Example #1
0
 public void RayHeightmapDDATest()
 {
     for (int i = 0; i < RAY_COUNT; i++)
     {
         float dist;
         RayHeightmap.CollisionTest(randomRays[i], heightmap, 256, 256, 256.0f, out dist);
     }
 }
Example #2
0
        public bool FullSceneCollisionTest(bool includeTerrain, Ray ray, ISceneEntity castingObj, out ISceneEntity collisionObj, out float dist)
        {
            ISceneEntity minCollider = null;
            float        minDist     = Single.MaxValue;

            // Test against the AABB of every entity in the scene (can be slow!)
            m_scene.ForEachEntity(
                delegate(ISceneEntity entity)
            {
                if (entity == castingObj)
                {
                    return;
                }

                float thisDist;
                if (entity is IPhysical && EntityCollisionTest(ray, (IPhysical)entity, out thisDist) && thisDist < minDist)
                {
                    minDist     = thisDist;
                    minCollider = entity;
                }
            }
                );

            collisionObj = minCollider;
            dist         = minDist;

            if (includeTerrain)
            {
                // Test against the terrain
                float terrainDist;
                if (RayHeightmap.CollisionTest(ray, m_terrain.GetHeightmap(), 256, 256, 256.0f, out terrainDist) && terrainDist < dist)
                {
                    dist         = terrainDist;
                    collisionObj = null;
                    return(true);
                }
            }

            return(collisionObj != null);
        }