Ejemplo n.º 1
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 public void CopyTo(ref CollisionResult target)
 {
     target.distance = this.distance;
     target.collideCount = this.collideCount;
     target.detectedCollide = this.detectedCollide;
     target.intersect = this.intersect;
     target.normal = this.normal;
 }
Ejemplo n.º 2
0
        /// <summary>
        /// It tests for collision among the collision elements which
        /// have been registered to the collision layer and returns the result.
        /// </summary>
        /// <param name="collide">Source collsion element</param>
        /// <param name="targetLayer">Target collison layer</param>
        /// <param name="resultType">type of result</param>
        /// <returns>A result report</returns>
        public CollisionResult HitTest(CollideElement collide,
                                       ref CollisionLayer targetLayer,
                                       ResultType resultType)
        {
            CollisionResult result = null;

            tempResult.Clear();
            totalCollidingCount = 0;

            if (activeOn == false)
            {
                return(null);
            }

            if (collide == null)
            {
                throw new ArgumentNullException("collide");
            }

            if (targetLayer == null)
            {
                throw new ArgumentNullException("targetLayer");
            }

            //  checking all collisions in current collision layer
            for (int i = 0; i < targetLayer.CollideCount; i++)
            {
                CollideElement targetCollide = targetLayer.GetCollide(i);

                //  Skip ifself
                if (collide.Equals(targetCollide))
                {
                    continue;
                }
                else if (collide.Id != 0 && targetCollide.Id != 0)
                {
                    if (collide.Id == targetCollide.Id)
                    {
                        continue;
                    }
                }

                //   If source collision is BoundingSphere
                if (collide is CollideSphere)
                {
                    CollideSphere sourceCollideSphere = collide as CollideSphere;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestSphereintersectSphere(sourceCollideSphere,
                                                  targetCollideSphere, ref tempResult);
                    }
                    //  Test with target model
                    else if (targetCollide is CollideModel)
                    {
                        CollideModel targetCollideModel =
                            targetCollide as CollideModel;

                        TestSphereintersectModel(sourceCollideSphere,
                                                 targetCollideModel, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestSphereintersectBox(sourceCollideSphere,
                                               targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    if (targetCollide is CollideRay)
                    {
                        CollideRay targetCollideRay =
                            targetCollide as CollideRay;

                        TestRayintersectSphere(targetCollideRay,
                                               sourceCollideSphere, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideRay)
                {
                    CollideRay sourceCollideRay = collide as CollideRay;

                    //  Test with target model
                    if (targetCollide is CollideModel)
                    {
                        CollideModel targetCollideModel =
                            targetCollide as CollideModel;

                        TestRayintersectModel(sourceCollideRay,
                                              targetCollideModel, ref tempResult);
                    }
                    //  Test with target sphere
                    else if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestRayintersectSphere(sourceCollideRay,
                                               targetCollideSphere, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestRayintersectBox(sourceCollideRay,
                                            targetCollideBox, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideBox)
                {
                    CollideBox sourceCollideBox = collide as CollideBox;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestSphereintersectBox(targetCollideSphere,
                                               sourceCollideBox, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestBoxintersectBox(sourceCollideBox,
                                            targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    else if (targetCollide is CollideRay)
                    {
                        CollideRay targetCollideRay = targetCollide as CollideRay;

                        TestRayintersectBox(targetCollideRay,
                                            sourceCollideBox, ref tempResult);
                    }
                }

                //  To find the nearest detected collision.
                if (resultType == ResultType.NearestOne)
                {
                    if (tempResult.collideCount > 0)
                    {
                        if (result == null)
                        {
                            result          = new CollisionResult();
                            result.distance = float.MaxValue;
                        }

                        if (result.distance > tempResult.distance)
                        {
                            tempResult.CopyTo(ref result);
                        }
                    }
                }
            }

            return(result);
        }
Ejemplo n.º 3
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        /// <summary>
        /// It checks for the collision between a collision ray and a collision sphere.
        /// </summary>
        /// <param name="sourceCollide">Source collision ray</param>
        /// <param name="targetCollide">Target collision sphere</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestRayintersectSphere(CollideRay sourceCollide, 
                                            CollideSphere targetCollide, 
                                            ref CollisionResult result)
        {
            totalCollidingCount++;

            // Test ray with the sphere
            float? distance = sourceCollide.Ray.Intersects(targetCollide.BoundingSphere);
            if (distance != null)
            {
                if (result != null)
                {
                    Vector3 dir = Vector3.Normalize(sourceCollide.Ray.Position - 
                                                    targetCollide.BoundingSphere.Center);

