Esempio n. 1
0
        public void CheckIfStandingOnObject()
        {
            float capsuleHalfHeight = ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) * 0.5f);

            tempVector5RayCast.setValue(m_position.X, m_position.Y, m_position.Z);
            tempVector6RayCast.setValue(m_position.X, m_position.Y, m_position.Z - capsuleHalfHeight * 1.1f);


            ClosestCastResult.Dispose();
            ClosestCastResult = new ClosestNotMeRayResultCallback(Body);

            try
            {
                m_parent_scene.getBulletWorld().rayTest(tempVector5RayCast, tempVector6RayCast, ClosestCastResult);
            }
            catch (AccessViolationException)
            {
                m_log.Debug("BAD!");
            }
            if (ClosestCastResult.hasHit())
            {
                if (tempVector7RayCast != null)
                {
                    tempVector7RayCast.Dispose();
                }

                //tempVector7RayCast = ClosestCastResult.getHitPointWorld();

                /*if (tempVector7RayCast == null) // null == no result also
                 * {
                 *  CollidingObj = false;
                 *  IsColliding = false;
                 *  CollidingGround = false;
                 *
                 *  return;
                 * }
                 * float zVal = tempVector7RayCast.getZ();
                 * if (zVal != 0)
                 *  m_log.Debug("[PHYSICS]: HAAAA");
                 * if (zVal < m_position.Z && zVal > ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) *0.5f))
                 * {
                 *  CollidingObj = true;
                 *  IsColliding = true;
                 * }
                 * else
                 * {
                 *  CollidingObj = false;
                 *  IsColliding = false;
                 *  CollidingGround = false;
                 * }*/

                //height+2*radius = capsule full length
                //CollidingObj = true;
                //IsColliding = true;
                m_iscolliding = true;
            }
            else
            {
                //CollidingObj = false;
                //IsColliding = false;
                //CollidingGround = false;
                m_iscolliding = false;
            }
        }