position.z + rayTestSizeInsideObject);
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if (Physics.Raycast(rayPos, Vector3.back, out hit, Vector3.Distance(rayPos, position)))
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name4 = hit.transform.name;
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Debug.DrawLine(position, rayPos, Color.yellow, 1);
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// Back to Probe
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rayPos.Set(position.x, position.y, position.z - rayTestSizeInsideObject);
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if (Physics.Raycast(rayPos, Vector3.forward, out hit, Vector3.Distance(rayPos, position)))
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name5 = hit.transform.name;
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Debug.DrawLine(position, rayPos, Color.yellow, 1);
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if (name1 == name2 &&
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name1 == name3 &&
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name1 == name4 &&
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name1 == name5 &&
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(hit.collider.gameObject.isStatic || !onlyStatic))
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probePositions.RemoveAt(i);
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}
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}
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public void CutFarFromObject()
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{
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Vector3 position;
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Vector3 edge = Vector3.zero;
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bool hitObject;
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// Raycast all axis from one side to center, and vice versa.
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// If there's at least one hit, the probe is near an object and will not be cut
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for (int i = probePositions.Count - 1; i >= 0; i--)
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{
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// Scaling from relative to world position
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position = transform.TransformPoint(probePositions[i]);
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hitObject = false;
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// Probe to down
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edge.Set(position.x, position.y - rayTestSizeFarObject, position.z);
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hitObject = hitObject || TestCenterEdge(position, edge);
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// Probe to up
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edge.Set(position.x, position.y + rayTestSizeFarObject, position.z);
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hitObject = hitObject || TestCenterEdge(position, edge);
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// Probe to left
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edge.Set(position.x - rayTestSizeFarObject, position.y, position.z);
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hitObject = hitObject || TestCenterEdge(position, edge);
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// Probe to right
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edge.Set(position.x + rayTestSizeFarObject, position.y, position.z);
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hitObject = hitObject || TestCenterEdge(position, edge);
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// Probe to Back
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edge.Set(position.x, position.y, position.z - rayTestSizeFarObject);
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hitObject = hitObject || TestCenterEdge(position, edge);
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// Probe to Forward
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edge.Set(position.x, position.y, position.z + rayTestSizeFarObject);
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hitObject = hitObject || TestCenterEdge(position, edge);
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//If probe hit nothing, remove
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if (!hitObject) probePositions.RemoveAt(i);
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}
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}
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private bool TestCenterEdge(Vector3 center, Vector3 edge)
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{
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RaycastHit hit;
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bool hitTest;
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//from center to edge
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hitTest = Physics.Raycast(center, (edge - center), out hit, Vector3.Distance(center, edge));
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//if is not a static object and the plugin is set to ignore non static, its a false hit
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hitTest = hitTest && (hit.collider.gameObject.isStatic || !onlyStatic);
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//from edge to center
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hitTest = hitTest || Physics.Raycast(edge, (center - edge), out hit, Vector3.Distance(edge, center));
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//if is not a static object and the plugin is set to ignore non static, its a false hit
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hitTest = hitTest && (hit.collider.gameObject.isStatic || !onlyStatic);
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Debug.DrawLine(center, edge, Color.yellow, 1);
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return hitTest;
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}
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#endif
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}
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}
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