├── .gitignore
├── Code.meta
├── Code
├── Editor.meta
├── Editor
│ ├── Components.meta
│ ├── Components
│ │ ├── PiranhaTargetEditor.cs
│ │ └── PiranhaTargetEditor.cs.meta
│ ├── PiranhaEditor.asmdef
│ └── PiranhaEditor.asmdef.meta
├── Runtime.meta
└── Runtime
│ ├── Components.meta
│ ├── Components
│ ├── PiranhaTarget.cs
│ └── PiranhaTarget.cs.meta
│ ├── Piranha.asmdef
│ └── Piranha.asmdef.meta
├── LICENSE
├── LICENSE.meta
├── README.md
├── README.md.meta
├── Samples.meta
└── Samples
├── DragRigidbody.cs
├── DragRigidbody.cs.meta
├── Example.unity
├── Example.unity.meta
├── Materials.meta
├── Materials
├── Floor.mat
├── Floor.mat.meta
├── Piranha1.mat
├── Piranha1.mat.meta
├── Piranha2.mat
├── Piranha2.mat.meta
├── Target1.mat
├── Target1.mat.meta
├── Target2.mat
├── Target2.mat.meta
├── Wall.mat
├── Wall.mat.meta
├── Water.mat
└── Water.mat.meta
├── Prefabs.meta
└── Prefabs
├── Piranha.prefab
└── Piranha.prefab.meta
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
--------------------------------------------------------------------------------
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/Code/Editor/Components/PiranhaTargetEditor.cs:
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1 | using UnityEngine;
2 | using UnityEditor;
3 | using UnityEditorInternal;
4 | using Piranha;
5 |
6 | namespace PirahnaEditor
7 | {
8 | [CustomEditor (typeof (PiranhaTarget)), CanEditMultipleObjects]
9 | public class PiranhaTargetEditor : Editor
10 | {
11 | private class Content
12 | {
13 | public static readonly GUIContent Force = new GUIContent (text: "Force", tooltip: "Magnitude of the force (impulse) to apply to each rigidbody.");
14 | public static readonly GUIContent ActivationMode = new GUIContent (text: "Activation Mode");
15 | public static readonly GUIContent ActivationDistance = new GUIContent (text: "Activation Distance", tooltip: "The min distance piranhas need to be within to have forces applied.");
16 | public static readonly GUIContent Piranhas = new GUIContent ("Piranhas", tooltip: "The rigidbodies to make swarm the target.");
17 | }
18 |
19 | private class Properties
20 | {
21 | public SerializedProperty Force;
22 | public SerializedProperty ActivationMode;
23 | public SerializedProperty ActivationDistance;
24 | public SerializedProperty Piranhas;
25 |
26 | public Properties (SerializedObject obj)
27 | {
28 | Force = obj.FindProperty ("force");
29 | ActivationMode = obj.FindProperty ("activationMode");
30 | ActivationDistance = obj.FindProperty ("activationDistance");
31 | Piranhas = obj.FindProperty ("piranhas");
32 | }
33 | }
34 |
35 | private Properties properties;
36 | private ReorderableList list;
37 |
38 | private void OnEnable ()
39 | {
40 | properties = new Properties (serializedObject);
41 | }
42 |
43 | public override void OnInspectorGUI ()
44 | {
45 | serializedObject.UpdateIfRequiredOrScript ();
46 |
47 | EditorGUILayout.PropertyField (properties.Force, Content.Force);
48 | EditorGUILayout.PropertyField (properties.ActivationMode, Content.ActivationMode);
49 | if ((PiranhaTarget.ActivationMode)properties.ActivationMode.enumValueIndex == PiranhaTarget.ActivationMode.Distance || properties.ActivationMode.hasMultipleDifferentValues)
50 | {
51 | using (new EditorGUI.IndentLevelScope ())
52 | {
53 | EditorGUILayout.PropertyField (properties.ActivationDistance, Content.ActivationDistance);
54 | properties.ActivationDistance.floatValue = Mathf.Max (0f, properties.ActivationDistance.floatValue);
55 | }
56 | }
57 | EditorGUILayout.PropertyField (properties.Piranhas, Content.Piranhas, true);
58 |
59 | serializedObject.ApplyModifiedProperties ();
60 | }
61 | }
62 | }
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/Code/Runtime/Components/PiranhaTarget.cs:
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1 | using System.Collections.Generic;
2 | using System.Runtime.CompilerServices;
3 | using UnityEngine;
4 |
5 | namespace Piranha
6 | {
7 | public class PiranhaTarget : MonoBehaviour
8 | {
9 | ///
10 | /// Abstracts access to a mesh.
