Files
StoryGame_Unity/Assets/Live2D/Cubism/Framework/Raycasting/CubismRaycaster.cs

461 lines
16 KiB
C#

/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
using Live2D.Cubism.Core;
using Live2D.Cubism.Rendering;
using System.Collections.Generic;
using UnityEngine;
namespace Live2D.Cubism.Framework.Raycasting
{
/// <summary>
/// Allows casting rays against <see cref="CubismRaycastable"/>s.
/// </summary>
public sealed class CubismRaycaster : MonoBehaviour
{
/// <summary>
/// <see cref="CubismRenderer"/>s with <see cref="CubismRaycastable"/>s attached.
/// </summary>
private CubismRenderer[] Raycastables { get; set; }
/// <summary>
/// <see cref="CubismRaycastablePrecision"/>s with <see cref="CubismRaycastable"/>s attached.
/// </summary>
private CubismRaycastablePrecision[] RaycastablePrecisions { get; set; }
/// <summary>
/// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismRaycastable"/>.
/// </summary>
private void Refresh()
{
var candidates = this
.FindCubismModel()
.Drawables;
// Find raycastable drawables.
var raycastables = new List<CubismRenderer>();
var raycastablePrecisions = new List<CubismRaycastablePrecision>();
for (var i = 0; i < candidates.Length; i++)
{
var raycastable = candidates[i].GetComponent<CubismRaycastable>();
// Skip non-raycastables.
if (!raycastable
|| !raycastable.isActiveAndEnabled)
{
continue;
}
raycastables.Add(candidates[i].GetComponent<CubismRenderer>());
raycastablePrecisions.Add(candidates[i].GetComponent<CubismRaycastable>().Precision);
}
// Cache raycastables.
Raycastables = raycastables.ToArray();
RaycastablePrecisions = raycastablePrecisions.ToArray();
}
#region Unity Event Handling
/// <summary>
/// Called by Unity. Makes sure cache is initialized.
/// </summary>
private void Start()
{
// Initialize cache.
Refresh();
}
#endregion
/// <summary>
/// Casts a ray.
/// </summary>
/// <param name="origin">The origin of the ray.</param>
/// <param name="direction">The direction of the ray.</param>
/// <param name="result">The result of the cast.</param>
/// <param name="maximumDistance">[Optional] The maximum distance of the ray.</param>
/// <returns><see langword="true"/> in case of a hit; <see langword="false"/> otherwise.</returns>
/// <returns>The numbers of drawables had hit</returns>
public int Raycast(Vector3 origin, Vector3 direction, CubismRaycastHit[] result, float maximumDistance = 10000.0f)
{
return Raycast(new Ray(origin, direction), result, maximumDistance);
}
/// <summary>
/// Casts a ray.
/// </summary>
/// <param name="ray"></param>
/// <param name="result">The result of the cast.</param>
/// <param name="maximumDistance">[Optional] The maximum distance of the ray.</param>
/// <returns><see langword="true"/> in case of a hit; <see langword="false"/> otherwise.</returns>
/// <returns>The numbers of drawables had hit</returns>
public int Raycast(Ray ray, CubismRaycastHit[] result, float maximumDistance = 10000.0f)
{
var origin = ray.origin;
for (var i = 0; i < result.Length; i++)
{
result[i] = new CubismRaycastHit();
}
// Cast against each raycastable.
var hitCount = 0;
for (var i = 0; i < Raycastables.Length; i++)
{
var raycastable = Raycastables[i];
var precision = RaycastablePrecisions[i];
if (!raycastable.MeshRenderer.enabled)
{
continue;
}
if (RaycastDrawable(origin, ray.direction.normalized, maximumDistance, precision, raycastable, out var hitPosition, out var hitNormal, out var hitTime))
{
CubismRaycastHit raycastHit;
raycastHit.Drawable = raycastable.GetComponent<CubismDrawable>();
raycastHit.Distance = hitTime * maximumDistance;
raycastHit.WorldPosition = hitPosition;
raycastHit.LocalPosition = transform.InverseTransformPoint(hitPosition);
result[hitCount] = raycastHit;
++hitCount;
// Exit if result buffer is full.
if (hitCount == result.Length)
{
break;
}
}
}
return hitCount;
}
/// <summary>
/// The function to perform the raycast on the drawable.
