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Ray r = new Ray(GetComponent<Camera>().transform.position,GetComponent<Camera>().transform.forward); | |
Debug.DrawRay(r.origin, r.direction*100f, Color.red, 10f); | |
RaycastHit hitInfo; | |
if (Physics.Raycast(r, out hitInfo)) // first, cast the ray using normal Unity physics. Don't forget to include a layer mask if needed | |
{ | |
Volume pvo = hitInfo.collider.GetComponentInParent<Volume>(); | |
if (pvo != null) // check to see if we have hit a PicaVoxel Volume. because the Hitbox is a child object on the Volume, we use GetComponentInParent | |
{ | |
r = new Ray(hitInfo.point, r.direction); // now create a new ray starting at the hit position of the old ray | |
for (float d = 0; d < 50f; d += pvo.VoxelSize*0.5f) // iterate along the ray. we're using a maximum distance of 50 units here, you should adjust this to a sensible value for your scene | |
{ | |
Voxel? v = pvo.GetVoxelAtWorldPosition(r.GetPoint(d)); // see if there's a voxel at the ray position | |
if (v.HasValue && v.Value.Active) | |
{ | |
// We have a voxel (v), a collison position (r.GetPoint(d)), and a Volume (pvo) | |
// so we can now do anything we like | |
Batch b = pvo.Explode(r.GetPoint(d), 1f, 0, Exploder.ExplodeValueFilterOperation.GreaterThanOrEqualTo); | |
VoxelParticleSystem.Instance.SpawnBatch(b, pos => | |
((pos + Random.insideUnitSphere) - transform.position) * | |
Random.Range(3f - 1f, 3f + 1f)); | |
break; | |
} | |
} | |
} | |
} |
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