nearest raycast hit across enemy cols
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bc79d08bbd
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1 changed files with 24 additions and 9 deletions
33
src/Arts.cs
33
src/Arts.cs
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@ -165,26 +165,41 @@ static class Arts
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if (true) // hit test
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{
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Vec3 hit_delta = rvolv_ori.Inverse * (enemy_pos - rvolv_pos);
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float flat_z = hit_delta.z;
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hit_delta.z = 0;
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float hit_mag = hit_delta.Magnitude;
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bool hit = hit_mag < enemy_rad;
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Matrix enemy_m4 = enemy_test.pose.ToMatrix();
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Ray local_ray = enemy_m4.Inverse.Transform(ray);
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bool hit = false;
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float min_dist = float.MaxValue;
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Vec3 min_hit_pos = Vec3.Zero;
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for (int i = 0; i < enemy_test.cols.Count; i++)
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{
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Sphere col = enemy_test.cols[i];
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Vec3 hit_pos = Vec3.Zero;
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if (col.Intersect(local_ray, out hit_pos))
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{
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float hit_dist = Vec3.Distance(hit_pos, local_ray.position);
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if (hit_dist < min_dist)
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{
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hit = true;
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min_dist = hit_dist;
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min_hit_pos = hit_pos;
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}
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}
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}
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min_hit_pos = enemy_m4.Transform(min_hit_pos);
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if (hit)
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{
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float hit_dist = flat_z + (Maths.smooth_stop((enemy_rad - hit_mag) / enemy_rad) * enemy_rad);
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Vec3 hit_pos = rvolv_pos + rvolv_ori * V.XYZ(0, 0, hit_dist);
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Mesh.Sphere.Draw(
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mat_unlit,
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Matrix.TS(
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hit_pos,
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min_hit_pos,
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4 * U.cm
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),
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Color.White
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);
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if (Rig.btn_select.delta == +1)
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{
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VFX.Play(hit_pos);
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VFX.Play(min_hit_pos);
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}
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}
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}
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