http://www.linkedin.com/pulse/using-raycasts-dynamically-generated-geometry-create-line-thomas

José Augusto Thomas

Unity Engineer at Imgnation Studios

On this article, I'd like to propose an implementation of a Line of Sight, those that you'd see on old Commandos games (see picture above).

This approach will use raycasts to provide scenario detection and dynamically generated geometry to create a visual representation of it.

This kind of system is useful to, of course, provide the accurate view of a character, given an aperture angle, a sight distance and a number of iterations (i.e. rays to be launched).

Our initial system will be targeting functionality over performance, but on this same article I'll write about some optimization tips.

Raycasting

Orienting our rays correctly and working with the aperture angle

The aperture angle means the left-most ray's direction will be -apertureAngle/2 degrees from the character's transform.forward vector and the right-most, +apertureAngle/2 degrees. Also, every ray we cast will depart from the character's position. Note that we can have control over the magnitude of the resulting vector, therefore creating a sightDistance(how far can the character see) effect. The picture below tries to illustrate this idea more clearly.

This kind of behaviour can be achieved with the Quaternion.AngleAxis (float degrees, Vector3 axis) function, which rotates degrees around axis. You then multiply the resulting Quaternion by the vector you want to rotate, in this case transform.forward. The result is the transform.forward vector rotated degrees around axis. A working code (given that angleAperture is a defined variable) would be:

Vector3 rotatedVector = Quaternion.AngleAxis (-apertureAngle/2, Vector3.up) * transform.forward:

The axis you pass in as a parameter (Vector3.up) most likely will be orthogonal to the one you want to rotate (transform.forward).

Our raycasting algorithm will work like so:

  • Cast a ray towards the current desired direction with a maximum distance of sightDistance. If we catch something in between, the final vector will be the direction * distance to the hit point. If not, the final vector is the direction * sightDistance.
  • For each new final point (character's position + final vector) we have in the system, we create a new triangle to generate geometry, though we'll explore this later.

Click above to see the raycasting animation.

The number of lines in the image above is basically the number of iterations we set and setting this value correctly will play a huge role when generating geometry.

Geometry

Using the rays to generate a dynamic mesh

Generating dynamic geometry is extremely powerful though kind of tricky to get right and master. There are a few specific points we have to pay attention to:

  • Vertices are an array of Vector3 (positions);
  • Triangles are an array of int. The integers represent the indices of the array of vertices, so the mesh knows which vertices compose which triangle;
  • The 3 vertices of each triangle need to be passed in counter-clock wise order, so the normal of the face gets calculated correctly, pointing out of the geometry;
  • If you set up vertices and triangles and no geometry is displayed, it might be the order you passed the vertex indices, making the normals to be pointing inwards;
  • The structure that holds geometry data is Mesh.

Something that makes live easier in this case is that the position of the character is always a vertex of a triangle, so each triangle is composed by the index 0, the current index and the one that came before.

Below you can see an example of how to generate mesh in Unity. The vertices are represented just by their index, starting at 0.

Click above to see the mesh generation workflow animation.

Here's the code that returns the Mesh structure with data correspondent to the generated geometry.

Click above to see the function workflow.

Note how iterations directly control the "resolution" of the geometry.

The function is pretty simple. First, we start by allocation memory space for the Lists that will keep the vertex and triangle data. We also define an angleStep, that is the amount of degrees that must be added each time in order to reach apertureAngle after iterations.

At each iteration we define the currentAngle (note how it starts at                           -apertureAngle * 0.5). We then cast a ray towards the desired direction. If we hit something, the hit position (i.e. startingPoint + sightVector * hit.distance) is the new vertex position, if not the vertex is placed at startingPoint + sightVector * maxSightDistance.

We start to define triangles after the second iteration (i >= 1) to make sure we have at least 3 vertices (the character's position and the first two). Also, note how vertex of index 0 (the character position) is always present in each triangle.

Optimization tip: instead of defining Lists every single time, we can allocate arrays with fixed size, because it is already known. We will always have iterations + 1 vertices (the extra one is for the character's position), so that's the vertex array size. Also, we'll have iterationstriangles. Since each triangle is composed of 3 vertices, the triangles array size is iterations * 3.

Conclusion

Putting it all together

To get this to work, we just need to dynamically create a GameObject and attach the correct components to it, those that allow it to display geometry (MeshFilter and MeshRenderer). It's also important to give the MeshRenderer a Material just so we won't see that purple colour which bothers me, particularly speaking.

The position of the new GameObject doesn't have to be updated every frame because the mesh already takes into consideration the position of the character. Also, this script considers that it is attached to the Line of Sight's owner.

Note how GenerateSightMesh is not declared here for simplicity purposes. Also, click on the image above to see the full plain-text code.

Optimization tip: instead of calling GenerateSightMesh every frame, we can call it in a coroutine and give it an update frequency, so every function called is delayed by 1/frequency.

