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Question by doug-in-a-box · Dec 17, 2016 at 03:54 AM · unity 5colider

how to make this Deformable Surface collidable with wheel colider

Hey all, I recently got this asset from the store "Deformable Surface" but my cars wheel colliders go straight through it like its not even there. I was wondering if there's a way to make it have a kind of resitece. or something similar? thanks all in advance.

the Deformable Surface script:

using UnityEngine; using DeformableSurfaceExtensions;

[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider))] public class DeformableSurface : MonoBehaviour { #region Const public const string VERSION = "1.0";

 public const int GROUP_THREADS_COUNT = 8;
 public const int GEN_NORMAL_KERNEL_ID = 0;
 public const int DEFORM_KERNEL_ID = 1;
 public const int BLUR_H_KERNEL_ID = 2;
 public const int BLUR_V_KERNEL_ID = 3;
 public const int DEPTH_TO_BLUR_KERNEL_ID = 4;
 public const int GET_OFFSET_KERNEL_ID = 6;

 public static float[][] BLUR_WEIGHTS =
 {
     new[] { 0.44198f, 0.27901f, 0, 0, 0, 0, 0 },
     new[] { 0.38774f, 0.24477f, 0.06136f, 0, 0, 0, 0 },
     new[] { 0.383103f, 0.241843f, 0.060626f, 0.00598f, 0, 0, 0 },
     new[] { 0.382928f, 0.241732f, 0.060598f, 0.005977f, 0.000229f, 0, 0 },
     new[] { 0.382925f, 0.24173f, 0.060598f, 0.005977f, 0.000229f, 0.000003f, 0 },
     new[] { 0.382925f, 0.24173f, 0.060598f, 0.005977f, 0.000229f, 0.000003f, 0 }
 };

 private static Texture2D BlurWeights;
 #endregion

 #region Properties
 public SurfaceData Data
 {
     get { return _data; }
     set
     {
         if (value == null)
             return;
         
         MeshFilter.sharedMesh = value.MeshBase;
         MeshRenderer.sharedMaterial = value.SourceMaterial;
         MeshCollider.sharedMesh = value.MeshCollider;

         _data = value;
     }
 }
 [SerializeField]
 private SurfaceData _data;

 /// <summary>
 /// Returns true if there are more than one <see cref="DeformableSurface"/> on the scene.
 /// It means that all data forced to be passed to compute shader each frame for each instance
 /// </summary>
 public bool IsInstance { get; set; }

 /// <summary>
 /// Enables or disables deformation
 /// </summary>
 public bool DeformEnabled
 {
     get { return _deformEnabled; }
     set
     {
         if (_depthCamera != null)
             _depthCamera.enabled = value;
         _deformEnabled = value;
     }
 }
 [SerializeField]
 private bool _deformEnabled = true;

 public MeshFilter MeshFilter { get { return GetComponent<MeshFilter>(); } }
 public MeshRenderer MeshRenderer { get { return GetComponent<MeshRenderer>(); } }
 public MeshCollider MeshCollider { get { return GetComponent<MeshCollider>(); } }

 //Process
 /// <summary>
 /// All objects which may deform the surface are passed to this texture as depth value.
 /// You may draw something to this texture and then call <see cref="Deform"/> for manual deformation
 /// </summary>
 public RenderTexture DepthRt { get; private set; }
 public RenderTexture BlurTempRt { get; private set; }
 public RenderTexture DeformRt { get; private set; }
 public RenderTexture NormalRt { get; private set; }
 #endregion

 private Camera _depthCamera;
 private MaterialPropertyBlock _matPropertyBlock;

 private int _threadGroupsX;
 private int _threadGroupsY;


 void Awake()
 {
     Init();
 }

 void Init()
 {
     _matPropertyBlock = new MaterialPropertyBlock();

