517 lines
18 KiB
C#
517 lines
18 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ShatterableGlass : MonoBehaviour
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{
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// !!!
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// Before trying to read or modify code it is strongly recommended to read Readme.pdf.
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// It contains detailed explanations with images and formulas.
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// !!!
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// Sector per side.
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public int Sectors = 3;
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// Figures per sector.
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public int DetailsPerSector = 4;
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// Sectors with area smaller than Area * SimplifyThreshold will be trimmed to simple triangle.
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public float SimplifyThreshold = 0.05f;
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// Generate Glass sides?
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public bool GlassSides = true;
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// Material of that sides.
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public Material GlassSidesMaterial;
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public float GlassThickness = 0.025f;
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// Draw net, but not break?
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public bool ShatterButNotBreak = false;
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// A bit realistic effect, if glass not breakble?
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public bool SlightlyRotateGibs = true;
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// Destroy gibs?
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public bool DestroyGibs = true;
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// After time, seconds.
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public float AfterSeconds = 10f;
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// Move Gibs on a separate layer?
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public bool GibsOnSeparateLayer = false;
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// Index of that layer.
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public int GibsLayer = 0;
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// Maximum force applied to glass gibs.
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public float Force = 100f;
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// Should glass fragments have same parent?
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public bool AdoptFragments = false;
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// Abstract bounds of the glass.
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Vector2[] Bounds = new Vector2[4];
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// Area of the glass. Calculated at Start().
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float Area = 1f;
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// Original glass material. Same will be applied to glass gibs.
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Material GlassMaterial;
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// AudioSource of break sound.
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AudioSource SoundEmitter;
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// Using this for initialization
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void Start()
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{
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// Dimmentions of the glass. Please refer to Figure 2.1. in Readme.pdf
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float u = Mathf.Abs(transform.lossyScale.x / 2f);
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float v = Mathf.Abs(transform.lossyScale.y / 2f);
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// Calculate area.
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Area = u * v;
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// Corners of the glass.
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Bounds[0] = new Vector2(u, v);
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Bounds[1] = new Vector2(-u, v);
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Bounds[2] = new Vector2(-u, -v);
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Bounds[3] = new Vector2(u, -v);
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SoundEmitter = GetComponent<AudioSource>();
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// Check if Renderer and MeshFilter present.
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if (GetComponent<Renderer>() == null || GetComponent<MeshFilter>() == null)
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{
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Debug.LogError(gameObject.name + ": No Renderer and/or MeshFilter components!");
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Destroy(gameObject);
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return;
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}
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// Original glass's material will be applied to glass gibs.
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GlassMaterial = GetComponent<Renderer>().material;
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// Throw an error, if second material required, but not set.
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if (GlassSides && GlassSidesMaterial == null)
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{
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Debug.LogError(gameObject.name + ": GlassSide material must be assigned! Glass will be destroyed.");
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Destroy(gameObject);
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}
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}
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// Function for SendMessage usage.
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// HitPoint is point in local glass coordinates. Typically {0, 0} (center). Force applied towards local z axis.
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public void Shatter2D(Vector2 HitPoint)
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{
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Shatter(HitPoint, transform.forward);
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}
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// Converts Global 3D point to local 2D point and calls Shatter(). Please refer to Figure 2.2.
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public void Shatter3D(ShatterableGlassInfo Inf)
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{
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// Check if any of parents have non-{1, 1, 1} scale.
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// If any of parents have wrong scale conversion and shattering will be incorrect.
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Transform Parent = gameObject.transform.parent;
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bool Sucsess = true;
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while (Parent != null)
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{
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if (Parent.localScale.x != 1f || Parent.localScale.y != 1f || Parent.localScale.y != 1f)
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Sucsess = false;
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Parent = Parent.parent;
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}
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// Using lossyScale may cause problems, throw warning.
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if (!Sucsess)
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Debug.LogWarning(gameObject.name + ": scale of all parents in hierarchy recommended to be {1, 1, 1}. Glass may shatter weirdly.");
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// There we use triangle to determine 2D point. Please refer to figure 2.2.
