/// <summary>
        /// Tests a ray against the collidable.
        /// </summary>
        /// <param name="ray">Ray to test.</param>
        /// <param name="maximumLength">Maximum length, in units of the ray's direction's length, to test.</param>
        /// <param name="rayHit">Hit data, if any.</param>
        /// <param name="hitChild">Child collidable hit by the ray, if any.</param>
        /// <returns>Whether or not the ray hit the entry.</returns>
        public bool RayCast(Ray ray, float maximumLength, out RayHit rayHit, out CompoundChild hitChild)
        {
            rayHit   = new RayHit();
            hitChild = null;
            var hitElements = Resources.GetCompoundChildList();

            if (hierarchy.Tree.GetOverlaps(ray, maximumLength, hitElements))
            {
                rayHit.T = float.MaxValue;
                for (int i = 0; i < hitElements.count; i++)
                {
                    EntityCollidable candidate = hitElements.Elements[i].CollisionInformation;
                    RayHit           tempHit;
                    if (candidate.RayCast(ray, maximumLength, out tempHit) && tempHit.T < rayHit.T)
                    {
                        rayHit   = tempHit;
                        hitChild = hitElements.Elements[i];
                    }
                }
                Resources.GiveBack(hitElements);
                return(rayHit.T != float.MaxValue);
            }
            Resources.GiveBack(hitElements);
            return(false);
        }
 ///<summary>
 /// Constructs a new CompoundCollidable.
 ///</summary>
 ///<param name="compoundShape">Compound shape to use for the collidable.</param>
 public CompoundCollidable(CompoundShape compoundShape)
     : base(compoundShape)
 {
     for (int i = 0; i < compoundShape.shapes.count; i++)
     {
         CompoundChild child = GetChild(compoundShape.shapes.Elements[i], i);
         this.children.Add(child);
     }
     hierarchy = new CompoundHierarchy(this);
 }
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 ///<summary>
 /// Constructs a new compound hierarchy.
 ///</summary>
 ///<param name="owner">Owner of the hierarchy.</param>
 public CompoundHierarchy(CompoundCollidable owner)
 {
     this.owner = owner;
     var children = new CompoundChild[owner.children.count];
     Array.Copy(owner.children.Elements, children, owner.children.count);
     //In order to initialize a good tree, the local space bounding boxes should first be computed.
     //Otherwise, the tree would try to create a hierarchy based on a bunch of zeroed out bounding boxes!
     for (int i = 0; i < children.Length; i++)
     {
         children[i].CollisionInformation.worldTransform = owner.Shape.shapes.Elements[i].LocalTransform;
         children[i].CollisionInformation.UpdateBoundingBoxInternal(0);
     }
     tree = new BoundingBoxTree<CompoundChild>(children);
 }
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        ///<summary>
        /// Constructs a new compound hierarchy.
        ///</summary>
        ///<param name="owner">Owner of the hierarchy.</param>
        public CompoundHierarchy(CompoundCollidable owner)
        {
            this.owner = owner;
            var children = new CompoundChild[owner.children.count];

            Array.Copy(owner.children.Elements, children, owner.children.count);
            //In order to initialize a good tree, the local space bounding boxes should first be computed.
            //Otherwise, the tree would try to create a hierarchy based on a bunch of zeroed out bounding boxes!
            for (int i = 0; i < children.Length; i++)
            {
                children[i].CollisionInformation.worldTransform = owner.Shape.shapes.Elements[i].LocalTransform;
                children[i].CollisionInformation.UpdateBoundingBoxInternal(0);
            }
            tree = new BoundingBoxTree <CompoundChild>(children);
        }
 /// <summary>
 /// Tests a ray against the collidable.
 /// </summary>
 /// <param name="ray">Ray to test.</param>
 /// <param name="maximumLength">Maximum length, in units of the ray's direction's length, to test.</param>
 /// <param name="rayHit">Hit data, if any.</param>
 /// <param name="hitChild">Child collidable hit by the ray, if any.</param>
 /// <returns>Whether or not the ray hit the entry.</returns>
 public bool RayCast(Ray ray, float maximumLength, out RayHit rayHit, out CompoundChild hitChild)
 {
     rayHit = new RayHit();
     hitChild = null;
     var hitElements = Resources.GetCompoundChildList();
     if (hierarchy.Tree.GetOverlaps(ray, maximumLength, hitElements))
     {
         rayHit.T = float.MaxValue;
         for (int i = 0; i < hitElements.count; i++)
         {
             EntityCollidable candidate = hitElements.Elements[i].CollisionInformation;
             RayHit tempHit;
             if (candidate.RayCast(ray, maximumLength, out tempHit) && tempHit.T < rayHit.T)
             {
                 rayHit = tempHit;
                 hitChild = hitElements.Elements[i];
             }
         }
         Resources.GiveBack(hitElements);
         return rayHit.T != float.MaxValue;
     }
     Resources.GiveBack(hitElements);
     return false;
 }