     DeformRt = GetNewRt("DeformRT", RenderTextureFormat.RFloat, FilterMode.Bilinear, true);
     Graphics.Blit(Data.OffsetMap, DeformRt);
     _matPropertyBlock.SetTexture(SurfaceData.SHADER_MAPS_TEX_NAMES[1], DeformRt);

     NormalRt = GetNewRt("NormalRT", RenderTextureFormat.Default, FilterMode.Bilinear, true);
     Graphics.Blit(Data.NormalMap, NormalRt);
     _matPropertyBlock.SetTexture(SurfaceData.SHADER_MAPS_TEX_NAMES[2], NormalRt);

     MeshRenderer.SetPropertyBlock(_matPropertyBlock);

     InitBlurWeights();
     InitDepthCamera();
     if (Data.Smoothing)
         BlurTempRt = GetNewRt("BlurTempRT", RenderTextureFormat.RFloat, FilterMode.Point, true);
     InitCompute();

     _threadGroupsX = Data.HeightMap.width / GROUP_THREADS_COUNT;
     _threadGroupsY = Data.HeightMap.height / GROUP_THREADS_COUNT;

     DeformableSurface[] instances = FindObjectsOfType<DeformableSurface>();
     if (instances.Length > 1)
         IsInstance = true;

     for (int i = 0; i < instances.Length; i++)
         if (instances[i] != this)
             instances[i].IsInstance = true;
 }

 void InitBlurWeights()
 {
     if (BlurWeights != null)
         return;

     BlurWeights = new Texture2D(7, 6, TextureFormat.RFloat, false)
     {
         name = "BlurWeights",
         filterMode = FilterMode.Point,
         wrapMode = TextureWrapMode.Clamp
     };

     for (int i = 0; i < BlurWeights.height; i++)
         for (int j = 0; j < BlurWeights.width; j++)
             BlurWeights.SetPixel(j, i, new Color(BLUR_WEIGHTS[i][j], 0, 0, 0));
     BlurWeights.Apply();

     Data.SurfaceKernels.SetTexture(BLUR_H_KERNEL_ID, "BlurWeights", BlurWeights);
     Data.SurfaceKernels.SetTexture(BLUR_V_KERNEL_ID, "BlurWeights", BlurWeights);
 }

 void InitDepthCamera()
 {
     _depthCamera = new GameObject("RtCamera").AddComponent<Camera>();
     _depthCamera.gameObject.hideFlags = HideFlags.HideInHierarchy;
     _depthCamera.transform.parent = transform;
     _depthCamera.transform.localPosition = new Vector3(Data.MeshWidth / 2f, 0, Data.MeshLength / 2f) * Data.MeshScale;
     _depthCamera.transform.rotation = Quaternion.Euler(-90, 0, 0);

     _depthCamera.clearFlags = CameraClearFlags.Depth;
     _depthCamera.cullingMask = Data.CollisionMask;
     _depthCamera.orthographic = true;
     _depthCamera.orthographicSize = (Data.MeshLength / 2f) * Data.MeshScale;
     _depthCamera.nearClipPlane = 0;
     _depthCamera.farClipPlane = Data.MaxHeightValue + Data.MaxOffsetValue;
     _depthCamera.depthTextureMode = DepthTextureMode.Depth;
     _depthCamera.renderingPath = RenderingPath.VertexLit;

     DepthRt = GetNewRt("DepthRT", RenderTextureFormat.RFloat, FilterMode.Bilinear, true);
     _depthCamera.targetTexture = DepthRt;
     
     _depthCamera.gameObject.AddComponent<DepthCamera>().Init(this);

     if (!DeformEnabled)
         _depthCamera.enabled = false;
 }

 void InitCompute()
 {
     Data.SurfaceKernels.SetFloat("MaxHeightValue", Data.MaxHeightValue);
     Data.SurfaceKernels.SetFloat("MaxOffsetValue", Data.MaxOffsetValue);
     Data.SurfaceKernels.SetFloat("TotalMaxValue", Data.MaxHeightValue + Data.MaxOffsetValue);
     Data.SurfaceKernels.SetFloat("DeformSpeed", Data.DeformSpeed);

