cvr-props/Assets/ABI.CCK/Components/FluidVolume.cs

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using UnityEngine;
namespace ABI.CCK.Components
{
[AddComponentMenu("ChilloutVR/Fluid Volume")]
[HelpURL("https://developers.abinteractive.net/cck/")]
public class FluidVolume : MonoBehaviour, ICCK_Component
{
public enum VolumeType
{
Box = 1,
Sphere = 2
}
public VolumeType volumeType = VolumeType.Box;
public Vector2 extend = new Vector2(10f, 10f);
public float depth = 5f;
public float density = 1f;
public bool placeFromCenter = false;
public enum StreamType
{
Directional = 1,
Outwards = 2
}
public StreamType streamType = StreamType.Directional;
public float streamAngle = 0f;
public float streamStrength = 0f;
public ParticleSystem splashParticleSystem;
private BoxCollider _boxCollider;
private SphereCollider _sphereCollider;
private Vector3 _streamDirection = Vector3.zero;
private Vector3 _streamDirectionSide = Vector3.zero;
private float _streamTime = 0f;
private Renderer _renderer;
// Start is called before the first frame update
void Start()
{
GameObject colliderObject = new GameObject("FluidTrigger");
colliderObject.layer = 4;
if (volumeType == VolumeType.Box)
{
colliderObject.transform.SetParent(transform);
colliderObject.transform.localPosition = Vector3.zero;
colliderObject.transform.localRotation = Quaternion.identity;
colliderObject.transform.localScale = Vector3.one;
_boxCollider = colliderObject.AddComponent<BoxCollider>();
_boxCollider.isTrigger = true;
if (placeFromCenter)
_boxCollider.center = Vector3.zero;
else
_boxCollider.center = Vector3.down * depth * 0.5f;
_boxCollider.size = new Vector3(extend.x, depth, extend.y);
}
if (volumeType == VolumeType.Sphere)
{
colliderObject.transform.localScale = Vector3.one * Mathf.Max(transform.lossyScale.x,
transform.lossyScale.y, transform.lossyScale.z);
colliderObject.transform.SetParent(transform);
colliderObject.transform.localPosition = Vector3.zero;
colliderObject.transform.localRotation = Quaternion.identity;
_sphereCollider = colliderObject.AddComponent<SphereCollider>();
_sphereCollider.isTrigger = true;
_sphereCollider.center = Vector3.zero;
_sphereCollider.radius = depth;
}
_renderer = GetComponent<Renderer>();
if (_renderer == null) _renderer = GetComponentInChildren<Renderer>();
UpdateStreamDirection();
}
// Update is called once per frame
void Update()
{
_streamTime += streamStrength * Time.deltaTime;
UpdateStreamDirection();
UpdateRenderer();
}
private void OnDrawGizmos()
{
UpdateStreamDirection();
UpdateRenderer(true);
Gizmos.color = new Color(1f, 1f, 1f, 0.4f);
if (volumeType == VolumeType.Box)
{
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.lossyScale);
if(placeFromCenter)
Gizmos.DrawCube(Vector3.zero, new Vector3(extend.x, depth, extend.y));
else
Gizmos.DrawCube(Vector3.down * depth * 0.4999999f, new Vector3(extend.x, depth, extend.y));
}
if (volumeType == VolumeType.Sphere)
{
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation,
Vector3.one * Mathf.Max(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z));
Gizmos.DrawSphere(Vector3.zero, depth);
Gizmos.DrawWireSphere(Vector3.zero, depth);
}
if (streamStrength == 0f) return;
var size = Mathf.Min(extend.x, extend.y) * 0.1f;
var length = size * (Mathf.Min(Mathf.Abs(streamStrength), 5f) * 0.05f);
var localDirection =
transform.InverseTransformDirection(_streamDirection * (streamStrength < 0f ? -1f : 1f));
var localDirectionSide =
transform.InverseTransformDirection(_streamDirectionSide * (streamStrength < 0f ? -1f : 1f));
Gizmos.DrawLine((localDirection * 2f + localDirectionSide * 2f) * -size,
localDirection * 4f * size * length);
Gizmos.DrawLine((localDirection * 2f + localDirectionSide * -2f) * -size,
localDirection * 4f * size * length);
Gizmos.DrawLine((localDirection * 2f + localDirectionSide * 2f) * -size, localDirection * -1f * size);
Gizmos.DrawLine((localDirection * 2f + localDirectionSide * -2f) * -size, localDirection * -1f * size);
}
private void UpdateRenderer(bool get = false)
{
if (get) _renderer = GetComponent<Renderer>();
if (_renderer != null)
{
_renderer.sharedMaterial.SetVector("_StreamDirection", _streamDirection);
_renderer.sharedMaterial.SetFloat("_StreamStrength", streamStrength);
_renderer.sharedMaterial.SetFloat("_StreamTime", _streamTime);
}
}
private void UpdateStreamDirection()
{
Quaternion rot = Quaternion.AngleAxis(streamAngle, Vector3.up);
Vector3 lDirection = rot * Vector3.forward;
_streamDirection = transform.TransformDirection(lDirection);
lDirection = rot * Vector3.right;
_streamDirectionSide = transform.TransformDirection(lDirection);
}
}
}