Exemple #1
0
        public override float AddSingleResult(LocalRayResult rayResult, bool normalInWorldSpace)
        {
            var meshObject = rayResult.CollisionObject.CollisionShape as BvhTriangleMeshShape;

            if (meshObject == null)
            {
                return(base.AddSingleResult(rayResult, normalInWorldSpace));
            }
            ;

            var triangleBuffer = new TriangleBuffer( );

            meshObject.PerformRaycast(triangleBuffer, RayFromWorld, RayToWorld);

            var   rayFromWorld     = RayFromWorld;
            var   rayTarget        = RayToWorld - rayFromWorld;
            float closestFrontFace = 1f;

            for (int i = 0; i < triangleBuffer.NumTriangles; i++)
            {
                var triangle = triangleBuffer.GetTriangle(i);

                var edge1  = triangle.vertex1 - triangle.vertex0;
                var edge2  = triangle.vertex2 - triangle.vertex0;
                var normal = Vector3.Cross(edge1, edge2);

                var dot = _ccw ? Vector3.Dot(rayTarget, normal) : -Vector3.Dot(normal, rayTarget);
                if (dot > 0)
                {
                    continue;
                }

                float t;
                if (TriangleRayIntersection.Test(triangle.vertex0, triangle.vertex1, triangle.vertex2,
                                                 rayFromWorld, rayTarget, out t))
                {
                    closestFrontFace = closestFrontFace < t ? closestFrontFace : t;
                }
            }
            rayResult.HitFraction = closestFrontFace;
            if (closestFrontFace < ClosestHitFraction)
            {
                base.AddSingleResult(rayResult, normalInWorldSpace);
            }
            return(closestFrontFace);
        }
            public override float AddSingleResult(LocalRayResult rayResult, bool normalInWorldSpace)
            {
                var collisionObject = rayResult.CollisionObject;

                if (collisionObject == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var meshShape = collisionObject.CollisionShape as BvhTriangleMeshShape;

                if (meshShape == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var meshObject = rayResult.CollisionObject.CollisionShape as BvhTriangleMeshShape;

                if (meshObject == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var rayFromWorld = RayFromWorld;
                var rayDirection = RayToWorld - rayFromWorld;

                var triangleBuffer = new TriangleBuffer( );

                meshShape.PerformRaycast(triangleBuffer, RayFromWorld, RayToWorld);

                float closestFrontFace = 1000f;

                for (int i = 0; i < triangleBuffer.NumTriangles; i++)
                {
                    var triangle = triangleBuffer.GetTriangle(i);


                    var triangleIndex = triangle.triangleIndex * 3;
                    var info          = meshShape.MeshInterface as InfoTriangleIndexVertexArray;
                    var part          = info?.IndexedMeshArray[triangle.partId];
                    if (part == null)
                    {
                        continue;
                    }

                    var edge1  = triangle.vertex1 - triangle.vertex0;
                    var edge2  = triangle.vertex2 - triangle.vertex0;
                    var normal = Vector3.Cross(edge1, edge2);

                    var dot = Vector3.Dot(normal, rayDirection);
                    if (dot > 0)
                    {
                        continue;
                    }

                    float t;
                    if (TriangleRayIntersection.Test(triangle.vertex0, triangle.vertex1, triangle.vertex2,
                                                     rayFromWorld, rayDirection, out t))
                    {
                        if (!(closestFrontFace < t))
                        {
                            GLDebug.QueueTriangleDraw(ref triangle.vertex0, ref triangle.vertex1, ref triangle.vertex2);
                            closestFrontFace = t;
                        }
                    }
                    else
                    {
                        continue;
                    }

                    var bitangent = info.SurfaceInfo[triangle.partId].Bitangents[
                        part.TriangleIndices[triangleIndex]];
                    var tangent = Vector3.Cross(bitangent, normal);



                    HitSurfaceTangent   = tangent.Normalized();
                    HitSurfaceNormal    = normal.Normalized();
                    HitSurfaceBitangent = bitangent.Normalized();
                }
                rayResult.HitFraction = closestFrontFace;
                if (closestFrontFace < ClosestHitFraction)
                {
                    base.AddSingleResult(rayResult, normalInWorldSpace);
                }
                return(closestFrontFace);
            }