11 | ///
12 | public class MeshTarget
13 | {
14 | public enum MeshTargetType { Missing, MeshFilter, SkinnedMeshRenderer }
15 |
16 | ///
17 | /// Stores the current type of target.
18 | ///
19 | public MeshTargetType TargetType { get; private set; } = MeshTargetType.Missing;
20 |
21 | private MeshFilter mf;
22 | private SkinnedMeshRenderer smr;
23 |
24 | public void Initialize (GameObject target)
25 | {
26 | // Try and get a MeshFilter.
27 | mf = target.GetComponent ();
28 |
29 | // If there isn't a MeshFilter, try and get a SkinnedMeshRenderer.
30 | if (mf == null)
31 | smr = target.GetComponent ();
32 | // Otherwise, we've found a MeshFilter and can update the TargetType.
33 | else
34 | {
35 | TargetType = MeshTargetType.MeshFilter;
36 | return;
37 | }
38 |
39 | // If there isn't a SkinnedMeshRenderer, the target GameObject isn't valid so we need to throw an error.
40 | if (smr == null)
41 | {
42 | TargetType = MeshTargetType.Missing;
43 | throw new MissingComponentException ("Target doesn't have Mesh Filter or Skinned Mesh Renderer");
44 | }
45 | // Otherwise, we've found a SkinnedMeshRenderer and can update the TargetType
46 | else
47 | TargetType = MeshTargetType.SkinnedMeshRenderer;
48 | }
49 |
50 | ///
51 | /// Stores the target's mesh in mesh passed to this method.
52 | ///
53 | /// The mesh to store the target's mesh in.
54 | public void GetMesh (ref Mesh mesh)
55 | {
56 | switch (TargetType)
57 | {
58 | case MeshTargetType.MeshFilter:
59 | mesh = mf.mesh;
60 | break;
61 | case MeshTargetType.SkinnedMeshRenderer:
62 | smr.BakeMesh (mesh);
63 | break;
64 | }
65 | }
66 |
67 | ///
68 | /// Returns the target's vertex count. Return's zero if the target is missing.
69 | ///
70 | ///
71 | public int GetVertexCount ()
72 | {
73 | switch (TargetType)
74 | {
75 | case MeshTargetType.MeshFilter:
76 | return mf.mesh.vertexCount;
77 | case MeshTargetType.SkinnedMeshRenderer:
78 | return smr.sharedMesh.vertexCount;
79 | }
80 |
81 | return 0;
82 | }
83 | }
84 |
85 | public enum ActivationMode { None, Distance }
86 |
87 | public float force = 2f;
88 |
89 | public ActivationMode activationMode = ActivationMode.None;
90 | public float activationDistance = 2f;
91 | public List piranhas = new List ();
92 |
93 | private MeshTarget target;
94 | private Mesh mesh;
95 | private Vector3[] vertices;
96 |
97 | private void Awake ()
98 | {
99 | target = new MeshTarget ();
100 | mesh = new Mesh ();
101 | }
102 |
103 | private void OnEnable ()
104 | {
105 | target.Initialize (gameObject);
106 | target.GetMesh (ref mesh);
107 |
108 | vertices = mesh.vertices;
109 | }
110 |
111 | private void OnDrawGizmosSelected ()
112 | {
113 | if (activationMode == ActivationMode.Distance)
114 | Gizmos.DrawWireSphere (transform.position, activationDistance);
115 | }
116 |
117 | private void FixedUpdate ()
118 | {
119 | // If the target is a Skinned Mesh Renderer, it's vertices are being animated each frame, so we need to update our
120 | // vertices array.
121 | if (target.TargetType == MeshTarget.MeshTargetType.SkinnedMeshRenderer)
122 | {
123 | target.GetMesh (ref mesh);
124 | vertices = mesh.vertices;
125 | }
126 |
127 | for (var i = 0; i < piranhas.Count; i++)
128 | {
129 | var piranha = piranhas[i];
130 |
131 | // Don't do anything to the rigidbody if it's game object is disabled.
