Files
Fishing2/Assets/FImpossible Creations/Plugins - Shared/Physics/FImp_ColliderData_Box.cs
2025-11-10 00:08:26 +08:00

720 lines
32 KiB
C#

using UnityEngine;
namespace FIMSpace
{
public class FImp_ColliderData_Box : FImp_ColliderData_Base
{
public BoxCollider Box { get; private set; }
public BoxCollider2D Box2D { get; private set; }
private Vector3 boxCenter;
private Vector3 right;
private Vector3 up;
private Vector3 forward;
private Vector3 rightN;
private Vector3 upN;
private Vector3 forwardN;
private Vector3 scales;
// For 3D
public FImp_ColliderData_Box(BoxCollider collider)
{
Is2D = false;
Collider = collider;
Transform = collider.transform;
Box = collider;
ColliderType = EFColliderType.Box;
RefreshColliderData();
previousPosition = Transform.position + Vector3.forward * Mathf.Epsilon;
}
// For 2D
public FImp_ColliderData_Box(BoxCollider2D collider2D)
{
Is2D = true;
Collider2D = collider2D;
Transform = collider2D.transform;
Box2D = collider2D;
ColliderType = EFColliderType.Box;
RefreshColliderData();
previousPosition = Transform.position + Vector3.forward * Mathf.Epsilon;
}
#region Refreshing Data
public override void RefreshColliderData()
{
if (IsStatic) return; // No need to refresh collider data if it is static
if (Collider2D == null) // 3D Refresh
{
bool diff = false;
if (!FEngineering.VIsSame(Transform.position, previousPosition)) diff = true;
else
if (!FEngineering.QIsSame(Transform.rotation, previousRotation)) diff = true;
if (diff)
{
right = Box.transform.TransformVector((Vector3.right / 2f) * Box.size.x);
up = Box.transform.TransformVector((Vector3.up / 2f) * Box.size.y);
forward = Box.transform.TransformVector((Vector3.forward / 2f) * Box.size.z);
rightN = right.normalized;
upN = up.normalized;
forwardN = forward.normalized;
boxCenter = GetBoxCenter(Box);
scales = Vector3.Scale(Box.size, Box.transform.lossyScale);
scales.Normalize();
}
}
else // 2D Refresh
{
bool diff = false;
if (Vector2.Distance(Transform.position, previousPosition) > Mathf.Epsilon) { diff = true; }
else
if (!FEngineering.QIsSame(Transform.rotation, previousRotation)) { diff = true; }
if (diff)
{
right = Box2D.transform.TransformVector((Vector3.right / 2f) * Box2D.size.x);
up = Box2D.transform.TransformVector((Vector3.up / 2f) * Box2D.size.y);
rightN = right.normalized;
upN = up.normalized;
boxCenter = GetBoxCenter(Box2D);
boxCenter.z = 0f;
Vector3 scale = Transform.lossyScale; scale.z = 1f;
scales = Vector3.Scale(Box2D.size, scale);
scales.Normalize();
}
}
base.RefreshColliderData();
previousPosition = Transform.position;
previousRotation = Transform.rotation;
}
#endregion
public override bool PushIfInside(ref Vector3 segmentPosition, float segmentRadius, Vector3 segmentOffset)
{
int inOrInt = 0;
Vector3 interPlane = Vector3.zero;
Vector3 segmentOffsetted = segmentPosition + segmentOffset;
float planeDistance = PlaneDistance(boxCenter + up, upN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = up; }
planeDistance = PlaneDistance(boxCenter - up, -upN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = -up; }
planeDistance = PlaneDistance(boxCenter - right, -rightN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = -right; }
planeDistance = PlaneDistance(boxCenter + right, rightN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = right; }
bool insideOrIntersects = false;
if (Collider2D == null)
{
planeDistance = PlaneDistance(boxCenter + forward, forwardN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = forward; }
planeDistance = PlaneDistance(boxCenter - forward, -forwardN, segmentOffsetted);
if (SphereInsidePlane(planeDistance, segmentRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, segmentRadius)) { inOrInt++; interPlane = -forward; }
if (inOrInt == 6) insideOrIntersects = true;
}
else if (inOrInt == 4) insideOrIntersects = true;
if (insideOrIntersects)
{
bool inside = false;
//Vector3 rayDirection;
