Esempio n. 1
0
        // 球体范围碰撞实现
        public bool TraceSphere(ref D3DXVECTOR3 center, float radius)
        {
            Vector3 _center;

            _center.x = center.x;
            _center.y = center.y;
            _center.z = center.z;
            return(game_obj.TraceSphere(_center, radius));
        }
Esempio n. 2
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        // 碰撞测试是否有阻挡实现
        public bool TraceHitted(ref D3DXVECTOR3 src, ref D3DXVECTOR3 dst)
        {
            Vector3 _src;

            _src.x = src.x;
            _src.y = src.y;
            _src.z = src.z;

            Vector3 _dst;

            _dst.x = dst.x;
            _dst.y = dst.y;
            _dst.z = dst.z;

            return(game_obj.TraceHitted(_src, _dst));
        }
Esempio n. 3
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        // 碰撞测试详细信息实现
        public bool TraceDetail(ref D3DXVECTOR3 src, ref D3DXVECTOR3 dst, ref DxTraceInfo result)
        {
            Vector3 _src;

            _src.x = src.x;
            _src.y = src.y;
            _src.z = src.z;

            Vector3 _dst;

            _dst.x = dst.x;
            _dst.y = dst.y;
            _dst.z = dst.z;

            float dis = Vector3.Distance(_src, _dst);

            if (dis <= 0)
            {
                return(false);
            }

            RaycastHit[] hits = new RaycastHit[result.nHitMax];

            if (!game_obj.TraceDetail(_src, _dst, ref hits, ref result.nHitCount))
            {
                return(false);
            }

            Vector3 origin = _dst - _src;

            //RaycastHit 转换成 DxTraceInfo
            result.fDistance = 1e8f;
            for (int i = 0; i < result.nHitCount; ++i)
            {
                RaycastHit hit = hits[i];

                result.Hits[i].fDistance = hit.distance / dis;
                if (result.fDistance > result.Hits[i].fDistance)
                {
                    result.fDistance = result.Hits[i].fDistance;
                }

                if ((hit.collider && hit.collider.gameObject) && (Terrain.activeTerrain.gameObject == hit.collider.gameObject))
                {
                    result.Hits[i].TraceID = new PERSISTID(0);
                }
                else
                {
                    result.Hits[i].TraceID = new PERSISTID(1);
                }

                result.Hits[i].nMaterialIndex = 0;
                result.Hits[i].strTexName     = "";

                if (hit.normal.y != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   y  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.x * p.x - hit.normal.z * p.z) / hit.normal.y;
                    Vector3 p1 = new Vector3(p.x, y, p.z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }

                if (hit.normal.x != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   x  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.y * p.y - hit.normal.z * p.z) / hit.normal.x;
                    Vector3 p1 = new Vector3(x, p.y, p.z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }

                if (hit.normal.z != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   z  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.x * p.x - hit.normal.y * p.y) / hit.normal.z;
                    Vector3 p1 = new Vector3(p.x, p.y, z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }
            }

            return(true);
        }