Beispiel #1
0
        /// <summary>
        /// Check whether or not a sphere
        /// </summary>
        /// <param name="Sphere">The sphere to test</param>
        /// <returns>True if the sphere intersects, false otherwise.</returns>
        public bool IsBoundingSphereIntersecting(BoundingSphere Sphere, out Vector3 triangleNormal)
        {
            triangleNormal = Vector3.Zero;
            Matrix world = GetModelMatrix();

            for (int i = 0; i < _trianglesPositions.Count; i++)
            {
                Triangle triangleToTest = _trianglesPositions[i].NewByMatrix(world);
                if (TriangleTest.Intersects(ref Sphere, ref triangleToTest))
                {
                    triangleNormal = _trianglesNormal[i];
                    return(true);
                }
            }
            return(false);
        }
Beispiel #2
0
        public static float?CheckRayIntersectsModel(Ray ray, out int modelId, float damage = -1, float range = 0f)
        {
            Dictionary <int, float> modelsClicked = new Dictionary <int, float>();

            for (int i = 0; i < modelsList.Count; i++)
            {
                Matrix modelWorld = modelsList[i].GetModelMatrix();
                foreach (Triangle tri in modelsList[i]._trianglesPositions)
                {
                    Triangle triangle = tri.NewByMatrix(modelWorld);
                    float?   distance = TriangleTest.Intersects(ref ray, ref triangle);
                    if (distance != null)
                    {
                        modelsClicked.Add(i, (float)distance);
                        break;
                    }
                }
            }

            if (modelsClicked.Count == 0)
            {
                modelId = -1;
                return(null);
            }

            var closest = (from pair in modelsClicked
                           orderby pair.Value ascending
                           select pair).First();

            modelId = closest.Key;

            if (range != 0 && closest.Value > range)
            {
                return(null);
            }

            if (modelsList[modelId]._Explodable && damage > -1)
            {
                modelsList[modelId].SetDamageToModel(damage);
            }

            return(closest.Value);
        }
Beispiel #3
0
 public int?RayIntersectsAxis(Ray ray, string gizmo)
 {
     if (gizmo == "pos")
     {
         GenerateBoundingBoxes();
         for (int i = 0; i < 3; i++)
         {
             if (ray.Intersects(boxesPos[i]) != null)
             {
                 return(i);
             }
         }
     }
     else if (gizmo == "rot")
     {
         foreach (Triangle tri in rotGizmo.GetRealTriangles())
         {
             Triangle testedTriangle = tri;
             if (TriangleTest.Intersects(ref ray, ref testedTriangle) != null)
             {
                 if (tri.TriName == "R")
                 {
                     return(0);
                 }
                 else if (tri.TriName == "G")
                 {
                     return(1);
                 }
                 else
                 {
                     return(2);
                 }
             }
         }
     }
     else if (gizmo == "scale")
     {
         foreach (Triangle tri in scaleGizmo.GetRealTriangles())
         {
             Triangle testedTriangle = tri;
             if (TriangleTest.Intersects(ref ray, ref testedTriangle) != null)
             {
                 if (tri.TriName == "R")
                 {
                     return(0);
                 }
                 else if (tri.TriName == "G")
                 {
                     return(1);
                 }
                 else if (tri.TriName == "B")
                 {
                     return(2);
                 }
                 else
                 {
                     return(3);
                 }
             }
         }
     }
     return(null);
 }