using NewHorizons.Handlers; using UnityEngine; using UnityEngine.InputSystem; namespace NewHorizons.Utility.DebugUtilities { [RequireComponent(typeof(OWRigidbody))] public class DebugRaycaster : MonoBehaviour { private OWRigidbody _rb; private GameObject _surfaceSphere; private GameObject _normalSphere1; private GameObject _normalSphere2; private GameObject _planeUpRightSphere; private GameObject _planeUpLeftSphere; private GameObject _planeDownRightSphere; private GameObject _planeDownLeftSphere; private ScreenPrompt _raycastPrompt; private void Awake() { _rb = this.GetRequiredComponent(); _raycastPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_RAYCAST", TranslationHandler.TextType.UI) + " ", ImageUtilities.GetButtonSprite(KeyCode.P)); Locator.GetPromptManager().AddScreenPrompt(_raycastPrompt, PromptPosition.UpperRight, false); } private void OnDestroy() { Locator.GetPromptManager()?.RemoveScreenPrompt(_raycastPrompt, PromptPosition.UpperRight); } private void Update() { UpdatePromptVisibility(); if (!Main.Debug) return; if (Keyboard.current == null) return; if (Keyboard.current[Key.P].wasReleasedThisFrame) { PrintRaycast(); } } public void UpdatePromptVisibility() { _raycastPrompt.SetVisibility(!OWTime.IsPaused() && Main.Debug); } internal void PrintRaycast() { DebugRaycastData data = Raycast(); if (!data.hit) { Logger.LogWarning("Debug Raycast Didn't Hit Anything! (Try moving closer)"); return; } var posText = $"{{\"x\": {data.pos.x}, \"y\": {data.pos.y}, \"z\": {data.pos.z}}}"; var normText = $"{{\"x\": {data.norm.x}, \"y\": {data.norm.y}, \"z\": {data.norm.z}}}"; if(_surfaceSphere != null) GameObject.Destroy(_surfaceSphere); if(_normalSphere1 != null) GameObject.Destroy(_normalSphere1); if(_normalSphere2 != null) GameObject.Destroy(_normalSphere2); if(_planeUpRightSphere != null) GameObject.Destroy(_planeUpRightSphere ); if(_planeUpLeftSphere != null) GameObject.Destroy(_planeUpLeftSphere ); if(_planeDownLeftSphere != null) GameObject.Destroy(_planeDownLeftSphere ); if(_planeDownRightSphere != null) GameObject.Destroy(_planeDownRightSphere); _surfaceSphere = AddDebugShape.AddSphere(data.hitBodyGameObject, 0.1f, Color.green); _normalSphere1 = AddDebugShape.AddSphere(data.hitBodyGameObject, 0.01f, Color.red); _normalSphere2 = AddDebugShape.AddSphere(data.hitBodyGameObject, 0.01f, Color.red); _surfaceSphere.transform.localPosition = data.pos; _normalSphere1.transform.localPosition = data.pos + data.norm * 0.5f; _normalSphere2.transform.localPosition = data.pos + data.norm; // plane corners var planeSize = 0.5f; var planePointSize = 0.05f; _planeUpRightSphere = AddDebugShape.AddSphere(data.hitBodyGameObject, planePointSize, Color.green); _planeUpLeftSphere = AddDebugShape.AddSphere(data.hitBodyGameObject, planePointSize, Color.cyan) ; _planeDownLeftSphere = AddDebugShape.AddSphere(data.hitBodyGameObject, planePointSize, Color.blue) ; _planeDownRightSphere = AddDebugShape.AddSphere(data.hitBodyGameObject, planePointSize, Color.cyan) ; _planeUpRightSphere .transform.localPosition = data.plane.origin + data.plane.u*1*planeSize + data.plane.v*1*planeSize; _planeUpLeftSphere .transform.localPosition = data.plane.origin + data.plane.u*-1*planeSize + data.plane.v*1*planeSize; _planeDownLeftSphere .transform.localPosition = data.plane.origin + data.plane.u*-1*planeSize + data.plane.v*-1*planeSize; _planeDownRightSphere.transform.localPosition = data.plane.origin + data.plane.u*1*planeSize + data.plane.v*-1*planeSize; Logger.Log($"Raycast hit \"position\": {posText}, \"normal\": {normText} on [{data.bodyName}] at [{data.bodyPath}]"); } internal DebugRaycastData Raycast() { DebugRaycastData data = new DebugRaycastData(); _rb.DisableCollisionDetection(); int layerMask = OWLayerMask.physicalMask; var origin = Locator.GetActiveCamera().transform.position; var direction = Locator.GetActiveCamera().transform.TransformDirection(Vector3.forward); data.hit = Physics.Raycast(origin, direction, out RaycastHit hitInfo, 100f, layerMask); if (data.hit) { data.pos = hitInfo.transform.InverseTransformPoint(hitInfo.point); data.norm = hitInfo.transform.InverseTransformDirection(hitInfo.normal); var o = hitInfo.transform.gameObject; var hitAstroObject = o.GetComponent() ?? o.GetComponentInParent(); data.bodyName = o.name; data.bodyPath = o.transform.GetPath(); data.hitObject = o; data.hitBodyGameObject = hitAstroObject?.gameObject ?? o; data.plane = ConstructPlane(data); } _rb.EnableCollisionDetection(); return data; } internal DebugRaycastPlane ConstructPlane(DebugRaycastData data) { var U = data.pos - Vector3.zero; // U is the local "up" direction. the direction directly away from the center of the planet at this point. // pos is always relative to the body, so the body is considered to be at 0,0,0. var R = data.pos; // R is our origin point for the plane var N = data.norm.normalized; // N is the normal for this plane if (Vector3.Cross(U, N) == Vector3.zero) U = new Vector3(0, 0, 1); if (Vector3.Cross(U, N) == Vector3.zero) U = new Vector3(0, 1, 0); // if 0,0,1 was actually the same vector U already was (lol), try (0,1,0) instead Logger.LogVerbose("Up vector is " + U.ToString()); // stackoverflow.com/a/9605695 // I don't know exactly how this works, but I'm projecting a point that is located above the plane's origin, relative to the planet, onto the plane. this gets us our v vector var q = (2*U)-R; var dist = Vector3.Dot(N, q); var v_raw = 2*U - dist*N; var v = (R-v_raw).normalized; var u = Vector3.Cross(N, v); DebugRaycastPlane p = new DebugRaycastPlane() { origin = R, normal = N, u = u, v = v }; return p; } } }