Esempio n. 1
0
        /// <summary>
        /// <para>Casts a convex shape against the space.</para>
        /// <para>Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.</para>
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.</param>
        /// <param name="filter">Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.</param>
        /// <param name="castResult">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func <BroadPhaseEntry, bool> filter, out RayCastResult castResult)
        {
            var  castResults = PhysicsResources.GetRayCastResultList();
            bool didHit      = ConvexCast(castShape, ref startingTransform, ref sweep, filter, castResults);

            castResult = castResults.Elements[0];
            for (int i = 1; i < castResults.Count; i++)
            {
                RayCastResult candidate = castResults.Elements[i];
                if (candidate.HitData.T < castResult.HitData.T)
                {
                    castResult = candidate;
                }
            }
            PhysicsResources.GiveBack(castResults);
            return(didHit);
        }
Esempio n. 2
0
        /// <summary>
        /// Tests a ray against the space.
        /// </summary>
        /// <param name="ray">Ray to test.</param>
        /// <param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param>
        /// <param name="filter">Delegate to prune out hit candidates before performing a ray cast against them. Return true from the filter to process an entry or false to ignore the entry.</param>
        /// <param name="result">Hit data of the ray, if any.</param>
        /// <returns>Whether or not the ray hit anything.</returns>
        public bool RayCast(Ray ray, float maximumLength, Func <BroadPhaseEntry, bool> filter, out RayCastResult result)
        {
            var  resultsList = PhysicsResources.GetRayCastResultList();
            bool didHit      = RayCast(ray, maximumLength, filter, resultsList);

            result = resultsList.Elements[0];
            for (int i = 1; i < resultsList.Count; i++)
            {
                RayCastResult candidate = resultsList.Elements[i];
                if (candidate.HitData.T < result.HitData.T)
                {
                    result = candidate;
                }
            }
            PhysicsResources.GiveBack(resultsList);

            return(didHit);
        }
Esempio n. 3
0
        /// <summary>
        /// Tests a ray against the space, possibly returning multiple hits.
        /// </summary>
        /// <param name="ray">Ray to test.</param>
        /// <param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param>
        /// <param name="filter">Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.</param>
        /// <param name="outputRayCastResults">Hit data of the ray, if any.</param>
        /// <returns>Whether or not the ray hit anything.</returns>
        public bool RayCast(Ray ray, float maximumLength, Func <BroadPhaseEntry, bool> filter, IList <RayCastResult> outputRayCastResults)
        {
            var outputIntersections = PhysicsResources.GetBroadPhaseEntryList();

            if (BroadPhase.QueryAccelerator.RayCast(ray, maximumLength, outputIntersections))
            {
                for (int i = 0; i < outputIntersections.Count; i++)
                {
                    RayHit          rayHit;
                    BroadPhaseEntry candidate = outputIntersections.Elements[i];
                    if (candidate.RayCast(ray, maximumLength, filter, out rayHit))
                    {
                        outputRayCastResults.Add(new RayCastResult(rayHit, candidate));
                    }
                }
            }
            PhysicsResources.GiveBack(outputIntersections);
            return(outputRayCastResults.Count > 0);
        }
Esempio n. 4
0
        /// <summary>
        /// <para>Casts a convex shape against the space.</para>
        /// <para>Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.</para>
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.</param>
        /// <param name="filter">Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.</param>
        /// <param name="outputCastResults">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func <BroadPhaseEntry, bool> filter, IList <RayCastResult> outputCastResults)
        {
            var         overlappedElements = PhysicsResources.GetBroadPhaseEntryList();
            BoundingBox boundingBox;

            castShape.GetSweptBoundingBox(ref startingTransform, ref sweep, out boundingBox);

            BroadPhase.QueryAccelerator.GetEntries(boundingBox, overlappedElements);
            for (int i = 0; i < overlappedElements.Count; ++i)
            {
                RayHit hit;
                if (overlappedElements.Elements[i].ConvexCast(castShape, ref startingTransform, ref sweep, filter, out hit))
                {
                    outputCastResults.Add(new RayCastResult {
                        HitData = hit, HitObject = overlappedElements.Elements[i]
                    });
                }
            }
            PhysicsResources.GiveBack(overlappedElements);
            return(outputCastResults.Count > 0);
        }