/// </summary>
/// <param name="origin">The origin vector of the ray.</param>
/// <param name="normalizedDirection">The direction vector of the ray.</param>
/// <param name="length">The max length of the ray from the origin.</param>
/// <param name="precision">The precision of the raycast.</param>
/// <param name="renderer">The renderer to perform the raycast.</param>
/// <param name="hitPosition">The hit position of the ray.</param>
/// <param name="hitNormal">The hit normal of the ray.</param>
/// <param name="hitTime">The [0, 1] parameter of the ray where the hit point is between `Origin` and `Origin + Direction`.</param>
/// <returns>Did the Intersection Occur.</returns>
private bool RaycastDrawable(Vector3 origin, Vector3 normalizedDirection, float length, CubismRaycastablePrecision precision, CubismRenderer renderer, out Vector3 hitPosition, out Vector3 hitNormal, out float hitTime)
{
var bounds = renderer.Mesh.bounds;
// Transform the ray into the coordinate system of the bounds to account for bounds rotation.
var start = renderer.transform.InverseTransformPoint(origin);
var end = renderer.transform.InverseTransformPoint(origin + normalizedDirection * length);
if (!LineExtentBoxIntersection(bounds, start, end, Vector3.zero, out hitPosition, out hitNormal, out hitTime))
{
return false;
}
// Convert the hit location back to the global coordinate system.
hitPosition = renderer.transform.TransformPoint(hitPosition);
switch (precision)
{
case CubismRaycastablePrecision.BoundingBox:
{
// already checked
break;
}
case CubismRaycastablePrecision.Triangles:
{
var indices = renderer.Mesh.triangles;
var positions = new Vector3[renderer.Mesh.vertices.Length];
for (var i = 0; i < renderer.Mesh.vertices.Length; i++)
{
positions[i] = renderer.transform.TransformPoint(renderer.Mesh.vertices[i]);
}
if (!RayIntersectMesh(origin, normalizedDirection, length, positions, indices, out hitPosition, out hitTime))
{
return false;
}
break;
}
default:
{
return false;
}
}
return true;
}
/// <summary>
/// The function to check the intersection between the ray and the mesh.
/// </summary>
/// <param name="origin">The origin vector of the ray.</param>
/// <param name="direction">The direction vector of the ray.</param>
/// <param name="length">The max length of the ray from the origin.</param>
/// <param name="positions">The vertex positions of the mesh.</param>
/// <param name="indices">The vertex indices of the mesh.</param>
/// <param name="hitPosition">The hit position of the ray.</param>
/// <param name="hitTime">The [0, 1] parameter of the ray where the hit point is between `Start` and `End`.</param>
/// <returns>Did the Intersection Occur.</returns>
private bool RayIntersectMesh(Vector3 origin, Vector3 direction, float length, IReadOnlyList<Vector3> positions, int[] indices, out Vector3 hitPosition, out float hitTime)
{
hitPosition = Vector3.zero;
hitTime = 0.0f;
for (var i = 0; i < indices.Length; i += 3)
{
var t0 = positions[indices[i]];
var t1 = positions[indices[i + 1]];
var t2 = positions[indices[i + 2]];
if (RayIntersectTriangle(origin, direction, length, t0, t1, t2, out hitPosition, out hitTime))
{
return true;
}
}
return false;
}
/// <summary>
/// The function to check the intersection between the ray and the triangle.