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// Local bottom left and bottom right points.
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Vector3 A = transform.TransformPoint(new Vector3(-0.5f, -0.5f));
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Vector3 B = transform.TransformPoint(new Vector3(0.5f, -0.5f));
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// Sides of triangle.
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float b = Vector3.Distance(Inf.HitPoint, A);
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float c = Vector3.Distance(B, A);
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float a = Vector3.Distance(Inf.HitPoint, B);
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// Half perimeter.
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float p = (a + b + c) / 2f;
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// Area.
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float S = Mathf.Sqrt(p * (p - a) * (p - b) * (p - c));
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// Height of the triangle.
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float h = 2 / c * S;
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// Calculate u(x) using Pythagorean theorem.
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float u = Mathf.Sqrt(b * b - h * h);
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h -= Mathf.Abs(transform.lossyScale.y / 2f);
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u -= Mathf.Abs(transform.lossyScale.x / 2f);
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// Finaly, call Shatter().
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Shatter(new Vector2(u * Mathf.Sign(transform.lossyScale.x), h * Mathf.Sign(transform.lossyScale.y)), Inf.HitDirrection);
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}
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// Main function. HitPoint is local glass's coordinates.
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public void Shatter(Vector2 HitPoint, Vector3 ForceDirrection)
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{
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// 4 BaseLines for 4 courners. Plus Sectors per side (4 sides).
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int BaseLinesCount = 4 + (Sectors - 1) * 4;
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BaseLine[] BaseLines = new BaseLine[BaseLinesCount];
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// For each side:
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for (int j = 0; j < 4; j++)
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{
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// BaseLine from HitPoint to corner.
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BaseLines[j * Sectors] = new BaseLine(HitPoint, Bounds[j], DetailsPerSector);
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// Calculate Ratio. For example for FiguresPerSector == 4 Ratio must increase by 0.25;
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float Margin = 1f / Sectors;
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float Ratio = Margin;
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for (int i = 1; i < Sectors; i++)
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{
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// Rest BaseLines per side.
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BaseLines[j * Sectors + i] = new BaseLine(HitPoint, Vector2.Lerp(Bounds[j], Bounds[(j + 1) % 4], Ratio), DetailsPerSector);
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Ratio += Margin;
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}
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}
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// Figures.
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List<Figure> Figures = new List<Figure>();
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// 2 BaseLines constructs sector. usually FiguresPerSector Figures generated per sector.
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// But if area of sector is relatively small it is replaced by single triangle.
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// Please refer to figure 2.3.
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// For Each BaseLine:
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for (int i = 0; i < BaseLinesCount; i++)
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{
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//Index of next BaseLine. In last itteration used first BaseLine.
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int k = (i + 1) % BaseLinesCount;
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// Calculate sector area.
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// Sides of triangle.
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float a = Vector2.Distance(HitPoint, BaseLines[i].Points[DetailsPerSector]);
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float b = Vector2.Distance(HitPoint, BaseLines[k].Points[DetailsPerSector]);
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float c = Vector2.Distance(BaseLines[i].Points[DetailsPerSector], BaseLines[k].Points[DetailsPerSector]);
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// Half perimeter.
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float p = (a + b + c) * 0.5f;
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// Area by Heron's formula.
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float S = Mathf.Sqrt(p * (p - a) * (p - b) * (p - c));
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// If Area is smaller than Sqare * Threshold.
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if (S < Area * SimplifyThreshold)
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Figures.Add(new Figure(new Vector2[] { BaseLines[i].Points[DetailsPerSector], BaseLines[k].Points[DetailsPerSector], HitPoint }, DetailsPerSector / 2));
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else
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{
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//First triangle Generation.
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Figures.Add(new Figure(new Vector2[] { BaseLines[i].Points[1], BaseLines[k].Points[1], HitPoint }, 1));
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// Rest trapeze generation.
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for (int j = 1; j < DetailsPerSector; j++)
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{
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// 4 points of trapeze.