You can attach a MeshCollider to this same GameObject and trigger events based on that, so you know exactly when something has entered the Line of Sight of your character. Another, more mathematical way of doing this would be to Dot product the transform.forward vector with the direction of your character pointing to the target (normalized). If that Dot product is less than the cosine of the apertureAngle and there are no obstacles between them and the distance is less than sightDistance, then the target is also in the character's view angle.

Well, I guess this is it for this article. I hope it was somehow useful to you! :)

5

【转】Using Raycasts and Dynamically Generated Geometry to Create a Line of Sight on Unity3D的更多相关文章

  1. Click event doesn't work on dynamically generated elements

    I couldn't get live or delegate to work on a div in a lightbox (tinybox). I used setTimeout successf ...

  2. Optimized Pagination using MySQL---reference

    Dealing with large data sets makes it necessary to pick out only the newest or the hottest elements ...

  3. Enhancing the Application: Advanced JDBC Features(转)

    Enhancing the Application: Advanced JDBC Features This chapter describes additional functionality th ...

  4. ArcMap所有Command GUID

    The information in this topic is useful if you're trying to programmatically find a built-in command ...

  5. Geometry关系高级操作

    一些高级的操作 几何形状Geometry缓冲(buffer) 线段的融合(linemerge)是将Geometry A中相互连接的线段进行连接 多边形化操作(polygonize)对Geometry ...

  6. MySQL 5.7新特性之Generated Column(函数索引)

    MySQL 5.7引入了Generated Column,这篇文章简单地介绍了Generated Column的使用方法和注意事项,为读者了解MySQL 5.7提供一个快速的.完整的教程.这篇文章围绕 ...

  7. JTS Geometry关系判断和分析

    关系判断 Geometry之间的关系有如下几种: 相等(Equals): 几何形状拓扑上相等. 脱节(Disjoint): 几何形状没有共有的点. 相交(Intersects): 几何形状至少有一个共 ...

  8. JTS(Geometry)(转)

    原文链接:http://blog.csdn.net/cdl2008sky/article/details/7268577 空间数据模型(1).JTS Geometry model (2).ISO Ge ...

  9. JTS Geometry

    JTS Geometry关系判断和分析 JTS Geometry关系判断和分析 1.关系判断 1.1实例 2.关系分析 2.1实例 JTS(Geometry) JTS Geometry关系判断和分析 ...

随机推荐

  1. 用TextKit实现表情混排

      Textkit是iOS7新推出的类库,其实是在之前推出的CoreText上的封装,有了这个TextKit,以后不用再拿着CoreText来做累活了,根据苹果的说法,他们开发了两年多才完成,而且他们 ...

  2. 复习C++_基础、函数、数组、字符串

    程序的开发过程 程序 源程序:用源语言写的,有待翻译的程序: 目标程序:源程序通过翻译程序加工以后生成的机器语言程序: 可执行程序:连接目标程序以及库中的某些文件,生成的一个可执行文件,例如Windo ...

  3. python_63_装饰器6

    #decorator意思:1.装饰器 2.语法糖 import time user,passwd='qi','123' def auth(func): def wrappper(*args, **kw ...

  4. 【wiki】红帽linux

    Red Hat Enterprise Linux From Wikipedia, the free encyclopedia wiki 上面红帽的版本信息. https://en.wikipedia. ...

  5. vue动画使用javascript钩子函数

    钩子函数从before-enter – enter –after-enter-entercancelled也是一个完整的生命周期 <transition   v-on:before-enter= ...

  6. Oracle 数据库、实例、表空间、用户、数据库对象

    Oracle是一种数据库管理系统,是一种关系型的数据库管理系统.通常情况了我们称的“数据库”,包含了物理数据.数据库管理系统.内存.操作系统进程的组合体,就是指这里所说的数据库管理系统. 完整的Ora ...

  7. 随机获得MySQL数据库中100条数据方法 驾照题库项目 MVC架构 biz业务层的实现类 根据考试类型rand或order通过dao数据访问层接口得到数据库中100或全部数据

    package com.swift.jztk.biz; import java.util.Collections; import java.util.Comparator; import java.u ...

  8. iftop工具指令选项记录

    iftop是实时监控网卡流量的工具,功能十分强大,指令选项非常多,用法比较复杂,下面记录一下命令的选择作用 相关参数及说明 1.iftop界面相关说明 界面上面显示的是类似刻度尺的刻度范围,为显示流量 ...

  9. Linux NFS服务器的安装与配置详解

    一.NFS服务简介 NFS是Network File System(网络文件系统).主要功能是通过网络让不同的服务器之间可以共享文件或者目录.NFS客户端一般是应用服务器(比如web,负载均衡等),可 ...

  10. python之2.x与3.x区别(仅限于基础)

    因为看的是python2.x的书籍.用的是python 3.7.所以先把两者的区别记录一下,仅限于基础. 1.input python3.0之后,不区分input()和raw_input(),统一为i ...