     Data.SurfaceKernels.SetTexture(DEFORM_KERNEL_ID, "HeightMap", Data.HeightMap);
     Data.SurfaceKernels.SetTexture(DEFORM_KERNEL_ID, "DepthRT", DepthRt);
     Data.SurfaceKernels.SetTexture(DEFORM_KERNEL_ID, "DeformRT", DeformRt);
     Data.SurfaceKernels.SetTexture(DEFORM_KERNEL_ID, "NormalRT", NormalRt);

     if (!Data.Smoothing)
         return;

     Data.SurfaceKernels.SetInt("BlurRadius", Data.SmoothingRadius + 2);
     Data.SurfaceKernels.SetInt("BlurIndex", Data.SmoothingRadius);

     Data.SurfaceKernels.SetTexture(DEPTH_TO_BLUR_KERNEL_ID, "DepthRT", DepthRt);
     Data.SurfaceKernels.SetTexture(DEPTH_TO_BLUR_KERNEL_ID, "BlurTempRT", BlurTempRt);

     Data.SurfaceKernels.SetTexture(BLUR_H_KERNEL_ID, "BlurTempRT", BlurTempRt);
     Data.SurfaceKernels.SetTexture(BLUR_V_KERNEL_ID, "BlurTempRT", BlurTempRt);

     Data.SurfaceKernels.SetTexture(BLUR_H_KERNEL_ID, "DepthRT", DepthRt);
     Data.SurfaceKernels.SetTexture(BLUR_V_KERNEL_ID, "DepthRT", DepthRt);
 }
 
 RenderTexture GetNewRt(string rtName, RenderTextureFormat format, FilterMode filter, bool rndWrite)
 {
     RenderTexture rt = new RenderTexture(Data.HeightMap.width, Data.HeightMap.height, 0, format)
     {
         name = rtName,
         wrapMode = TextureWrapMode.Clamp,
         autoGenerateMips = false,
         enableRandomWrite = rndWrite,
         filterMode = filter
     };
     rt.Create();

     return rt;
 }


 /// <summary>
 /// Manually applies deformation to the surface. This function automatically invoked by depth camera every frame 
 /// </summary>
 public void Deform()
 {
     if (!DeformEnabled)
         return;

     if (IsInstance)
         InitCompute();

     if (Data.Smoothing && BlurTempRt)
     {
         Data.SurfaceKernels.Dispatch(4, _threadGroupsX, _threadGroupsY, 1);
         
         for (int i = 0; i < Data.SmoothingPasses; i++)
         {
             Data.SurfaceKernels.Dispatch(BLUR_H_KERNEL_ID, _threadGroupsX, _threadGroupsY, 1);
             Data.SurfaceKernels.Dispatch(BLUR_V_KERNEL_ID, _threadGroupsX, _threadGroupsY, 1);
         }
     }

     Data.SurfaceKernels.Dispatch(DEFORM_KERNEL_ID, _threadGroupsX, _threadGroupsY, 1);
 }

 /// <summary>
 /// Removes all changes done in deformable part and restores initial state of the surface
 /// </summary>
 public void Restore()
 {
     Graphics.Blit(Data.OffsetMap, DeformRt);
 }

 /// <summary>
 /// Returns offset value at given point. Returns -1 if the point is out of surface offset bounds
 /// </summary>
 /// <param name="point">Position in world space</param>
 /// <returns></returns>
 public float GetCollisionOffset(Vector3 point)
 {
     OffsetValue[] ovData = new OffsetValue[1];

     Vector3 localPos = point - transform.position;
     Vector3 boundsSize = MeshFilter.sharedMesh.bounds.size;