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Vector2[] Points = new Vector2[4];
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Points[0] = BaseLines[i].Points[j];
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Points[1] = BaseLines[(i + 1) % BaseLinesCount].Points[j];
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Points[2] = BaseLines[i].Points[j + 1];
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Points[3] = BaseLines[(i + 1) % BaseLinesCount].Points[j + 1];
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Figures.Add(new Figure(Points, i + 1));
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}
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}
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}
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// Generate Mesh for each Figure.
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foreach (Figure Fig in Figures)
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{
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GlassMaterial = GetComponent<Renderer>().material;
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GameObject Obj = new GameObject("GlassGib");
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// Apply original glass's transform.
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Obj.transform.rotation = transform.rotation;
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if (gameObject.name == "PySide1")
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{
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Obj.transform.position = transform.position + new Vector3(20, 10, 10);
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}
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else if (gameObject.name == "PySide2")
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{
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Obj.transform.position = transform.position + new Vector3(10, 10, -20);
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}
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else if (gameObject.name == "PySide3")
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{
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Obj.transform.position = transform.position + new Vector3(-10, 10, 20);
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}
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else if (gameObject.name == "PySide4")
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{
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Obj.transform.position = transform.position + new Vector3(-20, 10, -10);
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}
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if (AdoptFragments)
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Obj.transform.parent = transform.parent;
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MeshFilter Filter = Obj.AddComponent<MeshFilter>();
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// Create gib's renderer and assign material(s).
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MeshRenderer Rnd = Obj.AddComponent<MeshRenderer>();
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if (GlassSides)
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// First Material is original glass's material, secnd is GlassSideMaterial.
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Rnd.materials = new Material[2] { GlassMaterial, GlassSidesMaterial };
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else
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Rnd.material = GlassMaterial;
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Mesh Model = Fig.GenerateMesh(GlassSides, GlassThickness / 2f, new Vector2(transform.lossyScale.x, transform.lossyScale.y));
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Filter.sharedMesh = Model;
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// if gib must be Rigidbody:
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if (!ShatterButNotBreak)
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{
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Fig.GenerateCollider(GlassThickness, Obj);
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Rigidbody Rig = Obj.AddComponent<Rigidbody>();
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// Apply Force. Closer to HitPoint - greater force.
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Rig.AddForce(ForceDirrection * Random.Range(Force, Force * 1.5f) / Fig.ForceScale);
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if (GibsOnSeparateLayer)
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Obj.layer = GibsLayer;
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if (DestroyGibs)
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{
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float AfterSecondsMargin = AfterSeconds * 0.1f;
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Destroy(Obj, Random.Range(AfterSeconds - AfterSecondsMargin, AfterSeconds + AfterSecondsMargin));
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}
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}
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else if (SlightlyRotateGibs)
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// Slightly rotate gib.
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// Rotation around glass's center.
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Obj.transform.Rotate(new Vector3(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f)));
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}
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// Play sound, if AudioSource component is attached.
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if (SoundEmitter)
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SoundEmitter.Play();
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// Remove useless components
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Destroy(GetComponent<Renderer>());
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Destroy(GetComponent<MeshFilter>());
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Destroy(GetComponent<ShatterableGlass>());
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if (ShatterButNotBreak)
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// Stop access by Gun.
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gameObject.tag = "Untagged";
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else
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{
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//Stop colliding
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Destroy(GetComponent<MeshCollider>());
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// Destroy original glass after sound stops or now, if AudioSource not set.
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if (SoundEmitter)
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{
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if (SoundEmitter.clip)
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Destroy(gameObject, SoundEmitter.clip.length);
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else
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Debug.Log(gameObject.name + ": AudioSource component is present, but SoundClip is not set.");
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}
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else
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Destroy(gameObject);
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}
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}
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// Figure class. Figure consists of 3(triangle) or 4(trapeze) points.
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// Multiple Figures created betwin 2 BaseLines.
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class Figure
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{
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public Vector2[] Points;
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// Closer to HitPoint lower should be this value. Applied force will be divided by this value.
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public int ForceScale;
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// Constructor.
