/// <summary> /// Performs a raycast and returns a list of hits for all objects whose oriented /// boxes are intersected by the specified ray. /// </summary> public List <GameObjectRayHit> RaycastAllBox(Ray ray) { // First, retrieve a list of the sphere tree nodes which were hit by the ray. // If no nodes were hit, it means no object was hit either. List <SphereTreeNodeRayHit <GameObject> > allNodeHits = _sphereTree.RaycastAll(ray); if (allNodeHits.Count == 0) { return(new List <GameObjectRayHit>()); } // Loop through all nodes which were hit by the ray. For each node, we have to detect // if the ray hits the actual object box. var gameObjectHits = new List <GameObjectRayHit>(); foreach (SphereTreeNodeRayHit <GameObject> nodeHit in allNodeHits) { // Retrieve the object which resides in the node GameObject gameObject = nodeHit.HitNode.Data; if (gameObject == null) { continue; } if (!gameObject.activeSelf) { continue; } // If the ray intersects the object's box, add the hit to the list GameObjectRayHit gameObjectRayHit = null; if (gameObject.RaycastBox(ray, out gameObjectRayHit)) { gameObjectHits.Add(gameObjectRayHit); } } return(gameObjectHits); }
/// <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, Matrix4x4 meshTransformMatrix) { if (IsBuildingSilent) { while (IsBuildingSilent) { ; } } 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); // 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 = _editorMesh.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, indexOfClosestTriangle, closestHitPoint, worldNormal)); } else { return(null); } }