                    Vector3 length = dir * targetCollide.Radius;

                    result.distance = (float)distance;
                    result.detectedCollide = targetCollide;                    
                    result.intersect = targetCollide.BoundingSphere.Center + length;
                    result.normal = null;
                    result.collideCount++;
                }

                return true;
            }

            return false;
        }
Ejemplo n.º 4
0
        /// <summary>
        /// It checks for two collision boxes.
        /// </summary>
        /// <param name="sourceCollide">Source collision box</param>
        /// <param name="targetCollide">Target collision box</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestBoxintersectBox(CollideBox sourceCollide,
                                                CollideBox targetCollide,
                                                ref CollisionResult result)
        {
            totalCollidingCount++;

            // // Test two boxes
            if (sourceCollide.BoundingBox.Intersects(targetCollide.BoundingBox))
            {
                if (result != null)
                {
                    Vector3 centerSourceBox = 0.5f *
                        (sourceCollide.BoundingBox.Max + sourceCollide.BoundingBox.Min);
                    
                    Vector3 centerTargetBox = 0.5f *
                        (targetCollide.BoundingBox.Max + targetCollide.BoundingBox.Min);

                    result.distance = 
                            (float)Vector3.Distance(centerSourceBox, centerTargetBox);
                        
                    result.detectedCollide = targetCollide;
                    result.intersect = null;
                    result.normal = null;
                    result.collideCount++;
                }

                return true;
            }

            return false;
        }
Ejemplo n.º 5
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        /// <summary>
        /// It checks for the collision between a collision sphere and a collision box.
        /// </summary>
        /// <param name="sourceCollide">Source collision ray</param>
        /// <param name="targetCollide">Target collision box</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestSphereintersectBox(CollideSphere sourceCollide,
                                                CollideBox targetCollide,
                                                ref CollisionResult result)
        {
            totalCollidingCount++;

            // Test sphere with the box
            if (sourceCollide.BoundingSphere.Intersects(targetCollide.BoundingBox))
            {
                if (result != null)
                {
                    Vector3 centerBox = 0.5f * 
                        (targetCollide.BoundingBox.Max + targetCollide.BoundingBox.Min);

                    result.distance = (float)Vector3.Distance(
                        sourceCollide.BoundingSphere.Center, centerBox)
                        - sourceCollide.BoundingSphere.Radius;

                    result.detectedCollide = targetCollide;
                    result.intersect = null;
                    result.normal = null;
                    result.collideCount++;
                }

                return true;
            }

            return false;
        }
Ejemplo n.º 6
0
        /// <summary>
        /// It checks for the collision between a collision ray and a collision box.
        /// </summary>
        /// <param name="sourceCollide">Source collision ray</param>
        /// <param name="targetCollide">Target collision box</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public  bool TestRayintersectBox(CollideRay sourceCollide, 
                                                CollideBox targetCollide, 
                                                ref CollisionResult result)
        {
            totalCollidingCount++;

            // Test ray with the box
            float? distance = sourceCollide.Ray.Intersects(targetCollide.BoundingBox);
            if (distance != null)
            {
                if (result != null)
                {
                    result.distance = (float)distance;
                    result.detectedCollide = targetCollide;
                    result.intersect = null;
                    result.normal = null;
                    result.collideCount++;
                }

                return true;
            }

            return false;
        }
Ejemplo n.º 7
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        /// <summary>
        /// It checks for the collision between a collision ray and a collision model.
        /// </summary>
        /// <param name="sourceCollide">Source collision ray</param>
        /// <param name="targetCollide">Target collision model</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestRayintersectModel(CollideRay sourceCollide, 
                                                CollideModel targetCollide, 
                                                ref CollisionResult result)
        {
            Vector3 intersect;
            Vector3 normal;
            float distance;

            //  use quad tree.
            if (targetCollide.QuadTree != null)
            {
                if( TestUsingQuadTree((CollideElement)sourceCollide, 
                                        targetCollide.QuadTree.RootNode,
                                        out intersect,
                                        out normal,
                                        out distance))
                {
                    result.detectedCollide = targetCollide;
                    result.intersect = intersect;
                    result.normal = normal;
                    result.distance = distance;
                    result.collideCount++;

                    return true;
                }
            }
            // Test ray with the model
            else
            {
                if( TestRayintersectModel(sourceCollide.Ray, targetCollide.Vertices,
                                            targetCollide.TransformMatrix,
                                            out intersect,
                                            out normal,
                                            out distance))
                {
                    result.distance = distance;
                    result.detectedCollide = targetCollide;
                    result.intersect = intersect;
                    result.normal = normal;
                    result.collideCount++;
                }
                                        
            }

            return false;
        }
Ejemplo n.º 8
0
        /// <summary>
        /// It checks for the collision between two collision spheres.
        /// </summary>
        /// <param name="sourceCollide">Source collision sphere</param>
        /// <param name="targetCollide">Target collision sphere</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestSphereintersectSphere(CollideSphere sourceCollide, 
                                CollideSphere targetCollide, ref CollisionResult result)
        {
            totalCollidingCount++;