/// </summary>
/// <param name="origin">The origin vector of the ray.</param>
/// <param name="direction">The direction vector of the ray.</param>
/// <param name="length">The max length of the ray from the origin.</param>
/// <param name="t0">The first vertex of the triangle.</param>
/// <param name="t1">The second vertex of the triangle.</param>
/// <param name="t2">The third vertex of the triangle.</param>
/// <param name="hitPosition">The hit position of the ray.</param>
/// <param name="hitTime">The [0, 1] parameter of the ray where the hit point is between `Start` and `End`.</param>
/// <returns>Did the Intersection Occur.</returns>
private bool RayIntersectTriangle(Vector3 origin, Vector3 direction, float length, Vector3 t0, Vector3 t1, Vector3 t2, out Vector3 hitPosition, out float hitTime)
{
hitPosition = Vector3.zero;
hitTime = 0.0f;
var e1 = t1 - t0;
var e2 = t2 - t0;
var p = Vector3.Cross(direction, e2);
var det = Vector3.Dot(e1, p);
if (Mathf.Approximately(det, 0))
{
return false;
}
var invDet = 1.0f / det;
var t = origin - t0;
var u = Vector3.Dot(t, p) * invDet;
if (u < 0.0f || u > 1.0f)
{
return false;
}
var q = Vector3.Cross(t, e1);
var v = Vector3.Dot(direction, q) * invDet;
if (v < 0.0f || u + v > 1.0f)
{
return false;
}
var w = Vector3.Dot(e2, q) * invDet;
hitTime = w / length;
if (hitTime < 0.0f || hitTime > 1.0f)
{
return false;
}
hitPosition = origin + direction * w;
return true;
}
/// <summary>
/// Line-extent/Box Test Util
/// </summary>
/// <param name="inBox">The box bounds.</param>
/// <param name="start">Start of line segment.</param>
/// <param name="end">End of line segment.</param>
/// <param name="extent">The box bounds extent.</param>
/// <param name="hitLocation">The hit position of the ray.</param>
/// <param name="hitNormal">The hit normal of the ray.</param>
/// <param name="hitTime">The [0, 1] parameter of the ray where the hit point is between `Origin` and `Origin + Direction`.</param>
/// <returns></returns>
private static bool LineExtentBoxIntersection(Bounds inBox, Vector3 start, Vector3 end, Vector3 extent, out Vector3 hitLocation, out Vector3 hitNormal, out float hitTime)
{
hitLocation = Vector3.zero;
hitNormal = Vector3.zero;
hitTime = 0.0f;
var box = inBox;
box.max += extent;
box.min -= extent;
var direction = (end - start);
Vector3 time;
var inside = true;
var faceDirection = Vector3.one;
if (start.x < box.min.x)
{
if (direction.x <= 0.0f)
{
return false;
}
else
{
inside = false;
faceDirection[0] = -1;
time.x = (box.min.x - start.x) / direction.x;
}
}
else if (start.x > box.max.x)
{
if (direction.x >= 0.0f)
{
return false;
}
else
{
inside = false;
time.x = (box.max.x - start.x) / direction.x;
}
}
else
{
time.x = 0.0f;
}
if (start.y < box.min.y)
{
if (direction.y <= 0.0f)
{
return false;
}
else
{
inside = false;
faceDirection[1] = -1;
time.y = (box.min.y - start.y) / direction.y;
}
}
else if (start.y > box.max.y)
{
if (direction.y >= 0.0f)
{
return false;
}
else
{
inside = false;
time.y = (box.max.y - start.y) / direction.y;
}
}
else
{
time.y = 0.0f;
}
if (start.z < box.min.z)
{
if (direction.z <= 0.0f)
{
return false;
}
else
{
inside = false;
faceDirection[2] = -1;
time.z = (box.min.z - start.z) / direction.z;
}
}
else if (start.z > box.max.z)
{
if (direction.z >= 0.0f)
{
return false;
}
else
{
inside = false;
time.z = (box.max.z - start.z) / direction.z;
}
}
else
{
time.z = 0.0f;
}
// If the line started inside the box (ie. player started in contact with the fluid)
if (inside)
{
hitLocation = start;
hitNormal.z = 0;
return true;
}
// Otherwise, calculate when hit occured
else
{
if (time.y > time.z)
{
hitTime = time.y;
hitNormal.y = faceDirection[1];
}
else
{
hitTime = time.z;
hitNormal.z = faceDirection[2];
}
if (time.x > hitTime)
{
hitTime = time.x;
hitNormal.x = faceDirection[0];
}
if (hitTime >= 0.0f && hitTime <= 1.0f)
{
hitLocation = start + direction * hitTime;
const float BOX_SIDE_THRESHOLD = 0.1f;
if (hitLocation.x > box.min.x - BOX_SIDE_THRESHOLD && hitLocation.x < box.max.x + BOX_SIDE_THRESHOLD &&
hitLocation.y > box.min.y - BOX_SIDE_THRESHOLD && hitLocation.y < box.max.y + BOX_SIDE_THRESHOLD &&
hitLocation.z > box.min.z - BOX_SIDE_THRESHOLD && hitLocation.z < box.max.z + BOX_SIDE_THRESHOLD)
{
return true;
}
}
return false;
}
}
}
}