protected bool _perInstanceIntersectionTest(SSAbstractMesh abstrMesh, int i,
                                                    ref SSRay localRay, out float localContact)
        {
            var pos         = instanceData.readPosition(i);
            var masterScale = instanceData.readMasterScale(i);
            var scale       = instanceData.readComponentScale(i) * masterScale;

            if (abstrMesh == null)
            {
                // no way to be any more precise except hitting a generic sphere
                float radius = Math.Max(scale.Z, Math.Max(scale.X, scale.Y));
                var   sphere = new SSSphere(pos, radius);
                return(sphere.IntersectsRay(ref localRay, out localContact));
            }
            else
            {
                // When using SSAbstractMesh we can invoke its preciseIntersect()
                Matrix4 instanceMat = Matrix4.CreateScale(scale) * Matrix4.CreateTranslation(pos);

                SSRay instanceRay = localRay.Transformed(instanceMat.Inverted());
                float instanceContact;
                if (abstrMesh.preciseIntersect(ref instanceRay, out instanceContact))
                {
                    Vector3 instanceContactPt = instanceRay.pos + instanceContact * instanceRay.dir;
                    Vector3 localContactPt    = Vector3.Transform(instanceContactPt, instanceMat);
                    localContact = (localContactPt - localRay.pos).Length;
                    return(true);
                }
                else
                {
                    localContact = float.PositiveInfinity;
                    return(false);
                }
            }
        }
Beispiel #2
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        protected virtual bool validate(SSSphere newBodyInfo)
        {
            // override to handle collision tests efficiently for a specific shape of a field
            // or add other clipping tests..
            newBodyInfo.radius += m_safetyDistance;
            if (m_bodyRadius == 0.0f)
            {
                return(true);
            }

            List <ssBVHNode <SSSphere> > intersectList
                = m_bodiesSoFar.traverse(newBodyInfo.ToAABB());

            foreach (ssBVHNode <SSSphere> node in intersectList)
            {
                if (node.gobjects != null)
                {
                    foreach (SSSphere sphere in node.gobjects)
                    {
                        if (newBodyInfo.IntersectsSphere(sphere))
                        {
                            return(false);                            // invalid
                        }
                    }
                }
            }
            m_bodiesSoFar.addObject(newBodyInfo);
            return(true); // valid
        }
Beispiel #3
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 public bool IntersectsSphere(SSSphere sphere)
 {
     return(IntersectsSphere(sphere.center, sphere.radius));
 }