149 lines
4.5 KiB
C#
149 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Obi;
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[RequireComponent(typeof(ObiRope))]
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public class RopeSweepCut : MonoBehaviour
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{
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public Camera cam;
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ObiRope rope;
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LineRenderer lineRenderer;
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Vector3 cutStartPosition;
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Vector3 cutEndPosition;
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bool cut;
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private void Awake()
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{
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rope = GetComponent<ObiRope>();
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AddMouseLine();
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}
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private void OnDestroy()
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{
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DeleteMouseLine();
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}
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private void OnEnable()
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{
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rope.OnSimulationStart += Rope_OnBeginSimulation;
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}
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private void OnDisable()
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{
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rope.OnSimulationStart -= Rope_OnBeginSimulation;
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}
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private void AddMouseLine()
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{
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GameObject line = new GameObject("Mouse Line");
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lineRenderer = line.AddComponent<LineRenderer>();
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lineRenderer.startWidth = 0.005f;
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lineRenderer.endWidth = 0.005f;
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lineRenderer.numCapVertices = 2;
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lineRenderer.sharedMaterial = new Material(Shader.Find("Unlit/Color"));
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lineRenderer.sharedMaterial.color = Color.cyan;
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lineRenderer.enabled = false;
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}
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private void DeleteMouseLine()
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{
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if (lineRenderer != null)
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Destroy(lineRenderer.gameObject);
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}
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private void LateUpdate()
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{
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// do nothing if we don't have a camera to cut from.
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if (cam == null) return;
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// process user input and cut the rope if necessary.
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ProcessInput();
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}
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private void Rope_OnBeginSimulation(ObiActor actor, float stepTime, float substepTime)
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{
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if (cut)
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{
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ScreenSpaceCut(cutStartPosition, cutEndPosition);
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cut = false;
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}
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}
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/**
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* Very simple mouse-based input. Not ideal for multitouch screens as it only supports one finger, though.
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*/
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private void ProcessInput()
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{
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// When the user clicks the mouse, start a line cut:
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if (Input.GetMouseButtonDown(0))
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{
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cutStartPosition = Input.mousePosition;
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lineRenderer.SetPosition(0, cam.ScreenToWorldPoint(new Vector3(cutStartPosition.x, cutStartPosition.y, 0.5f)));
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lineRenderer.enabled = true;
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}
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if (lineRenderer.enabled)
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lineRenderer.SetPosition(1, cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.5f)));
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// When the user lifts the mouse, proceed to cut.
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if (Input.GetMouseButtonUp(0))
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{
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cutEndPosition = Input.mousePosition;
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lineRenderer.enabled = false;
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cut = true;
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}
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}
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/**
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* Cuts the rope using a line segment, expressed in screen-space.
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*/
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private void ScreenSpaceCut(Vector2 lineStart, Vector2 lineEnd)
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{
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// keep track of whether the rope was cut or not.
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bool ropeCut = false;
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// iterate over all elements and test them for intersection with the line:
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for (int i = 0; i < rope.elements.Count; ++i)
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{
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// project the both ends of the element to screen space.
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Vector3 screenPos1 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle1]);
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Vector3 screenPos2 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle2]);
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// test if there's an intersection:
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if (SegmentSegmentIntersection(screenPos1, screenPos2, lineStart, lineEnd, out float r, out float s))
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{
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ropeCut = true;
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rope.Tear(rope.elements[i]);
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}
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}
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// If the rope was cut at any point, rebuilt constraints:
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if (ropeCut) rope.RebuildConstraintsFromElements();
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}
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/**
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* line segment 1 is AB = A+r(B-A)
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* line segment 2 is CD = C+s(D-C)
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* if they intesect, then A+r(B-A) = C+s(D-C), solving for r and s gives the formula below.
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* If both r and s are in the 0,1 range, it meant the segments intersect.
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*/
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private bool SegmentSegmentIntersection(Vector2 A, Vector2 B, Vector2 C, Vector2 D, out float r, out float s)
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{
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float denom = (B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x);
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float rNum = (A.y - C.y) * (D.x - C.x) - (A.x - C.x) * (D.y - C.y);
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float sNum = (A.y - C.y) * (B.x - A.x) - (A.x - C.x) * (B.y - A.y);
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if (Mathf.Approximately(rNum, 0) || Mathf.Approximately(denom, 0))
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{ r = -1; s = -1; return false; }
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r = rNum / denom;
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s = sNum / denom;
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return (r >= 0 && r <= 1 && s >= 0 && s <= 1);
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}
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}
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