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public Figure(Vector2[] Points, int ForceScale)
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{
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this.Points = Points;
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this.ForceScale = ForceScale;
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}
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// Generates BoxCollider for GameObject Obj.
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// Method made for triangles but can be applied to trapeze since it consists of 2 triangles.
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// Please refer to Figure 2.7.
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public void GenerateCollider(float GlassThickness, GameObject Obj)
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{
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BoxCollider Col = Obj.AddComponent<BoxCollider>();
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// Sides of triangle. Please refer to figure XX.
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float a = Vector2.Distance(Points[2], Points[0]);
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float b = Vector2.Distance(Points[2], Points[1]);
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float c = Vector2.Distance(Points[1], Points[0]);
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// Perimeter
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float p = a + b + c;
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// Incircle coordinates.
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float ox = (a * Points[0].x + b * Points[1].x + c * Points[2].x) / p;
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float oy = (a * Points[0].y + b * Points[1].y + c * Points[2].y) / p;
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// Radiuse of that incircle.
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p /= 2f;
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float r = Mathf.Sqrt(((p - a) * (p - b) * (p - c)) / p);
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// Insqare of that circle.
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r *= Mathf.Sqrt(2);
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// Apply calculations.
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Col.center = new Vector3(ox, oy, 0f);
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Col.size = new Vector3(r, r, GlassThickness);
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}
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// Generates Mesh from Poins[].
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// Mesh UV mapped to original glass.
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// Please refer to Figure 2.6.
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public Mesh GenerateMesh(bool GenerateGlassSides, float GlassHalfThickness, Vector2 UVScale)
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{
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Mesh Model = new Mesh();
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Model.name = "GlassGib";
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// If sides needs to be generated, must will consist of 2 submesh. Each submesh rendered with corresponding material.
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if (GenerateGlassSides)
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Model.subMeshCount = 2;
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bool IsTriangle = Points.Length == 3;
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// Size of Vertices[] depends on figure: 3 vertices for triangle or 4 for trapeze.
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// Plus 6 or 8 for sides.
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// Please refer to Figure 2.5.
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Vector3[] Vertices = new Vector3[IsTriangle ? GenerateGlassSides ? 9 : 3 : GenerateGlassSides ? 12 : 4];
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// Size of Map[] MUST be the same although we assign only 3 or 4 vertices.
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Vector2[] Map = new Vector2[Vertices.Length];
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for (int i = 0; i < Points.Length; i++)
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{
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Vertices[i] = Points[i];
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// As UV lies within {0, 1}, Point must be downscaled.
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Map[i] = new Vector2(Points[i].x / UVScale.x, Points[i].y / UVScale.y) + new Vector2(0.5f, 0.5f);
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}
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// Triangles represented as triplet of vertex indices.
|
|||
|
int[] MainTriangles;
|
|||
|
|
|||
|
if (IsTriangle)
|
|||
|
MainTriangles = new int[3] { 2, 1, 0 }; // Indexes are always the same for each specific case.
|
|||
|
else
|
|||
|
MainTriangles = new int[6] { 0, 1, 2, 3, 2, 1 };
|
|||
|
|
|||
|
if (GenerateGlassSides)
|
|||
|
{
|
|||
|
// Triangles for sides. 2 triangle per edge.
|
|||
|
int[] TrianglesSide;
|
|||
|
|
|||
|
if (IsTriangle)
|
|||
|
{
|
|||
|
for (int i = 0; i < 3; i++)
|
|||
|
GlassSideVertex(Points[i], ref Vertices[i * 2 + 3], ref Vertices[i * 2 + 4], GlassHalfThickness);
|
|||
|
|
|||
|
TrianglesSide = new int[18] { 3, 4, 5, 4, 6, 5, 3, 4, 7, 7, 8, 4, 5, 6, 8, 8, 7, 5 };
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
for (int i = 0; i < 4; i++)
|
|||
|
GlassSideVertex(Points[i], ref Vertices[i * 2 + 4], ref Vertices[i * 2 + 5], GlassHalfThickness);
|
|||
|
|
|||
|
TrianglesSide = new int[24] { 7, 5, 4, 6, 7, 4, 11, 7, 6, 10, 11, 6, 10, 11, 9, 9, 8, 10, 8, 9, 5, 8, 4, 5 };
|
|||
|
|
|||
|
}
|
|||
|
// Apply Vertices and triangles.
