-
Notifications
You must be signed in to change notification settings - Fork 136
/
FieldOfView.cs
179 lines (141 loc) · 4.78 KB
/
FieldOfView.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class FieldOfView : MonoBehaviour {
public float viewRadius;
[Range(0,360)]
public float viewAngle;
public LayerMask targetMask;
public LayerMask obstacleMask;
[HideInInspector]
public List<Transform> visibleTargets = new List<Transform>();
public float meshResolution;
public int edgeResolveIterations;
public float edgeDstThreshold;
public float maskCutawayDst = .1f;
public MeshFilter viewMeshFilter;
Mesh viewMesh;
void Start() {
viewMesh = new Mesh ();
viewMesh.name = "View Mesh";
viewMeshFilter.mesh = viewMesh;
StartCoroutine ("FindTargetsWithDelay", .2f);
}
IEnumerator FindTargetsWithDelay(float delay) {
while (true) {
yield return new WaitForSeconds (delay);
FindVisibleTargets ();
}
}
void LateUpdate() {
DrawFieldOfView ();
}
void FindVisibleTargets() {
visibleTargets.Clear ();
Collider[] targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask);
for (int i = 0; i < targetsInViewRadius.Length; i++) {
Transform target = targetsInViewRadius [i].transform;
Vector3 dirToTarget = (target.position - transform.position).normalized;
if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) {
float dstToTarget = Vector3.Distance (transform.position, target.position);
if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) {
visibleTargets.Add (target);
}
}
}
}
void DrawFieldOfView() {
int stepCount = Mathf.RoundToInt(viewAngle * meshResolution);
float stepAngleSize = viewAngle / stepCount;
List<Vector3> viewPoints = new List<Vector3> ();
ViewCastInfo oldViewCast = new ViewCastInfo ();
for (int i = 0; i <= stepCount; i++) {
float angle = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i;
ViewCastInfo newViewCast = ViewCast (angle);
if (i > 0) {
bool edgeDstThresholdExceeded = Mathf.Abs (oldViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded)) {
EdgeInfo edge = FindEdge (oldViewCast, newViewCast);
if (edge.pointA != Vector3.zero) {
viewPoints.Add (edge.pointA);
}
if (edge.pointB != Vector3.zero) {
viewPoints.Add (edge.pointB);
}
}
}
viewPoints.Add (newViewCast.point);
oldViewCast = newViewCast;
}
int vertexCount = viewPoints.Count + 1;
Vector3[] vertices = new Vector3[vertexCount];
int[] triangles = new int[(vertexCount-2) * 3];
vertices [0] = Vector3.zero;
for (int i = 0; i < vertexCount - 1; i++) {
vertices [i + 1] = transform.InverseTransformPoint(viewPoints [i]) + Vector3.forward * maskCutawayDst;
if (i < vertexCount - 2) {
triangles [i * 3] = 0;
triangles [i * 3 + 1] = i + 1;
triangles [i * 3 + 2] = i + 2;
}
}
viewMesh.Clear ();
viewMesh.vertices = vertices;
viewMesh.triangles = triangles;
viewMesh.RecalculateNormals ();
}
EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast) {
float minAngle = minViewCast.angle;
float maxAngle = maxViewCast.angle;
Vector3 minPoint = Vector3.zero;
Vector3 maxPoint = Vector3.zero;
for (int i = 0; i < edgeResolveIterations; i++) {
float angle = (minAngle + maxAngle) / 2;
ViewCastInfo newViewCast = ViewCast (angle);
bool edgeDstThresholdExceeded = Mathf.Abs (minViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded) {
minAngle = angle;
minPoint = newViewCast.point;
} else {
maxAngle = angle;
maxPoint = newViewCast.point;
}
}
return new EdgeInfo (minPoint, maxPoint);
}
ViewCastInfo ViewCast(float globalAngle) {
Vector3 dir = DirFromAngle (globalAngle, true);
RaycastHit hit;
if (Physics.Raycast (transform.position, dir, out hit, viewRadius, obstacleMask)) {
return new ViewCastInfo (true, hit.point, hit.distance, globalAngle);
} else {
return new ViewCastInfo (false, transform.position + dir * viewRadius, viewRadius, globalAngle);
}
}
public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) {
if (!angleIsGlobal) {
angleInDegrees += transform.eulerAngles.y;
}
return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad));
}
public struct ViewCastInfo {
public bool hit;
public Vector3 point;
public float dst;
public float angle;
public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle) {
hit = _hit;
point = _point;
dst = _dst;
angle = _angle;
}
}
public struct EdgeInfo {
public Vector3 pointA;
public Vector3 pointB;
public EdgeInfo(Vector3 _pointA, Vector3 _pointB) {
pointA = _pointA;
pointB = _pointB;
}
}
}