using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(Rigidbody))]
public class Fracture : MonoBehaviour
{
public TriggerOptions triggerOptions;
public FractureOptions fractureOptions;
public RefractureOptions refractureOptions;
public CallbackOptions callbackOptions;
///
/// The number of times this fragment has been re-fractured.
///
[HideInInspector]
public int currentRefractureCount = 0;
///
/// Collector object that stores the produced fragments
///
private GameObject fragmentRoot;
[ContextMenu("Print Mesh Info")]
public void PrintMeshInfo()
{
var mesh = this.GetComponent().mesh;
Debug.Log("Positions");
var positions = mesh.vertices;
var normals = mesh.normals;
var uvs = mesh.uv;
for (int i = 0; i < positions.Length; i++)
{
Debug.Log($"Vertex {i}");
Debug.Log($"POS | X: {positions[i].x} Y: {positions[i].y} Z: {positions[i].z}");
Debug.Log($"NRM | X: {normals[i].x} Y: {normals[i].y} Z: {normals[i].z} LEN: {normals[i].magnitude}");
Debug.Log($"UV | U: {uvs[i].x} V: {uvs[i].y}");
Debug.Log("");
}
}
public void CauseFracture()
{
callbackOptions.CallOnFracture(null, gameObject, transform.position);
this.ComputeFracture();
}
void OnValidate()
{
if (this.transform.parent != null)
{
// When an object is fractured, the fragments are created as children of that object's parent.
// Because of this, they inherit the parent transform. If the parent transform is not scaled
// the same in all axes, the fragments will not be rendered correctly.
var scale = this.transform.parent.localScale;
if ((scale.x != scale.y) || (scale.x != scale.z) || (scale.y != scale.z))
{
Debug.LogWarning($"Warning: Parent transform of fractured object must be uniformly scaled in all axes or fragments will not render correctly.", this.transform);
}
}
}
void OnCollisionEnter(Collision collision)
{
if (triggerOptions.triggerType == TriggerType.Collision)
{
if (collision.contactCount > 0)
{
// Collision force must exceed the minimum force (F = I / T)
var contact = collision.contacts[0];
float collisionForce = collision.impulse.magnitude / Time.fixedDeltaTime;
// Colliding object tag must be in the set of allowed collision tags if filtering by tag is enabled
bool tagAllowed = triggerOptions.IsTagAllowed(contact.otherCollider.gameObject.tag);
// Object is unfrozen if the colliding object has the correct tag (if tag filtering is enabled)
// and the collision force exceeds the minimum collision force.
if (collisionForce > triggerOptions.minimumCollisionForce &&
(triggerOptions.filterCollisionsByTag && tagAllowed))
{
callbackOptions.CallOnFracture(contact.otherCollider, gameObject, contact.point);
this.ComputeFracture();
}
}
}
}
void OnTriggerEnter(Collider collider)
{
if (triggerOptions.triggerType == TriggerType.Trigger)
{
// Colliding object tag must be in the set of allowed collision tags if filtering by tag is enabled
bool tagAllowed = triggerOptions.IsTagAllowed(collider.gameObject.tag);
if (triggerOptions.filterCollisionsByTag && tagAllowed)
{
callbackOptions.CallOnFracture(collider, gameObject, transform.position);
this.ComputeFracture();
}
}
}
void Update()
{
if (triggerOptions.triggerType == TriggerType.Keyboard)
{
if (Input.GetKeyDown(triggerOptions.triggerKey))
{
callbackOptions.CallOnFracture(null, gameObject, transform.position);
this.ComputeFracture();
}
}
}
///
/// Compute the fracture and create the fragments
///
///
private void ComputeFracture()
{
var mesh = this.GetComponent().sharedMesh;
if (mesh != null)
{
// If the fragment root object has not yet been created, create it now
if (this.fragmentRoot == null)
{
// Create a game object to contain the fragments
this.fragmentRoot = new GameObject($"{this.name}Fragments");