if (interPlane.sqrMagnitude == 0f) // sphere is inside the box
{
//if ( Collider2D == null)
// interPlane = -GetTargetPlaneNormal(Box, segmentOffsetted, right, up, forward, scales);
//else
// interPlane = -GetTargetPlaneNormal(Box2D, segmentOffsetted, right, up, scales);
inside = true;
//rayDirection = (interPlane).normalized; // poprawić przy przeskalowanych boxach
}
else // sphere is intersecting box
{
//rayDirection = (segmentOffsetted - boxCenter).normalized;
if (Collider2D == null)
{ if (IsInsideBoxCollider(Box, segmentOffsetted)) inside = true; }
else if (IsInsideBoxCollider(Box2D, segmentOffsetted)) inside = true;
}
Vector3 pointOnPlane = GetNearestPoint(segmentOffsetted);
Vector3 toNormal = pointOnPlane - segmentOffsetted;
if (inside) toNormal += toNormal.normalized * segmentRadius; else toNormal -= toNormal.normalized * segmentRadius;
//Debug.DrawRay(pointOnPlane, toNormal);
if (inside)
{
segmentPosition = segmentPosition + toNormal;
}
else
if (toNormal.sqrMagnitude > 0) segmentPosition = segmentPosition + toNormal;
return true;
}
return false;
}
public static void PushOutFromBoxCollider(BoxCollider box, Collision collision, float segmentColliderRadius, ref Vector3 segmentPosition, bool is2D = false)
{
Vector3 right = box.transform.TransformVector((Vector3.right / 2f) * box.size.x + box.center.x * Vector3.right);
Vector3 up = box.transform.TransformVector((Vector3.up / 2f) * box.size.y + box.center.y * Vector3.up);
Vector3 forward = box.transform.TransformVector((Vector3.forward / 2f) * box.size.z + box.center.z * Vector3.forward);
Vector3 scales = Vector3.Scale(box.size, box.transform.lossyScale);
scales.Normalize();
PushOutFromBoxCollider(box, collision, segmentColliderRadius, ref segmentPosition, right, up, forward, scales, is2D);
}
public static void PushOutFromBoxCollider(BoxCollider box, float segmentColliderRadius, ref Vector3 segmentPosition, bool is2D = false)
{
Vector3 right = box.transform.TransformVector((Vector3.right / 2f) * box.size.x + box.center.x * Vector3.right);
Vector3 up = box.transform.TransformVector((Vector3.up / 2f) * box.size.y + box.center.y * Vector3.up);
Vector3 forward = box.transform.TransformVector((Vector3.forward / 2f) * box.size.z + box.center.z * Vector3.forward);
Vector3 scales = Vector3.Scale(box.size, box.transform.lossyScale);
scales.Normalize();
Vector3 boxCenter = GetBoxCenter(box);
float pointRadius = segmentColliderRadius;
Vector3 upN = up.normalized; Vector3 rightN = right.normalized; Vector3 forwardN = forward.normalized;
int inOrInt = 0;
Vector3 interPlane = Vector3.zero;
float planeDistance = PlaneDistance(boxCenter + up, upN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = up; }
planeDistance = PlaneDistance(boxCenter - up, -upN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = -up; }
planeDistance = PlaneDistance(boxCenter - right, -rightN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = -right; }
planeDistance = PlaneDistance(boxCenter + right, rightN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = right; }
planeDistance = PlaneDistance(boxCenter + forward, forwardN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = forward; }
planeDistance = PlaneDistance(boxCenter - forward, -forwardN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = -forward; }
// Collision occured - sphere intersecting box shape volume or is inside of it
if (inOrInt == 6)
{
bool inside = false;
//Vector3 rayDirection;
if (interPlane.sqrMagnitude == 0f) // sphere is inside the box
{
//interPlane = -GetTargetPlaneNormal(box, segmentPosition, right, up, forward, scales, is2D);
inside = true;
//rayDirection = (interPlane).normalized; // poprawić przy przeskalowanych boxach
}
else // sphere is intersecting box
{
//rayDirection = (segmentPosition - boxCenter).normalized;
if (IsInsideBoxCollider(box, segmentPosition)) inside = true;
}
