///<summary> /// Casts a fat (sphere expanded) ray against the shape. If the raycast appears to be stuck in the shape, the cast will be attempted /// with a smaller ray (scaled by the MotionSettings.CoreShapeScaling each time). ///</summary> ///<param name="ray">Ray to test against the shape.</param> ///<param name="radius">Radius of the ray.</param> ///<param name="target">Shape to test against.</param> ///<param name="shapeTransform">Transform to apply to the shape for the test.</param> ///<param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param> ///<param name="hit">Hit data of the sphere cast, if any.</param> ///<returns>Whether or not the sphere cast hit the shape.</returns> public static bool CCDSphereCast(Ray ray, float radius, ConvexShape target, ref RigidTransform shapeTransform, float maximumLength, out RayHit hit) { int iterations = 0; while (true) { if (GJKToolbox.SphereCast(ray, radius, target, ref shapeTransform, maximumLength, out hit) && hit.T > 0) { //The ray cast isn't embedded in the shape, and it's less than maximum length away! return(true); } if (hit.T > maximumLength || hit.T < 0) { return(false); //Failure showed it was too far, or behind. } radius *= MotionSettings.CoreShapeScaling; iterations++; if (iterations > 3) //Limit could be configurable. { //It's iterated too much, let's just do a last ditch attempt using a raycast and hope that can help. return(GJKToolbox.RayCast(ray, target, ref shapeTransform, maximumLength, out hit) && hit.T > 0); } } }
/// <summary> /// Gets the intersection between the convex shape and the ray. /// </summary> /// <param name="ray">Ray to test.</param> /// <param name="transform">Transform of the convex shape.</param> /// <param name="maximumLength">Maximum distance to travel in units of the ray direction's length.</param> /// <param name="hit">Ray hit data, if any.</param> /// <returns>Whether or not the ray hit the target.</returns> public virtual bool RayTest(ref Ray ray, ref RigidTransform transform, float maximumLength, out RayHit hit) { //TODO: //RayHit newHit; //bool newBool = GJKToolbox.RayCast(ray, this, ref transform, maximumLength, out newHit); //bool oldBool = OldGJKVerifier.RayCastGJK(ray.Position, ray.Direction, maximumLength, this, transform, out hit.Location, out hit.Normal, out hit.T); //if (newBool != oldBool || ((newBool && oldBool) && Vector3.DistanceSquared(newHit.Location, hit.Location) > .01f)) // Debug.WriteLine("break."); //return oldBool; return(GJKToolbox.RayCast(ray, this, ref transform, maximumLength, out hit)); }