this.fragmentRoot.transform.SetParent(this.transform.parent);
// Each fragment will handle its own scale
this.fragmentRoot.transform.position = this.transform.position;
this.fragmentRoot.transform.rotation = this.transform.rotation;
this.fragmentRoot.transform.localScale = Vector3.one;
}
var fragmentTemplate = CreateFragmentTemplate();
if (fractureOptions.asynchronous)
{
StartCoroutine(Fragmenter.FractureAsync(
this.gameObject,
this.fractureOptions,
fragmentTemplate,
this.fragmentRoot.transform,
() =>
{
// Done with template, destroy it
GameObject.Destroy(fragmentTemplate);
// Deactivate the original object
this.gameObject.SetActive(false);
// Fire the completion callback
if ((this.currentRefractureCount == 0) ||
(this.currentRefractureCount > 0 && this.refractureOptions.invokeCallbacks))
{
if (callbackOptions.onCompleted != null)
{
callbackOptions.onCompleted.Invoke();
}
}
}
));
}
else
{
Fragmenter.Fracture(this.gameObject,
this.fractureOptions,
fragmentTemplate,
this.fragmentRoot.transform);
// Done with template, destroy it
GameObject.Destroy(fragmentTemplate);
// Deactivate the original object
this.gameObject.SetActive(false);
// Fire the completion callback
if ((this.currentRefractureCount == 0) ||
(this.currentRefractureCount > 0 && this.refractureOptions.invokeCallbacks))
{
if (callbackOptions.onCompleted != null)
{
callbackOptions.onCompleted.Invoke();
}
}
}
}
}
///
/// Creates a template object which each fragment will derive from
///
/// True if this object is being pre-fractured. This will freeze all of the fragments.
///
private GameObject CreateFragmentTemplate()
{
// If pre-fracturing, make the fragments children of this object so they can easily be unfrozen later.
// Otherwise, parent to this object's parent
GameObject obj = new GameObject();
obj.name = "Fragment";
obj.tag = this.tag;
// Update mesh to the new sliced mesh
obj.AddComponent();
// Add materials. Normal material goes in slot 1, cut material in slot 2
var meshRenderer = obj.AddComponent();
meshRenderer.sharedMaterials = new Material[2] {
this.GetComponent().sharedMaterial,
this.fractureOptions.insideMaterial
};
// Copy collider properties to fragment
var thisCollider = this.GetComponent();
var fragmentCollider = obj.AddComponent();
fragmentCollider.convex = true;
fragmentCollider.sharedMaterial = thisCollider.sharedMaterial;
fragmentCollider.isTrigger = thisCollider.isTrigger;
// Copy rigid body properties to fragment
var thisRigidBody = this.GetComponent();
var fragmentRigidBody = obj.AddComponent();
fragmentRigidBody.linearVelocity = thisRigidBody.linearVelocity;
fragmentRigidBody.angularVelocity = thisRigidBody.angularVelocity;
fragmentRigidBody.linearDamping = thisRigidBody.linearDamping;
fragmentRigidBody.angularDamping = thisRigidBody.angularDamping;
fragmentRigidBody.useGravity = thisRigidBody.useGravity;
// If refracturing is enabled, create a copy of this component and add it to the template fragment object
if (refractureOptions.enableRefracturing &&
(this.currentRefractureCount < refractureOptions.maxRefractureCount))
{
CopyFractureComponent(obj);
}
return obj;
}
///
/// Convenience method for copying this component to another component
///
/// The GameObject to copy the component to
private void CopyFractureComponent(GameObject obj)
{
var fractureComponent = obj.AddComponent();
fractureComponent.triggerOptions = this.triggerOptions;
fractureComponent.fractureOptions = this.fractureOptions;
fractureComponent.refractureOptions = this.refractureOptions;
fractureComponent.callbackOptions = this.callbackOptions;
fractureComponent.currentRefractureCount = this.currentRefractureCount + 1;
fractureComponent.fragmentRoot = this.fragmentRoot;
}
}