/// <summary> /// Performs a ray cast against the mesh tree and returns an instance of the 'MeshRayHit' /// class which holds information about the ray hit. The method returns the hit which is /// closest to the ray origin. If no triangle was hit, the method returns null. /// </summary> public MeshRayHit Raycast(Ray ray, TransformMatrix meshTransformMatrix) { // If the tree was not yet build, we need to build it because we need // the triangle information in order to perform the raycast. if (!_wasBuilt) { Build(); } // When the sphere tree is constructed it is constructed in the mesh local space (i.e. it takes // no position/rotation/scale into account). This is required because a mesh can be shared by // lots of different objects each with its own transform data. This is why we need the mes matrix // parameter. It allows us to transform the ray in the mesh local space and perform our tests there. Ray meshLocalSpaceRay = ray.InverseTransform(meshTransformMatrix.ToMatrix4x4x); // First collect all terminal nodes which are intersected by this ray. If no nodes // are intersected, we will return null. List <SphereTreeNodeRayHit <MeshSphereTreeTriangle> > nodeRayHits = _sphereTree.RaycastAll(meshLocalSpaceRay); if (nodeRayHits.Count == 0) { return(null); } // We now have to loop thorugh all intersected nodes and find the triangle whose // intersection point is closest to the ray origin. float minT = float.MaxValue; Triangle3D closestTriangle = null; int indexOfClosestTriangle = -1; Vector3 closestHitPoint = Vector3.zero; foreach (var nodeRayHit in nodeRayHits) { // Retrieve the data associated with the node and construct the mesh triangle instance MeshSphereTreeTriangle sphereTreeTriangle = nodeRayHit.HitNode.Data; Triangle3D meshTriangle = _octave3DMesh.GetTriangle(sphereTreeTriangle.TriangleIndex); // Check if the ray intersects the trianlge which resides in the node float hitEnter; if (meshTriangle.Raycast(meshLocalSpaceRay, out hitEnter)) { // The trianlge is intersected by the ray, but we also have to ensure that the // intersection point is closer than what we have found so far. If it is, we // store all relevant information. if (hitEnter < minT) { minT = hitEnter; closestTriangle = meshTriangle; indexOfClosestTriangle = sphereTreeTriangle.TriangleIndex; closestHitPoint = meshLocalSpaceRay.GetPoint(hitEnter); } } } // If we found the closest triangle, we can construct the ray hit instance and return it. // Otherwise we return null. This can happen when the ray intersects the triangle node // spheres, but the triangles themselves. if (closestTriangle != null) { // We have worked in mesh local space up until this point, but we want to return the // hit info in world space, so we have to transform the hit data accordingly. closestHitPoint = meshTransformMatrix.MultiplyPoint(closestHitPoint); minT = (ray.origin - closestHitPoint).magnitude; Vector3 worldNormal = meshTransformMatrix.MultiplyVector(closestTriangle.Normal); return(new MeshRayHit(ray, minT, _octave3DMesh, indexOfClosestTriangle, closestHitPoint, worldNormal, meshTransformMatrix)); } else { return(null); } }
public void UpdateForMouseMovement() { if (!_isActive) { return; } if (MouseButtonStates.Instance.IsMouseButtonDown(MouseButton.Left)) { _state = ObjectVertexSnapSessionState.SnapToDestination; } else { _state = ObjectVertexSnapSessionState.SelectSourceVertex; } if (_state == ObjectVertexSnapSessionState.SelectSourceVertex) { if (_sourceObjects == null || _sourceObjects.Count == 0) { _objectMask.ObjectCollectionMask.UnmaskAll(); MouseCursorRayHit cursorRayHit = GetCursorRayHit(); if (cursorRayHit.WasAnObjectHit) { GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit; MeshRayHit meshRayHit = objectRayHit.ObjectMeshHit; if (meshRayHit != null) { Octave3DMesh octaveMesh = meshRayHit.HitMesh; Triangle3D sourceTriangle = octaveMesh.GetTriangle(meshRayHit.HitTriangleIndex); sourceTriangle.TransformPoints(objectRayHit.HitObject.transform.localToWorldMatrix); _sourceVertex = sourceTriangle.GetPointClosestToPoint(meshRayHit.HitPoint); _sourceObject = objectRayHit.HitObject; _objectMask.ObjectCollectionMask.Mask(_sourceObject.transform.root.gameObject.GetAllChildrenIncludingSelf()); } else { SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>(); if (spriteRenderer != null) { _sourceObject = objectRayHit.HitObject; _sourceVertex = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint); _objectMask.ObjectCollectionMask.Mask(_sourceObject.transform.root.gameObject.GetAllChildrenIncludingSelf()); } } } } else { MouseCursorRayHit cursorRayHit = GetCursorRayHit(); if (cursorRayHit.WasAnObjectHit) { GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit; MeshRayHit meshRayHit = objectRayHit.ObjectMeshHit; if (meshRayHit != null) { Octave3DMesh octaveMesh = meshRayHit.HitMesh; Triangle3D sourceTriangle = octaveMesh.GetTriangle(meshRayHit.HitTriangleIndex); sourceTriangle.TransformPoints(objectRayHit.HitObject.transform.localToWorldMatrix); _sourceVertex = sourceTriangle.GetPointClosestToPoint(meshRayHit.HitPoint); } else { SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>(); if (spriteRenderer != null) { _sourceVertex = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint); } } } foreach (var parent in _sourceParents) { _objectMask.ObjectCollectionMask.Mask(parent.GetAllChildrenIncludingSelf()); } } } else { MouseCursorRayHit cursorRayHit = GetCursorRayHit(); if (cursorRayHit.WasAnythingHit) { bool useGridCellHit = false; if (!cursorRayHit.WasAnObjectHit) { useGridCellHit = true; } else if (cursorRayHit.WasAnObjectHit && cursorRayHit.WasACellHit) { float gridCellHitEnter = cursorRayHit.GridCellRayHit.HitEnter; float objectHitEnter = cursorRayHit.ClosestObjectRayHit.HitEnter; if (gridCellHitEnter < Mathf.Max(0.0f, (objectHitEnter - 1e-3f))) { useGridCellHit = true; } } if (useGridCellHit) { XZGridCell hitCell = cursorRayHit.GridCellRayHit.HitCell; XZOrientedQuad3D cellQuad = hitCell.Quad; _destinationObject = null; _destinationGridCell = hitCell; _snapPosition = cellQuad.GetPointClosestToPoint(cursorRayHit.GridCellRayHit.HitPoint, true); SnapToDestination(); } else { GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit; MeshRayHit meshRayHit = objectRayHit.ObjectMeshHit; if (meshRayHit != null) { _destinationObject = objectRayHit.HitObject; Triangle3D destinationTriangle = meshRayHit.HitMesh.GetTriangle(meshRayHit.HitTriangleIndex); destinationTriangle.TransformPoints(_destinationObject.transform.localToWorldMatrix); _destinationGridCell = null; _snapPosition = destinationTriangle.GetPointClosestToPoint(meshRayHit.HitPoint); SnapToDestination(); } else { SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>(); if (spriteRenderer != null) { _destinationGridCell = null; _destinationObject = objectRayHit.HitObject; _snapPosition = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint); SnapToDestination(); } } } } } }