Vector3 pointOnPlane = GetNearestPoint(segmentPosition, boxCenter, right, up, forward, is2D);
Vector3 toNormal = pointOnPlane - segmentPosition;
if (inside) toNormal += toNormal.normalized * pointRadius * 1.01f; else toNormal -= toNormal.normalized * pointRadius * 1.01f;
if (inside)
{
segmentPosition = segmentPosition + toNormal;
}
else
if (toNormal.sqrMagnitude > 0)
{
segmentPosition = segmentPosition + toNormal;
}
}
}
public static void PushOutFromBoxCollider(BoxCollider box, Collision collision, float segmentColliderRadius, ref Vector3 pos, Vector3 right, Vector3 up, Vector3 forward, Vector3 scales, bool is2D = false)
{
Vector3 collisionPoint = collision.contacts[0].point;
Vector3 pushNormal = pos - collisionPoint;
Vector3 boxCenter = GetBoxCenter(box);
if (pushNormal.sqrMagnitude == 0f) pushNormal = pos - boxCenter;
float insideMul = 1f;
if (IsInsideBoxCollider(box, pos))
{
// Finding intersection point on the box from the inside
float castFactor = GetBoxAverageScale(box);
Vector3 fittingNormal = GetTargetPlaneNormal(box, pos, right, up, forward, scales);
Vector3 fittingNormalNorm = fittingNormal.normalized;
RaycastHit info;
// Doing cheap boxCollider's raycast from outside to hit surface
if (box.Raycast(new Ray(pos - fittingNormalNorm * castFactor * 3f, fittingNormalNorm), out info, castFactor * 4))
{
collisionPoint = info.point;
}
else
collisionPoint = GetIntersectOnBoxFromInside(box, boxCenter, pos, fittingNormal);
pushNormal = collisionPoint - pos;
insideMul = 100f;
}
Vector3 toNormal = pos - ((pushNormal / insideMul + pushNormal.normalized * 1.15f) / 2f) * (segmentColliderRadius);
toNormal = collisionPoint - toNormal;
float pushMagn = toNormal.sqrMagnitude;
if (pushMagn > 0 && pushMagn < segmentColliderRadius * segmentColliderRadius * insideMul) pos = pos + toNormal;
}
#region Push out from box 2D
public static void PushOutFromBoxCollider(BoxCollider2D box2D, float segmentColliderRadius, ref Vector3 segmentPosition)
{
Vector2 right = box2D.transform.TransformVector((Vector3.right / 2f) * box2D.size.x + box2D.offset.x * Vector3.right);
Vector2 up = box2D.transform.TransformVector((Vector3.up / 2f) * box2D.size.y + box2D.offset.y * Vector3.up);
Vector3 scale2D = box2D.transform.lossyScale; scale2D.z = 1f;
Vector2 scales = Vector3.Scale(box2D.size, scale2D);
scales.Normalize();
Vector2 boxCenter = GetBoxCenter(box2D);
float pointRadius = segmentColliderRadius;
Vector2 upN = up.normalized; Vector2 rightN = right.normalized;
int inOrInt = 0;
Vector3 interPlane = Vector3.zero;
float planeDistance = PlaneDistance(boxCenter + up, upN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = up; }
planeDistance = PlaneDistance(boxCenter - up, -upN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = -up; }
planeDistance = PlaneDistance(boxCenter - right, -rightN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = -right; }
planeDistance = PlaneDistance(boxCenter + right, rightN, segmentPosition);
if (SphereInsidePlane(planeDistance, pointRadius)) inOrInt++; else if (SphereIntersectsPlane(planeDistance, pointRadius)) { inOrInt++; interPlane = right; }
// Collision occured - sphere intersecting box shape volume or is inside of it
if (inOrInt == 4)
{
bool inside = false;
if (interPlane.sqrMagnitude == 0f) // sphere is inside the box
{
//interPlane = -GetTargetPlaneNormal(box2D, segmentPosition, right, up, scales);
inside = true;
}
else // sphere is intersecting box
{
if (IsInsideBoxCollider(box2D, segmentPosition)) inside = true;
}
Vector3 pointOnPlane = GetNearestPoint2D(segmentPosition, boxCenter, right, up);
Vector3 toNormal = pointOnPlane - segmentPosition;
if (inside) toNormal += toNormal.normalized * pointRadius * 1.01f; else toNormal -= toNormal.normalized * pointRadius * 1.01f;
if (inside)
segmentPosition = segmentPosition + toNormal;
else
if (toNormal.sqrMagnitude > 0) segmentPosition = segmentPosition + toNormal;
}
}
#endregion
#region Box Calculations Helpers
