/// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="hit">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public override bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit)
        {
            if (Shape.solidity == MobileMeshSolidity.Solid)
            {
                //If the convex cast is inside the mesh and the mesh is solid, it should return t = 0.
                var ray = new Ray() { Position = startingTransform.Position, Direction = Toolbox.UpVector };
                if (Shape.IsLocalRayOriginInMesh(ref ray, out hit))
                {

                    hit = new RayHit() { Location = startingTransform.Position, Normal = new Vector3(), T = 0 };
                    return true;
                }
            }
            hit = new RayHit();
            BoundingBox boundingBox;
            AffineTransform transform = new AffineTransform();
            transform.Translation = worldTransform.Position;
            Matrix3X3.CreateFromQuaternion(ref worldTransform.Orientation, out transform.LinearTransform);
            castShape.GetSweptLocalBoundingBox(ref startingTransform, ref transform, ref sweep, out boundingBox);
            var tri = Resources.GetTriangle();
            var hitElements = Resources.GetIntList();
            if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements))
            {
                hit.T = float.MaxValue;
                for (int i = 0; i < hitElements.Count; i++)
                {
                    Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC);
                    AffineTransform.Transform(ref tri.vA, ref transform, out tri.vA);
                    AffineTransform.Transform(ref tri.vB, ref transform, out tri.vB);
                    AffineTransform.Transform(ref tri.vC, ref transform, out tri.vC);
                    Vector3 center;
                    Vector3.Add(ref tri.vA, ref tri.vB, out center);
                    Vector3.Add(ref center, ref tri.vC, out center);
                    Vector3.Multiply(ref center, 1f / 3f, out center);
                    Vector3.Subtract(ref tri.vA, ref center, out tri.vA);
                    Vector3.Subtract(ref tri.vB, ref center, out tri.vB);
                    Vector3.Subtract(ref tri.vC, ref center, out tri.vC);
                    tri.maximumRadius = tri.vA.LengthSquared();
                    float radius = tri.vB.LengthSquared();
                    if (tri.maximumRadius < radius)
                        tri.maximumRadius = radius;
                    radius = tri.vC.LengthSquared();
                    if (tri.maximumRadius < radius)
                        tri.maximumRadius = radius;
                    tri.maximumRadius = (float)Math.Sqrt(tri.maximumRadius);
                    tri.collisionMargin = 0;
                    var triangleTransform = new RigidTransform();
                    triangleTransform.Orientation = Quaternion.Identity;
                    triangleTransform.Position = center;
                    RayHit tempHit;
                    if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
                    {
                        hit = tempHit;
                    }
                }
                tri.maximumRadius = 0;
                Resources.GiveBack(tri);
                Resources.GiveBack(hitElements);
                return hit.T != float.MaxValue;
            }
            Resources.GiveBack(tri);
            Resources.GiveBack(hitElements);
            return false;
        }
 /// <summary>
 /// Casts a convex shape against the collidable.
 /// </summary>
 /// <param name="castShape">Shape to cast.</param>
 /// <param name="startingTransform">Initial transform of the shape.</param>
 /// <param name="sweep">Sweep to apply to the shape.</param>
 /// <param name="hit">Hit data, if any.</param>
 /// <returns>Whether or not the cast hit anything.</returns>
 public override bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit)
 {
     hit = new RayHit();
     BoundingBox boundingBox;
     castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out boundingBox);
     var tri = PhysicsResources.GetTriangle();
     var hitElements = CommonResources.GetIntList();
     if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements))
     {
         hit.T = float.MaxValue;
         for (int i = 0; i < hitElements.Count; i++)
         {
             Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC);
             AffineTransform.Transform(ref tri.vA, ref worldTransform, out tri.vA);
             AffineTransform.Transform(ref tri.vB, ref worldTransform, out tri.vB);
             AffineTransform.Transform(ref tri.vC, ref worldTransform, out tri.vC);
             Vector3 center;
             Vector3.Add(ref tri.vA, ref tri.vB, out center);
             Vector3.Add(ref center, ref tri.vC, out center);
             Vector3.Multiply(ref center, 1f / 3f, out center);
             Vector3.Subtract(ref tri.vA, ref center, out tri.vA);
             Vector3.Subtract(ref tri.vB, ref center, out tri.vB);
             Vector3.Subtract(ref tri.vC, ref center, out tri.vC);
             tri.MaximumRadius = tri.vA.LengthSquared();
             float radius = tri.vB.LengthSquared();
             if (tri.MaximumRadius < radius)
                 tri.MaximumRadius = radius;
             radius = tri.vC.LengthSquared();
             if (tri.MaximumRadius < radius)
                 tri.MaximumRadius = radius;
             tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius);
             tri.collisionMargin = 0;
             var triangleTransform = new RigidTransform { Orientation = Quaternion.Identity, Position = center };
             RayHit tempHit;
             if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
             {
                 hit = tempHit;
             }
         }
         tri.MaximumRadius = 0;
         PhysicsResources.GiveBack(tri);
         CommonResources.GiveBack(hitElements);
         return hit.T != float.MaxValue;
     }
     PhysicsResources.GiveBack(tri);
     CommonResources.GiveBack(hitElements);
     return false;
 }
Exemple #3
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 /// <summary>
 /// Casts a convex shape against the collidable.
 /// </summary>
 /// <param name="castShape">Shape to cast.</param>
 /// <param name="startingTransform">Initial transform of the shape.</param>
 /// <param name="sweep">Sweep to apply to the shape.</param>
 /// <param name="hit">Hit data, if any.</param>
 /// <returns>Whether or not the cast hit anything.</returns>
 public override bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref System.Numerics.Vector3 sweep, out RayHit hit)
 {
     hit = new RayHit();
     BoundingBox localSpaceBoundingBox;
     castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out localSpaceBoundingBox);
     var tri = PhysicsThreadResources.GetTriangle();
     var hitElements = new QuickList<int>(BufferPools<int>.Thread);
     if (Shape.GetOverlaps(localSpaceBoundingBox, ref hitElements))
     {
         hit.T = float.MaxValue;
         for (int i = 0; i < hitElements.Count; i++)
         {
             Shape.GetTriangle(hitElements.Elements[i], ref worldTransform, out tri.vA, out tri.vB, out tri.vC);
             System.Numerics.Vector3 center;
             Vector3Ex.Add(ref tri.vA, ref tri.vB, out center);
             Vector3Ex.Add(ref center, ref tri.vC, out center);
             Vector3Ex.Multiply(ref center, 1f / 3f, out center);
             Vector3Ex.Subtract(ref tri.vA, ref center, out tri.vA);
             Vector3Ex.Subtract(ref tri.vB, ref center, out tri.vB);
             Vector3Ex.Subtract(ref tri.vC, ref center, out tri.vC);
             tri.MaximumRadius = tri.vA.LengthSquared();
             float radius = tri.vB.LengthSquared();
             if (tri.MaximumRadius < radius)
                 tri.MaximumRadius = radius;
             radius = tri.vC.LengthSquared();
             if (tri.MaximumRadius < radius)
                 tri.MaximumRadius = radius;
             tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius);
             tri.collisionMargin = 0;
             var triangleTransform = new RigidTransform { Orientation = System.Numerics.Quaternion.Identity, Position = center };
             RayHit tempHit;
             if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
             {
                 hit = tempHit;
             }
         }
         tri.MaximumRadius = 0;
         PhysicsThreadResources.GiveBack(tri);
         hitElements.Dispose();
         return hit.T != float.MaxValue;
     }
     PhysicsThreadResources.GiveBack(tri);
     hitElements.Dispose();
     return false;
 }