Ejemplo n.º 1
0
        

 /**
        *  Cast a ray (in model space) against a mesh.
        */ 
 public static bool MeshRaycast(Ray InRay, Vector3[] vertices, int[] triangles, out ObiRaycastHit hit, float distance = Mathf.Infinity) 

        {
            Vector3 hitNormal = Vector3.zero;   // vars used in loop
            Vector3 vert0, vert1, vert2;
            Vector3 origin = InRay.origin, direction = InRay.direction;

            hit = new ObiRaycastHit(Mathf.Infinity,
                                    Vector3.zero,
                                    Vector3.zero,
                                    -1);

            /**
             * Iterate faces, testing for nearest hit to ray origin.
             */
            for (int CurTri = 0; CurTri < triangles.Length; CurTri += 3)
            {
                if (CurTri + 2 >= triangles.Length)
                {
                    continue;
                }
                if (triangles[CurTri + 2] >= vertices.Length)
                {
                    continue;
                }

                vert0 = vertices[triangles[CurTri + 0]];
                vert1 = vertices[triangles[CurTri + 1]];
                vert2 = vertices[triangles[CurTri + 2]];

                // Second pass, test intersection with triangle
                if (RayIntersectsTriangle(origin, direction, vert0, vert1, vert2, ref distance, ref hitNormal))
                {
                    if (distance < hit.distance)
                    {
                        hit.distance = distance;
                        hit.triangle = CurTri / 3;
                        hit.position = InRay.GetPoint(hit.distance);
                        hit.normal   = hitNormal;
                    }
                }
            }

            return(hit.triangle > -1); 

        }
Ejemplo n.º 2
0
        
 /**
        * Find the nearest triangle intersected by InWorldRay on this mesh.  InWorldRay is in world space.
        * @hit contains information about the hit point.  @distance limits how far from @InWorldRay.origin the hit
        * point may be.  @cullingMode determines what face orientations are tested (Culling.Front only tests front
        * faces, Culling.Back only tests back faces, and Culling.FrontBack tests both).
        * Ray origin and position values are in local space.
        */ 
 public static bool WorldRaycast(Ray InWorldRay, Matrix4x4 transform, Vector3[] vertices, int[] triangles, out ObiRaycastHit hit, float distance = Mathf.Infinity) 

        {
            Ray ray = InWorldRay;

            if (transform != null)
            {
                Matrix4x4 inv = transform.inverse;
                ray.origin    = inv.MultiplyPoint3x4(ray.origin);
                ray.direction = inv.MultiplyVector(ray.direction);
            }
            
            return(MeshRaycast(ray, vertices, triangles, out hit, distance)); 

        }