/// <summary>
/// Getting nearest plane normal fitting to given point position
/// </summary>
private Vector3 GetNearestPoint(Vector3 point)
{
Vector3 pointOnBox = point;
Vector3 distancesPositive = Vector3.one;
distancesPositive.x = PlaneDistance(boxCenter + right, rightN, point);
distancesPositive.y = PlaneDistance(boxCenter + up, upN, point);
if (Collider2D == null) distancesPositive.z = PlaneDistance(boxCenter + forward, forwardN, point);
Vector3 distancesNegative = Vector3.one;
distancesNegative.x = PlaneDistance(boxCenter - right, -rightN, point);
distancesNegative.y = PlaneDistance(boxCenter - up, -upN, point);
if (Collider2D == null) distancesNegative.z = PlaneDistance(boxCenter - forward, -forwardN, point);
float nearestX, nearestY, nearestZ;
float negX = 1f, negY = 1f, negZ = 1f;
if (distancesPositive.x > distancesNegative.x) { nearestX = distancesPositive.x; negX = -1f; } else { nearestX = distancesNegative.x; negX = 1f; }
if (distancesPositive.y > distancesNegative.y) { nearestY = distancesPositive.y; negY = -1f; } else { nearestY = distancesNegative.y; negY = 1f; }
if (Collider2D == null)
{
if (distancesPositive.z > distancesNegative.z) { nearestZ = distancesPositive.z; negZ = -1f; } else { nearestZ = distancesNegative.z; negZ = 1f; }
if (nearestX > nearestZ)
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
else
{
if (nearestZ > nearestY) { pointOnBox = ProjectPointOnPlane(forward * negZ, point, nearestZ); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
}
else
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
return pointOnBox;
}
/// <summary>
/// Getting nearest plane normal fitting to given point position
/// </summary>
private static Vector3 GetNearestPoint(Vector3 point, Vector3 boxCenter, Vector3 right, Vector3 up, Vector3 forward, bool is2D = false)
{
Vector3 pointOnBox = point;
Vector3 distancesPositive = Vector3.one;
distancesPositive.x = PlaneDistance(boxCenter + right, right.normalized, point);
distancesPositive.y = PlaneDistance(boxCenter + up, up.normalized, point);
if (is2D == false) distancesPositive.z = PlaneDistance(boxCenter + forward, forward.normalized, point);
Vector3 distancesNegative = Vector3.one;
distancesNegative.x = PlaneDistance(boxCenter - right, -right.normalized, point);
distancesNegative.y = PlaneDistance(boxCenter - up, -up.normalized, point);
if (is2D == false) distancesNegative.z = PlaneDistance(boxCenter - forward, -forward.normalized, point);
float nearestX, nearestY, nearestZ;
float negX = 1f, negY = 1f, negZ = 1f;
if (distancesPositive.x > distancesNegative.x) { nearestX = distancesPositive.x; negX = -1f; } else { nearestX = distancesNegative.x; negX = 1f; }
if (distancesPositive.y > distancesNegative.y) { nearestY = distancesPositive.y; negY = -1f; } else { nearestY = distancesNegative.y; negY = 1f; }
if (is2D == false)
{
if (distancesPositive.z > distancesNegative.z) { nearestZ = distancesPositive.z; negZ = -1f; } else { nearestZ = distancesNegative.z; negZ = 1f; }
if (nearestX > nearestZ)
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
else
{
if (nearestZ > nearestY) { pointOnBox = ProjectPointOnPlane(forward * negZ, point, nearestZ); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
}
else
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
return pointOnBox;
}
/// <summary>
/// Getting nearest plane normal fitting to given point position
/// </summary>
private static Vector3 GetNearestPoint2D(Vector2 point, Vector2 boxCenter, Vector2 right, Vector2 up)
{
Vector3 pointOnBox = point;
Vector3 distancesPositive = Vector3.one;
distancesPositive.x = PlaneDistance(boxCenter + right, right.normalized, point);
distancesPositive.y = PlaneDistance(boxCenter + up, up.normalized, point);
Vector3 distancesNegative = Vector3.one;
distancesNegative.x = PlaneDistance(boxCenter - right, -right.normalized, point);
