Example #1
0
        public unsafe void RigidBodyCalculateDistancePointTest()
        {
            Physics.RigidBody rigidbody = Unity.Physics.RigidBody.Zero;

            const float size         = 1.0f;
            const float convexRadius = 0.0f;

            var queryPos = new float3(-10, -10, -10);

            rigidbody.Collider = (Collider *)BoxCollider.Create(float3.zero, quaternion.identity, new float3(size), convexRadius).GetUnsafePtr();

            var pointDistanceInput = new PointDistanceInput();

            pointDistanceInput.Position = queryPos;
            pointDistanceInput.Filter   = CollisionFilter.Default;

            var closestHit = new DistanceHit();
            var allHits    = new NativeList <DistanceHit>(Allocator.Temp);

            // OK case : with enough max distance
            pointDistanceInput.MaxDistance = 10000.0f;
            Assert.IsTrue(rigidbody.CalculateDistance(pointDistanceInput));
            Assert.IsTrue(rigidbody.CalculateDistance(pointDistanceInput, out closestHit));
            Assert.IsTrue(rigidbody.CalculateDistance(pointDistanceInput, ref allHits));

            // Fail case : not enough max distance
            pointDistanceInput.MaxDistance = 1;
            Assert.IsFalse(rigidbody.CalculateDistance(pointDistanceInput));
            Assert.IsFalse(rigidbody.CalculateDistance(pointDistanceInput, out closestHit));
            Assert.IsFalse(rigidbody.CalculateDistance(pointDistanceInput, ref allHits));
        }
        public unsafe void RigidBodyCalculateDistanceTest()
        {
            const float size         = 1.0f;
            const float convexRadius = 0.0f;
            const float sphereRadius = 1.0f;

            var queryPos = new float3(-10, -10, -10);

            BlobAssetReference <Collider> boxCollider = BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = size,
                BevelRadius = convexRadius
            });
            BlobAssetReference <Collider> sphereCollider = SphereCollider.Create(new SphereGeometry
            {
                Center = float3.zero,
                Radius = sphereRadius
            });

            var rigidBody = new Physics.RigidBody
            {
                WorldFromBody = RigidTransform.identity,
                Collider      = boxCollider
            };

            var colliderDistanceInput = new ColliderDistanceInput
            {
                Collider  = (Collider *)sphereCollider.GetUnsafePtr(),
                Transform = new RigidTransform(quaternion.identity, queryPos)
            };

            var closestHit = new DistanceHit();
            var allHits    = new NativeList <DistanceHit>(Allocator.Temp);

            // OK case : with enough max distance
            colliderDistanceInput.MaxDistance = 10000.0f;
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput));
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput, out closestHit));
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput, ref allHits));

            // Fail case : not enough max distance
            colliderDistanceInput.MaxDistance = 1;
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput));
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput, out closestHit));
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput, ref allHits));

            boxCollider.Dispose();
            sphereCollider.Dispose();
        }