            // Test sphere with the other sphere
            if (sourceCollide.BoundingSphere.Intersects(targetCollide.BoundingSphere))
            {
                if (result != null)
                {
                    float twoSphereDistance = Vector3.Distance(
                                                targetCollide.BoundingSphere.Center, 
                                                sourceCollide.BoundingSphere.Center);

                    Vector3 twoSphereDirection = Vector3.Normalize(
                                                targetCollide.BoundingSphere.Center -
                                                sourceCollide.BoundingSphere.Center);

                    result.distance = Math.Abs(twoSphereDistance) -
                                        (sourceCollide.Radius + targetCollide.Radius);

                    result.detectedCollide = targetCollide;
                    result.intersect = twoSphereDirection * result.distance;
                    result.collideCount++;
                }

                return true;
            }

            return false;
        }
Ejemplo n.º 9
0
        /// <summary>
        /// It tests for collision among the collision elements which 
        /// have been registered to the collision layer and returns the result.
        /// </summary>
        /// <param name="collide">Source collsion element</param>
        /// <param name="targetLayer">Target collison layer</param>
        /// <param name="resultType">type of result</param>
        /// <returns>A result report</returns>
        public CollisionResult HitTest(CollideElement collide, 
                           ref CollisionLayer targetLayer,
                           ResultType resultType)
        {
            CollisionResult result = null; 
            tempResult.Clear();
            totalCollidingCount = 0;

            if (activeOn == false)
                return null;

            if (collide == null)
            {
                throw new ArgumentNullException("collide");
            }

            if (targetLayer == null)
            {
                throw new ArgumentNullException("targetLayer");
            }

            //  checking all collisions in current collision layer
            for (int i = 0; i < targetLayer.CollideCount; i++)
            {
                CollideElement targetCollide = targetLayer.GetCollide(i);

                //  Skip ifself
                if (collide.Equals(targetCollide))
                {
                    continue;
                }
                else if (collide.Id != 0 && targetCollide.Id != 0)
                {
                    if (collide.Id == targetCollide.Id)
                        continue;
                }

                //   If source collision is BoundingSphere
                if (collide is CollideSphere)
                {
                    CollideSphere sourceCollideSphere = collide as CollideSphere;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)         
                    {
                        CollideSphere targetCollideSphere = 
                                                targetCollide as CollideSphere;

                        TestSphereintersectSphere(sourceCollideSphere,
                                                targetCollideSphere, ref tempResult);
                    }
                    //  Test with target model
                    else if (targetCollide is CollideModel)     
                    {
                        CollideModel targetCollideModel = 
                                                targetCollide as CollideModel;

                        TestSphereintersectModel(sourceCollideSphere,
                                                targetCollideModel, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestSphereintersectBox(sourceCollideSphere,
                                            targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    if (targetCollide is CollideRay)                  
                    {
                        CollideRay targetCollideRay = 
                                            targetCollide as CollideRay;

                        TestRayintersectSphere(targetCollideRay,
                                            sourceCollideSphere, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideRay)
                {
                    CollideRay sourceCollideRay = collide as CollideRay;

                    //  Test with target model
                    if (targetCollide is CollideModel)                  
                    {
                        CollideModel targetCollideModel = 
                                            targetCollide as CollideModel;

                        TestRayintersectModel(sourceCollideRay,
                                            targetCollideModel, ref tempResult);
                    }
                    //  Test with target sphere
                    else if (targetCollide is CollideSphere)            
                    {
                        CollideSphere targetCollideSphere = 
                                            targetCollide as CollideSphere;

                        TestRayintersectSphere(sourceCollideRay,
                                            targetCollideSphere, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)               
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestRayintersectBox(sourceCollideRay,
                                            targetCollideBox, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideBox)
                {
                    CollideBox sourceCollideBox = collide as CollideBox;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                                                targetCollide as CollideSphere;

                        TestSphereintersectBox(targetCollideSphere,
                                                sourceCollideBox, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestBoxintersectBox(sourceCollideBox,
                                            targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    else if (targetCollide is CollideRay)
                    {
                        CollideRay targetCollideRay = targetCollide as CollideRay;

                        TestRayintersectBox(targetCollideRay,
                                            sourceCollideBox, ref tempResult);
                    }
                }

                //  To find the nearest detected collision.
                if (resultType == ResultType.NearestOne)
                {                 
                    if (tempResult.collideCount > 0)
                    {
                        if(result == null)
                        {
                            result = new CollisionResult();
                            result.distance = float.MaxValue;
                        }

                        if (result.distance > tempResult.distance)
                        {
                            tempResult.CopyTo(ref result);
                        }
                    }
                }
            }

            return result;
        }