public void TestCloseMiss() { Assert.IsFalse( Line3Sphere3Collider.FindContacts( new Vector3(0.0f, 10.1f, 0.0f), Vector3.Right, Vector3.Zero, 10.0f ).HasContact ); }
public void TestCenterCrossing() { Vector3 diagonalUnit = Vector3.Normalize(Vector3.One); LineContacts contacts = Line3Sphere3Collider.FindContacts( diagonalUnit * -15.0f, diagonalUnit, Vector3.Zero, 10.0f ); Assert.That( contacts.EntryTime, Is.EqualTo(5.0f).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(25.0f).Within(Specifications.MaximumDeviation).Ulps ); }
/// <summary>Determines where a ray will hit a sphere, if at all</summary> /// <param name="rayStart">Starting point of the ray</param> /// <param name="rayDirection">Direction into which the ray extends</param> /// <param name="sphereCenter">Center of the sphere</param> /// <param name="sphereRadius">Radius of the sphere</param> /// <returns>The intersection points between the ray and the box, if any</returns> public static LineContacts FindContacts( Vector3 rayStart, Vector3 rayDirection, Vector3 sphereCenter, float sphereRadius ) { LineContacts contacts = Line3Sphere3Collider.FindContacts( rayStart, rayDirection, sphereCenter, sphereRadius ); // If the line has entered the box before the reference point, this means // that the ray starts within the box, thus, its first contact occurs immediately if (!float.IsNaN(contacts.EntryTime)) { if (contacts.ExitTime < 0.0f) // Entry & exit before the ray's beginning? { return(LineContacts.None); } else if (contacts.EntryTime < 0.0f) // Only entry before ray's beginning? { contacts.EntryTime = 0.0f; } } return(contacts); }