public void Result(Vector3[] hullVertices, int[] hullIndices)
        {
            _wavefrontWriter.OutputObject(hullVertices, hullIndices);

            // Calculate centroid, to shift vertices around center of mass
            Vector3 centroid = CalculateCentroid(hullVertices);

            ConvexCentroids.Add(centroid);

            List <Vector3> outVertices = hullVertices.Select(v => v * LocalScaling - centroid).ToList();

            // This is a tools issue:
            // due to collision margin, convex objects overlap, compensate for it here.
#if false
            outVertices = ShrinkObjectInwards(hullVertices);
#endif

            var convexShape = new ConvexHullShape(outVertices);
            convexShape.Margin = 0.01f;
            ConvexShapes.Add(convexShape);
        }
        /// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="result">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public bool ConvexCast(ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref System.Numerics.Vector3 sweep, out RayCastResult result)
        {
            var outputOverlappedElements = PhysicsResources.GetCollidableList();
            BoundingBox boundingBox;
            castShape.GetSweptBoundingBox(ref startingTransform, ref sweep, out boundingBox);

            CollidableTree.GetOverlaps(boundingBox, outputOverlappedElements);
            result = new RayCastResult();
            result.HitData.T = float.MaxValue;
            for (int i = 0; i < outputOverlappedElements.Count; ++i)
            {
                RayHit hit;
                if (outputOverlappedElements.Elements[i].ConvexCast(castShape, ref startingTransform, ref sweep, out hit))
                {
                    if (hit.T < result.HitData.T)
                    {
                        result.HitData = hit;
                        result.HitObject = outputOverlappedElements.Elements[i];
                    }
                }
            }
            PhysicsResources.GiveBack(outputOverlappedElements);
            return result.HitData.T < float.MaxValue;
        }
Beispiel #3
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        /// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="result">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public bool ConvexCast(ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayCastResult result)
        {
            var outputOverlappedElements = Resources.GetCollidableList();
            var rayHits = Resources.GetRayHitList();
            BoundingBox boundingBox;
            Toolbox.GetExpandedBoundingBox(ref castShape, ref startingTransform, ref sweep, out boundingBox);

            CollidableTree.GetOverlaps(boundingBox, outputOverlappedElements);
            result = new RayCastResult();
            result.HitData.T = float.MaxValue;
            for (int i = 0; i < outputOverlappedElements.count; ++i)
            {
                RayHit hit;
                if (outputOverlappedElements.Elements[i].ConvexCast(castShape, ref startingTransform, ref sweep, out hit))
                {
                    if (hit.T < result.HitData.T)
                    {
                        result.HitData = hit;
                        result.HitObject = outputOverlappedElements.Elements[i];
                    }
                }
            }
            Resources.GiveBack(rayHits);
            Resources.GiveBack(outputOverlappedElements);
            return result.HitData.T < float.MaxValue;
        }