132 | if (!piranha.gameObject.activeInHierarchy)
133 | continue;
134 |
135 | var piranhaPosition = piranha.transform.position;
136 |
137 | // Get the target position in worlspace. This the position the rigidbody will be trying to reach.
138 | var targetPosition = GetVerticeInWorldspace (GetTargetVertexIndex (i));
139 |
140 | if (activationMode != ActivationMode.Distance || (targetPosition - piranhaPosition).magnitude < activationDistance)
141 | {
142 | // Calculate the direction to move along.
143 | var direction = (targetPosition - piranhaPosition).normalized;
144 |
145 | // Add force towards the target position.
146 | piranha.AddForce (direction * force * Time.fixedDeltaTime, ForceMode.Impulse);
147 | }
148 | }
149 | }
150 |
151 | ///
152 | /// Get a vertex index from a piranha index.
153 | ///
154 | [MethodImpl (MethodImplOptions.AggressiveInlining)]
155 | private int GetTargetVertexIndex (int piranhaIndex)
156 | {
157 | // Get how far between the start and end of the array the current index is, in a 0 to 1 range.
158 | var normalizedIndex = (float)piranhaIndex / piranhas.Count;
159 | // Remap the normalized index to the length of the vertex array.
160 | return (int)(normalizedIndex * vertices.Length);
161 | }
162 |
163 | ///
164 | /// Converts a vertice into worldspace.
165 | ///
166 | [MethodImpl (MethodImplOptions.AggressiveInlining)]
167 | private Vector3 GetVerticeInWorldspace (int i)
168 | {
169 | return transform.localToWorldMatrix.MultiplyPoint3x4 (vertices[i]);
170 | }
171 | }
172 | }
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 Beans
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Piranha
2 | A simple tool to make rigidbodies swarm a mesh in Unity.
3 |
4 | Works on Mesh Filters and Skinned Mesh Renderers.
5 |
6 | 
7 |
8 | ## Setup
9 | 1. Add the `PiranhaTarget` component to a game object with a Mesh Filter or Skinned Mesh Renderer.
10 | 2. Drag any rigidbodies you want to swarm the target into the `Piranhas` list.
11 | 3. Hit play!
12 |
13 | ## Options
14 |
15 | - Increase `Force` to change how attracted the rigidbodies are to the target.
16 | 
17 | - Change the `Activation Mode` to `Distance` to prevent rigidbodies from swarming the target unless they are within the `Activation Distance`.
18 | 
19 |
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/Samples/DragRigidbody.cs:
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1 | using UnityEngine;
2 | public class DragRigidbody : MonoBehaviour
3 | {
4 | public float forceAmount;
5 |
6 | [SerializeField] private float targetDistance;
7 | [SerializeField] private Vector3 targetPosition;
8 | [SerializeField] private Vector3 localHitPosition;
9 | [SerializeField] private Rigidbody target;
10 | private new Camera camera;
11 |
12 | private void Start ()
13 | {
14 | camera = Camera.main;
15 | }
16 |
17 | private void Update ()
18 | {
19 | if (Input.GetMouseButtonDown (0))
20 | {
21 | var ray = camera.ScreenPointToRay (Input.mousePosition);
22 | RaycastHit hit;
23 |
24 | if (Physics.Raycast (ray, out hit))
25 | {
26 | target = hit.transform.GetComponent ();
27 | if (target != null)
28 | {
29 | targetDistance = (hit.point - ray.origin).magnitude;
30 | localHitPosition = target.transform.worldToLocalMatrix.MultiplyPoint3x4 (hit.point);
31 | }
32 | }
33 | }
34 | else if (Input.GetMouseButton (0))
35 | {
36 | if (target == null)
37 | return;
38 |
39 | var ray = camera.ScreenPointToRay (Input.mousePosition);
40 | targetPosition = ray.origin + ray.direction * targetDistance;
41 | }
42 | else if (Input.GetMouseButtonUp (0))
43 | {
44 | target = null;
45 | }
46 | }
47 |
48 | private void FixedUpdate ()
49 | {
50 | if (target == null)
51 | return;
52 |
53 | var forcePosition = target.transform.localToWorldMatrix.MultiplyPoint3x4 (localHitPosition);
54 | target.AddForceAtPosition ((targetPosition - forcePosition) * forceAmount * Time.fixedDeltaTime, forcePosition, ForceMode.Impulse);
55 | }
56 | }
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