public FPRaycastHit Raycast(FPRay ray, FP maxDistance, RaycastCallback callback = null) { IBody hitBody; FPVector hitNormal; FP hitFraction; FPVector origin = ray.origin; FPVector direction = ray.direction; if (Raycast(origin, direction, callback, out hitBody, out hitNormal, out hitFraction)) { if (hitFraction <= maxDistance) { GameObject other = PhysicsManager.instance.GetGameObject(hitBody); FPRigidBody bodyComponent = other.GetComponent <FPRigidBody>(); FPCollider colliderComponent = other.GetComponent <FPCollider>(); FPTransform transformComponent = other.GetComponent <FPTransform>(); return(new FPRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, ray.direction, hitFraction)); } } else { direction *= maxDistance; if (Raycast(origin, direction, callback, out hitBody, out hitNormal, out hitFraction)) { GameObject other = PhysicsManager.instance.GetGameObject(hitBody); FPRigidBody bodyComponent = other.GetComponent <FPRigidBody>(); FPCollider colliderComponent = other.GetComponent <FPCollider>(); FPTransform transformComponent = other.GetComponent <FPTransform>(); return(new FPRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, direction, hitFraction)); } } return(null); }
/** * @brief Add a new RigidBody to the world. * * @param jRigidBody Instance of a {@link FPRigidBody}. **/ public void AddBody(ICollider iCollider) { if (!(iCollider is FPCollider)) { Debug.LogError("You have a 2D object but your Physics 2D is disabled."); return; } FPCollider FPCollider = (FPCollider)iCollider; if (FPCollider._body != null) { //already added return; } FPRigidBody tsRB = FPCollider.GetComponent <FPRigidBody>(); FPRigidBodyConstraints constraints = tsRB != null ? tsRB.constraints : FPRigidBodyConstraints.None; FPCollider.Initialize(); world.AddBody(FPCollider._body); gameObjectMap[FPCollider._body] = FPCollider.gameObject; if (FPCollider.gameObject.transform.parent != null && FPCollider.gameObject.transform.parent.GetComponentInParent <FPCollider>() != null) { FPCollider parentCollider = FPCollider.gameObject.transform.parent.GetComponentInParent <FPCollider>(); world.AddConstraint(new ConstraintHierarchy(parentCollider.Body, FPCollider._body, (FPCollider.GetComponent <FPTransform>().position + FPCollider.ScaledCenter) - (parentCollider.GetComponent <FPTransform>().position + parentCollider.ScaledCenter))); } FPCollider._body.FreezeConstraints = constraints; }
public FPRaycastHit(FPRigidBody rigidbody, FPCollider collider, FPTransform transform, FPVector normal, FPVector origin, FPVector direction, FP fraction) { this.rigidbody = rigidbody; this.collider = collider; this.transform = transform; this.normal = normal; this.point = origin + direction * fraction; this.distance = fraction * direction.magnitude; }
/** * @brief Initializes internal properties based on whether there is a {@link FPCollider} attached. **/ public void Initialize() { if (initialized) { return; } FPCollider = GetComponent <FPCollider>(); if (transform.parent != null) { tsParent = transform.parent.GetComponent <FPTransform>(); } foreach (Transform child in transform) { FPTransform tsChild = child.GetComponent <FPTransform>(); if (tsChild != null) { tsChildren.Add(tsChild); } } if (!_serialized) { UpdateEditMode(); } if (FPCollider != null) { if (FPCollider.IsBodyInitialized) { FPCollider.Body.FPPosition = _position + scaledCenter; FPCollider.Body.FPOrientation = FPMatrix.CreateFromQuaternion(_rotation); } } else { // StateTracker.AddTracking(this); } initialized = true; }
internal void Update(GameObject otherGO, Contact c) { if (this.gameObject == null) { this.gameObject = otherGO; this.collider = this.gameObject.GetComponent <FPCollider>(); this.rigidbody = this.gameObject.GetComponent <FPRigidBody>(); this.transform = this.collider.FPTransform; } if (c != null) { if (contacts[0] == null) { contacts[0] = new FPContactPoint(); } this.relativeVelocity = c.CalculateRelativeVelocity(); contacts[0].normal = c.Normal; contacts[0].point = c.p1; } }