145 lines
6.5 KiB
C#

using NewHorizons.Components.Orbital;
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 void Awake()
{
_rb = this.GetRequiredComponent<OWRigidbody>();
}
private void Update()
{
if (!Main.Debug) return;
if (Keyboard.current == null) return;
if (Keyboard.current[Key.P].wasReleasedThisFrame)
{
PrintRaycast();
}
}
internal void PrintRaycast()
{
DebugRaycastData data = Raycast();
if (!data.hit)
{
Logger.Log("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<AstroObject>() ?? o.GetComponentInParent<AstroObject>();
data.bodyName = o.name;
data.bodyPath = SearchUtilities.GetPath(o.transform);
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.Log("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;
}
}
}