コード例 #1
0
        public void Evaluate(int SpreadMax)
        {
            if (this.FWorld.PluginIO.IsConnected)
            {
                this.FHit.SliceCount      = SpreadMax;
                this.FHitCount.SliceCount = SpreadMax;

                List <double>    fraction = new List <double>();
                List <Vector3D>  position = new List <Vector3D>();
                List <Vector3D>  normal   = new List <Vector3D>();
                List <RigidBody> body     = new List <RigidBody>();
                List <int>       bodyid   = new List <int>();
                List <int>       qidx     = new List <int>();


                for (int i = 0; i < SpreadMax; i++)
                {
                    Vector3 from = this.FFrom[i].ToBulletVector();
                    Vector3 to   = this.FTo[i].ToBulletVector();

                    if (cb == null)
                    {
                        cb = new CollisionWorld.AllHitsRayResultCallback(from, to);
                    }

                    cb.HitFractions.Clear();
                    cb.HitNormalWorld.Clear();
                    cb.HitPointWorld.Clear();
                    cb.CollisionObjects.Clear();

                    this.FWorld[0].World.RayTest(from, to, cb);

                    if (cb.HasHit)
                    {
                        this.FHitCount[i] = cb.HitFractions.Count;

                        float     minfrac = float.MaxValue;
                        RigidBody closest = null;
                        int       minidx  = 0;

                        for (int h = 0; h < cb.HitFractions.Count; h++)
                        {
                            RigidBody rb = (RigidBody)cb.CollisionObjects[h];
                            if (cb.HitFractions[h] < minfrac && !this.FExcludedBody.Contains(rb))
                            {
                                closest = rb;
                                minidx  = h;
                            }
                        }

                        if (closest != null)
                        {
                            this.FHit[i] = true;
                            BodyCustomData bd = (BodyCustomData)closest.UserObject;
                            fraction.Add(cb.HitFractions[minidx]);
                            position.Add(cb.HitPointWorld[minidx].ToVVVVector());
                            normal.Add(cb.HitNormalWorld[minidx].ToVVVVector());
                            body.Add(closest);
                            bodyid.Add(bd.Id);
                            qidx.Add(i);
                        }
                        else
                        {
                            this.FHit[i] = false;
                        }
                    }
                    else
                    {
                        this.FHit[i]      = false;
                        this.FHitCount[i] = 0;
                    }
                }

                this.FId.AssignFrom(bodyid);
                this.FHitFraction.AssignFrom(fraction);
                this.FHitNormal.AssignFrom(normal);
                this.FHitPosition.AssignFrom(position);
                this.FQueryIndex.AssignFrom(qidx);
                this.FBody.AssignFrom(body);
            }
            else
            {
                this.FHit.SliceCount         = 0;
                this.FId.SliceCount          = 0;
                this.FHitFraction.SliceCount = 0;
                this.FHitPosition.SliceCount = 0;
                this.FHitCount.SliceCount    = 0;
            }
        }
コード例 #2
0
ファイル: CollisionAnalyzer.cs プロジェクト: weimingtom/erica
        /// <summary>
        /// レイキャスト
        /// </summary>
        /// <param name="start">開始地点(ワールド座標)</param>
        /// <param name="end">終了地点(ワールド座標)</param>
        /// <param name="collideWith">コリジョン対象のビット列</param>
        /// <returns></returns>
        public IEnumerable<RaycastResult> RayCast(Vector3 start, Vector3 end, int collideWith = -1)
        {
            var from = new BulletSharp.Vector3 (start.X, start.Y, start.Z);
            var to = new BulletSharp.Vector3 (end.X, end.Y, end.Z);

            using (var result = new CollisionWorld.AllHitsRayResultCallback (from, to)) {
                result.CollisionFilterMask = (CollisionFilterGroups)collideWith;

                // BulletPhysics のレイキャスト
                wld.RayTest (from, to, result);

                if (!result.HasHit) {
                    return new RaycastResult[0];
                }

                var n = result.HitFractions.Count ();
                var results = new RaycastResult[n];
                for (var i = 0; i < n; i++) {
                    var frac = result.HitFractions[i];
                    var dist = frac * (start - end).Length;
                    var node = ((CollisionObject)result.CollisionObjects[i].UserObject).Node;
                    var point = result.HitPointWorld[i].ToDD ();
                    var normal =   result.HitNormalWorld[i].ToDD();
                    results[i] = new RaycastResult (frac, dist, node, point, normal);
                }
                return results.OrderBy (x => x.Fraction);
            }
        }
コード例 #3
0
        public void Evaluate(int SpreadMax)
        {
            if (this.FWorld.PluginIO.IsConnected)
            {
                this.FHit.SliceCount = SpreadMax;
                this.FHitCount.SliceCount = SpreadMax;

                List<double> fraction = new List<double>();
                List<Vector3D> position = new List<Vector3D>();
                List<Vector3D> normal = new List<Vector3D>();
                List<RigidBody> body = new List<RigidBody>();
                List<int> bodyid = new List<int>();
                List<int> qidx = new List<int>();

                for (int i = 0; i < SpreadMax; i++)
                {
                    Vector3 from = this.FFrom[i].ToBulletVector();
                    Vector3 to = this.FTo[i].ToBulletVector();

                    if (cb == null)
                    {
                        cb = new CollisionWorld.AllHitsRayResultCallback(from, to);
                    }

                    cb.HitFractions.Clear();
                    cb.HitNormalWorld.Clear();
                    cb.HitPointWorld.Clear();
                    cb.CollisionObjects.Clear();

                    this.FWorld[0].World.RayTest(from, to, cb);

                    if (cb.HasHit)
                    {
                        this.FHitCount[i] = cb.HitFractions.Count;

                        float minfrac = float.MaxValue;
                        RigidBody closest = null;
                        int minidx = 0;

                        for (int h = 0; h < cb.HitFractions.Count; h++ )
                        {
                            RigidBody rb = (RigidBody)cb.CollisionObjects[h];
                            if (cb.HitFractions[h] < minfrac && !this.FExcludedBody.Contains(rb))
                            {
                                closest = rb;
                                minidx = h;
                            }
                        }

                        if (closest != null)
                        {
                            this.FHit[i] = true;
                            BodyCustomData bd = (BodyCustomData)closest.UserObject;
                            fraction.Add(cb.HitFractions[minidx]);
                            position.Add(cb.HitPointWorld[minidx].ToVVVVector());
                            normal.Add(cb.HitNormalWorld[minidx].ToVVVVector());
                            body.Add(closest);
                            bodyid.Add(bd.Id);
                            qidx.Add(i);
                        }
                        else
                        {
                            this.FHit[i] = false;
                        }
                    }
                    else
                    {
                        this.FHit[i] = false;
                        this.FHitCount[i] = 0;
                    }
                }

                this.FId.AssignFrom(bodyid);
                this.FHitFraction.AssignFrom(fraction);
                this.FHitNormal.AssignFrom(normal);
                this.FHitPosition.AssignFrom(position);
                this.FQueryIndex.AssignFrom(qidx);
                this.FBody.AssignFrom(body);
            }
            else
            {
                this.FHit.SliceCount = 0;
                this.FId.SliceCount = 0;
                this.FHitFraction.SliceCount = 0;
                this.FHitPosition.SliceCount = 0;
                this.FHitCount.SliceCount = 0;
            }
        }