using NewHorizons.Handlers; using NewHorizons.Utility.Geometry; 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 Start() { _rb = this.GetRequiredComponent(); if (_raycastPrompt == null) { _raycastPrompt = new ScreenPrompt(TranslationHandler.GetTranslation("DEBUG_RAYCAST", TranslationHandler.TextType.UI) + " ", ImageUtilities.GetButtonSprite(KeyCode.P)); Locator.GetPromptManager().AddScreenPrompt(_raycastPrompt, PromptPosition.UpperRight, false); } } private void OnDestroy() { if (_raycastPrompt != null) { 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() { if (_raycastPrompt != null) { _raycastPrompt.SetVisibility(!OWTime.IsPaused() && Main.Debug); } } internal string Vector3ToString(Vector3 v) => $"{{\"x\": {v.x}, \"y\": {v.y}, \"z\": {v.z}}}"; internal void PrintRaycast() { DebugRaycastData data = Raycast(); if (!data.hit) { Logger.LogWarning("Debug Raycast Didn't Hit Anything! (Try moving closer)"); return; } var posText = Vector3ToString(data.pos); var normText = Vector3ToString(data.norm); var rotText = Vector3ToString(data.rot.eulerAngles); 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\n\n\"position\": {posText},\n\"rotation\": {rotText},\n\"normal\": {normText}\n\non collider [{data.colliderPath}] " + (data.bodyPath != null ? $"at rigidbody [{data.bodyPath}]" : "not attached to a rigidbody")); } internal DebugRaycastData Raycast() { var data = new DebugRaycastData(); _rb.DisableCollisionDetection(); try { int layerMask = OWLayerMask.physicalMask; var origin = Locator.GetActiveCamera().transform.position; var direction = Locator.GetActiveCamera().transform.forward; data.hit = Physics.Raycast(origin, direction, out var hitInfo, 100f, layerMask); if (data.hit) { data.pos = hitInfo.rigidbody.transform.InverseTransformPoint(hitInfo.point); data.norm = hitInfo.rigidbody.transform.InverseTransformDirection(hitInfo.normal); var toOrigin = Vector3.ProjectOnPlane((origin - hitInfo.point).normalized, hitInfo.normal); var worldSpaceRot = Quaternion.LookRotation(toOrigin, hitInfo.normal); data.rot = hitInfo.rigidbody.transform.InverseTransformRotation(worldSpaceRot); data.colliderPath = hitInfo.collider.transform.GetPath(); data.bodyPath = hitInfo.rigidbody.transform.GetPath(); data.hitBodyGameObject = hitInfo.rigidbody.gameObject; data.hitObject = hitInfo.collider.gameObject; data.plane = ConstructPlane(data); } } catch { // ignored } _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; } } }