Files
zeling_v2/Assets/SensorToolkit/Sensors/FOVCollider2D.cs
2026-05-23 08:48:48 +08:00

95 lines
3.3 KiB
C#

using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit
{
/*
* A paramemtric shape for creating field of view cones that work with the trigger sensor. Requires a PolygonCollider2D
* component on the same gameobject. When the script starts it will dynamically create a mesh for the fov cone and
* assign it to this PolygonCollider2D component.
*/
[RequireComponent(typeof(PolygonCollider2D))]
[ExecuteInEditMode]
[HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/fov")]
public class FOVCollider2D : MonoBehaviour {
[Tooltip("The length of the field of view cone in world units.")]
public float Length = 5f;
[Tooltip("The distance to the near plane of the frustum.")]
public float NearDistance = 0.1f;
[Range(1f, 360f), Tooltip("The arc angle of the fov cone.")]
public float FOVAngle = 90f;
[Range(0, 16), Tooltip("The number of vertices used to approximate the arc of the fov cone. Ideally this should be as low as possible.")]
public int Resolution = 0;
// Returns the generated collider mesh so that it can be rendered.
public Mesh FOVMesh => mesh;
PolygonCollider2D pc;
Vector2[] pts;
Mesh mesh;
void Awake() {
pc = GetComponent<PolygonCollider2D>();
CreateCollider();
}
void OnValidate() {
Length = Mathf.Max(0f, Length);
NearDistance = Mathf.Clamp(NearDistance, 0f, Length);
if (pc != null) {
CreateCollider();
}
}
public void CreateCollider() {
pts = new Vector2[4 + Resolution];
// Base points
pts[0] = Quaternion.AngleAxis(FOVAngle / 2f, Vector3.forward) * Vector2.up * NearDistance; // Bottom Left
pts[1] = Quaternion.AngleAxis(-FOVAngle / 2f, Vector3.forward) * Vector2.up * NearDistance; // Bottom Right
for (int i = 0; i <= 1+Resolution; i++) {
float a = -FOVAngle / 2f + FOVAngle * ((float)i / (1 + Resolution));
Vector2 pt = Quaternion.AngleAxis(a, Vector3.forward) * (Vector2.up * Length);
pts[i + 2] = pt;
}
pc.points = pts;
// Create a mesh, in case we want to render fov cone
var pts3D = new Vector3[4 + Resolution];
for (int i = 0; i < pts3D.Length; i++) {
pts3D[i] = pts[i];
}
var triangles = new int[(2 + Resolution) * 3];
for (int i = 0; i < (2+Resolution); i++) {
var ti = i * 3;
if (i == 0) {
triangles[ti] = 1;
triangles[ti + 1] = 0;
triangles[ti + 2] = 2;
} else {
triangles[ti] = i+1;
triangles[ti + 1] = 0;
triangles[ti + 2] = i + 2;
}
}
mesh = new Mesh();
mesh.vertices = pts3D;
mesh.triangles = triangles;
mesh.name = "FOV2DColliderPoints";
}
void OnDrawGizmosSelected() {
Gizmos.color = Color.green;
foreach(Vector3 p in pts) {
Gizmos.DrawSphere(transform.TransformPoint(p), 0.02f);
}
}
}
}