distancesNegative.y = PlaneDistance(boxCenter - up, -up.normalized, point);
float nearestX, nearestY;
float negX = 1f, negY = 1f;
if (distancesPositive.x > distancesNegative.x) { nearestX = distancesPositive.x; negX = -1f; } else { nearestX = distancesNegative.x; negX = 1f; }
if (distancesPositive.y > distancesNegative.y) { nearestY = distancesPositive.y; negY = -1f; } else { nearestY = distancesNegative.y; negY = 1f; }
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
return pointOnBox;
}
/// <summary>
/// Getting nearest plane point on box collider
/// </summary>
public static Vector3 GetNearestPointOnBox(BoxCollider boxCollider, Vector3 point, bool is2D = false)
{
Vector3 right = boxCollider.transform.TransformVector(Vector3.right / 2f);
Vector3 up = boxCollider.transform.TransformVector(Vector3.up / 2f);
Vector3 forward = Vector3.forward; if (is2D == false) forward = boxCollider.transform.TransformVector(Vector3.forward / 2f);
Vector3 pointOnBox = point;
Vector3 center = GetBoxCenter(boxCollider);
Vector3 rightN = right.normalized;
Vector3 upN = up.normalized;
Vector3 forwardN = forward.normalized;
Vector3 distancesPositive = Vector3.one;
distancesPositive.x = PlaneDistance(center + right, rightN, point);
distancesPositive.y = PlaneDistance(center + up, upN, point);
if (is2D == false) distancesPositive.z = PlaneDistance(center + forward, forwardN, point);
Vector3 distancesNegative = Vector3.one;
distancesNegative.x = PlaneDistance(center - right, -rightN, point);
distancesNegative.y = PlaneDistance(center - up, -upN, point);
if (is2D == false) distancesNegative.z = PlaneDistance(center - forward, -forwardN, point);
float nearestX, nearestY, nearestZ;
float negX = 1f, negY = 1f, negZ = 1f;
if (distancesPositive.x > distancesNegative.x) { nearestX = distancesPositive.x; negX = -1f; } else { nearestX = distancesNegative.x; negX = 1f; }
if (distancesPositive.y > distancesNegative.y) { nearestY = distancesPositive.y; negY = -1f; } else { nearestY = distancesNegative.y; negY = 1f; }
if (is2D == false)
{
if (distancesPositive.z > distancesNegative.z) { nearestZ = distancesPositive.z; negZ = -1f; } else { nearestZ = distancesNegative.z; negZ = 1f; }
if (nearestX > nearestZ)
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
else
{
if (nearestZ > nearestY) { pointOnBox = ProjectPointOnPlane(forward * negZ, point, nearestZ); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
}
else
{
if (nearestX > nearestY) { pointOnBox = ProjectPointOnPlane(right * negX, point, nearestX); }
else
pointOnBox = ProjectPointOnPlane(up * negY, point, nearestY);
}
return pointOnBox;
}
private static float PlaneDistance(Vector3 planeCenter, Vector3 planeNormal, Vector3 point)
{
return Vector3.Dot(point - planeCenter, planeNormal);
}
private static Vector3 ProjectPointOnPlane(Vector3 planeNormal, Vector3 point, float distance)
{
Vector3 translationVector = planeNormal.normalized * distance;
return point + translationVector;
}
private static bool SphereInsidePlane(float planeDistance, float pointRadius) { return -planeDistance > pointRadius; }
private static bool SphereOutsidePlane(float planeDistance, float pointRadius) { return planeDistance > pointRadius; }
private static bool SphereIntersectsPlane(float planeDistance, float pointRadius) { return Mathf.Abs(planeDistance) <= pointRadius; }
public static bool IsInsideBoxCollider(BoxCollider collider, Vector3 point, bool is2D = false)
{
point = collider.transform.InverseTransformPoint(point) - collider.center;
float xExtend = (collider.size.x * 0.5f);
float yExtend = (collider.size.y * 0.5f);
float zExtend = (collider.size.z * 0.5f);
return (point.x < xExtend && point.x > -xExtend && point.y < yExtend && point.y > -yExtend && point.z < zExtend && point.z > -zExtend);
}
// 2D Version
public static bool IsInsideBoxCollider(BoxCollider2D collider, Vector3 point)
{
point = (Vector2)collider.transform.InverseTransformPoint(point) - collider.offset;