|
|||
|
Model.vertices = Vertices;
|
|||
|
Model.SetTriangles(MainTriangles, 0);
|
|||
|
Model.SetTriangles(TrianglesSide, 1);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Apply Vertices and triangles.
|
|||
|
Model.vertices = Vertices;
|
|||
|
Model.triangles = MainTriangles;
|
|||
|
}
|
|||
|
|
|||
|
// Apply UV map.
|
|||
|
Model.uv = Map;
|
|||
|
|
|||
|
return Model;
|
|||
|
}
|
|||
|
|
|||
|
// Offsets point Ref by +-GlassHalfThickness at z axis.
|
|||
|
void GlassSideVertex(Vector2 Ref, ref Vector3 A, ref Vector3 B, float GlassHalfThickness)
|
|||
|
{
|
|||
|
A = new Vector3(Ref.x, Ref.y, GlassHalfThickness);
|
|||
|
B = new Vector3(Ref.x, Ref.y, -GlassHalfThickness);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Baseline class. Basically divides line between HotPoint and End by Count.
|
|||
|
// Please refer to Figure 2.3.
|
|||
|
class BaseLine
|
|||
|
{
|
|||
|
public Vector2[] Points;
|
|||
|
|
|||
|
public BaseLine(Vector2 HitPoint, Vector2 End, int Count)
|
|||
|
{
|
|||
|
Points = new Vector2[Count + 1];
|
|||
|
Points[0] = HitPoint;
|
|||
|
Points[Count] = End;
|
|||
|
|
|||
|
float Margin = 1f / Count;
|
|||
|
float Ratio = Margin;
|
|||
|
|
|||
|
// Roll calculation. All calculations in radians. Please refer to figure 2.4.
|
|||
|
|
|||
|
// Angle of line at first quadrant.
|
|||
|
float Angle = Mathf.Atan2(Mathf.Max(HitPoint.y, End.y) - Mathf.Min(HitPoint.y, End.y), Mathf.Max(End.x, HitPoint.x) - Mathf.Min(HitPoint.x, End.x));
|
|||
|
|
|||
|
// 45deg. Maximum angle.
|
|||
|
float Pi4 = Mathf.PI / 4f;
|
|||
|
// 90 deg.
|
|||
|
float Pi2 = Mathf.PI / 2f;
|
|||
|
|
|||
|
// Invert angle relatively to 45 deg.
|
|||
|
if (Angle > Pi4)
|
|||
|
{
|
|||
|
Angle = Pi2 - Angle;
|
|||
|
}
|
|||
|
// Inverse interpolation. 0 deg - 0, 45 deg - 1;
|
|||
|
float Roll = Angle / Pi4;
|
|||
|
|
|||
|
for (int i = 0; i < Count - 1; i++)
|
|||
|
{
|
|||
|
// Interpolate between HitPoint and End by Ratio. Ratio depends on Roll.
|
|||
|
Points[i + 1] = Vector2.Lerp(HitPoint, End, Ratio * Mathf.Lerp(1f, Mathf.Sqrt(2) / 2f, Roll));
|
|||
|
Ratio += Margin;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Class to be use as SendMessage argument.
|
|||
|
public class ShatterableGlassInfo
|
|||
|
{
|
|||
|
public Vector3 HitPoint;
|
|||
|
// Force will be multiplied by HitDirrection vector.
|
|||
|
public Vector3 HitDirrection;
|
|||
|
|
|||
|
public ShatterableGlassInfo(Vector3 HitPoint, Vector3 HitDirrection)
|
|||
|
{
|
|||
|
this.HitPoint = HitPoint;
|
|||
|
this.HitDirrection = HitDirrection;
|
|||
|
}
|
|||
|
}
|