     #region Check bounds
     bool xCheck = localPos.x < 0 || localPos.x > boundsSize.x;
     bool yCheck = localPos.y < 0 || localPos.y > boundsSize.y;
     bool zCheck = localPos.z < 0 || localPos.z > boundsSize.z;

     if (xCheck || yCheck || zCheck)
         return -1;
     #endregion

     Vector3 mapPos = new Vector3(
         (localPos.x / boundsSize.x) * Data.HeightMap.width, 
         localPos.y,
         (localPos.z / boundsSize.z) * Data.HeightMap.height);

     
     ovData[0].InPos = mapPos;

     #region Compute
     ComputeBuffer buffer = new ComputeBuffer(1, 16);
     buffer.SetData(ovData);

     Data.SurfaceKernels.SetTexture(GET_OFFSET_KERNEL_ID, "HeightMap", Data.HeightMap);
     Data.SurfaceKernels.SetTexture(GET_OFFSET_KERNEL_ID, "DeformRT", DeformRt);
     Data.SurfaceKernels.SetBuffer(GET_OFFSET_KERNEL_ID, "OutOffset", buffer);
     Data.SurfaceKernels.Dispatch(GET_OFFSET_KERNEL_ID, 1, 1, 1);

     buffer.GetData(ovData);
     buffer.Release();
     #endregion

     return ovData[0].OutValue;
 }

 /// <summary>
 /// Returns offset values at given points. Use this function instead of <see cref="GetCollisionOffset"/> for the large amount of points. 1024 points maximum
 /// </summary>
 /// <param name="points">Positions in world space</param>
 /// <returns></returns>
 public float[] GetCollisionsOffset(Vector3[] points)
 {
     if (points.Length > 1024)
         return null;

     OffsetValue[] ovData = new OffsetValue[points.Length];
     Vector3 boundsSize = MeshFilter.sharedMesh.bounds.size;

     #region Calculate InPos
     for (int i = 0; i < ovData.Length; i++)
     {
         Vector3 localPos = points[i] - transform.position;

         Vector3 mapPos = new Vector3(
             (localPos.x / boundsSize.x) * Data.HeightMap.width,
             localPos.y,
             (localPos.z / boundsSize.z) * Data.HeightMap.height);

         ovData[i].InPos = mapPos;
     }
     #endregion

     #region Compute
     ComputeBuffer buffer = new ComputeBuffer(ovData.Length, OffsetValue.STRUCT_SIZE);
     buffer.SetData(ovData);

     Data.SurfaceKernels.SetTexture(GET_OFFSET_KERNEL_ID, "HeightMap", Data.HeightMap);
     Data.SurfaceKernels.SetTexture(GET_OFFSET_KERNEL_ID, "DeformRT", DeformRt);
     Data.SurfaceKernels.SetBuffer(GET_OFFSET_KERNEL_ID, "OutOffset", buffer);
     Data.SurfaceKernels.Dispatch(GET_OFFSET_KERNEL_ID, ovData.Length, 1, 1);

     buffer.GetData(ovData);
     buffer.Release();
     #endregion

     #region Check bounds
     for (int i = 0; i < ovData.Length; i++)
     {
         Vector3 localPos = points[i] - transform.position;

         bool xCheck = localPos.x < 0 || localPos.x > boundsSize.x;
         bool yCheck = localPos.y < 0 || localPos.y > boundsSize.y;
         bool zCheck = localPos.z < 0 || localPos.z > boundsSize.z;

         if (xCheck || yCheck || zCheck)
             ovData[i].OutValue = -1;
     }
     #endregion

     float[] offsetValues = new float[ovData.Length];
     for (int i = 0; i < offsetValues.Length; i++)
         offsetValues[i] = ovData[i].OutValue;

     return offsetValues;
 }


 struct OffsetValue
 {
     public const int STRUCT_SIZE = 16;

     public Vector3 InPos;
     public float OutValue;
 }

}

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