float xExtend = (collider.size.x * 0.5f);
float yExtend = (collider.size.y * 0.5f);
return (point.x < xExtend && point.x > -xExtend && point.y < yExtend && point.y > -yExtend);
}
/// <summary>
/// Getting average scale of box's dimensions
/// </summary>
protected static float GetBoxAverageScale(BoxCollider box)
{
Vector3 scales = box.transform.lossyScale;
scales = Vector3.Scale(scales, box.size);
return (scales.x + scales.y + scales.z) / 3f;
}
protected static Vector3 GetBoxCenter(BoxCollider box)
{
return box.transform.position + box.transform.TransformVector(box.center);
}
protected static Vector3 GetBoxCenter(BoxCollider2D box)
{
return box.transform.position + box.transform.TransformVector(box.offset);
}
protected static Vector3 GetTargetPlaneNormal(BoxCollider boxCollider, Vector3 point, bool is2D = false)
{
Vector3 right = boxCollider.transform.TransformVector((Vector3.right / 2f) * boxCollider.size.x);
Vector3 up = boxCollider.transform.TransformVector((Vector3.up / 2f) * boxCollider.size.y);
Vector3 forward = Vector3.forward; if (is2D == false) forward = boxCollider.transform.TransformVector((Vector3.forward / 2f) * boxCollider.size.z);
Vector3 scales = Vector3.Scale(boxCollider.size, boxCollider.transform.lossyScale);
scales.Normalize();
return GetTargetPlaneNormal(boxCollider, point, right, up, forward, scales, is2D);
}
/// <summary>
/// Getting nearest plane normal fitting to given point position
/// </summary>
protected static Vector3 GetTargetPlaneNormal(BoxCollider boxCollider, Vector3 point, Vector3 right, Vector3 up, Vector3 forward, Vector3 scales, bool is2D = false)
{
Vector3 rayDirection = (GetBoxCenter(boxCollider) - point).normalized;
// Finding proper box's plane
Vector3 dots;
dots.x = Vector3.Dot(rayDirection, right.normalized);
dots.y = Vector3.Dot(rayDirection, up.normalized);
dots.x = dots.x * scales.y * scales.z;
dots.y = dots.y * scales.x * scales.z;
if (is2D == false)
{
dots.z = Vector3.Dot(rayDirection, forward.normalized);
dots.z = dots.z * scales.y * scales.x;
}
else dots.z = 0;
dots.Normalize();
Vector3 dotsAbs = dots;
if (dots.x < 0) dotsAbs.x = -dots.x;
if (dots.y < 0) dotsAbs.y = -dots.y;
if (dots.z < 0) dotsAbs.z = -dots.z;
Vector3 planeNormal;
if (dotsAbs.x > dotsAbs.y)
{
if (dotsAbs.x > dotsAbs.z || is2D) planeNormal = right * Mathf.Sign(dots.x); else planeNormal = forward * Mathf.Sign(dots.z);
}
else
{
if (dotsAbs.y > dotsAbs.z || is2D) planeNormal = up * Mathf.Sign(dots.y); else planeNormal = forward * Mathf.Sign(dots.z);
}
return planeNormal;
}
// 2D Version
protected static Vector3 GetTargetPlaneNormal(BoxCollider2D boxCollider, Vector2 point, Vector2 right, Vector2 up, Vector2 scales)
{
Vector2 rayDirection = ((Vector2)GetBoxCenter(boxCollider) - point).normalized;
// Finding proper box's plane
Vector2 dots;
dots.x = Vector3.Dot(rayDirection, right.normalized);
dots.y = Vector3.Dot(rayDirection, up.normalized);
dots.x = dots.x * scales.y;
dots.y = dots.y * scales.x;
dots.Normalize();
Vector2 dotsAbs = dots;
if (dots.x < 0) dotsAbs.x = -dots.x;
if (dots.y < 0) dotsAbs.y = -dots.y;
Vector3 planeNormal;
if (dotsAbs.x > dotsAbs.y) planeNormal = right * Mathf.Sign(dots.x);
else
planeNormal = up * Mathf.Sign(dots.y);
return planeNormal;
}
/// <summary>
/// Calculating cheap ray on box plane to detect position from inside
/// </summary>
protected static Vector3 GetIntersectOnBoxFromInside(BoxCollider boxCollider, Vector3 from, Vector3 to, Vector3 planeNormal)
{
Vector3 rayDirection = (to - from);
// Creating box's plane and casting cheap ray on it to detect intersection position
Plane plane = new Plane(-planeNormal, GetBoxCenter(boxCollider) + planeNormal);
Vector3 intersectionPoint = to;
float enter = 0f;
Ray ray = new Ray(from, rayDirection);
if (plane.Raycast(ray, out enter)) intersectionPoint = ray.GetPoint(enter);
return intersectionPoint;
}
#endregion
}
}