コード例 #1
0
        public void Raycast(RayOctreeQuery query, bool single = false)
        {
            query.Results.Clear();

            if (query.Ray == null)
            {
                return;
            }

            int    count;
            IntPtr resultVector;

            var ptr = csi_Atomic_Octree_Raycast(nativeInstance, ref query.Ray, ref query.Level, query.MaxDistance, query.DrawableFlags, query.ViewMask, single, out resultVector, out count);

            if (ptr == IntPtr.Zero)
            {
                return;
            }

            int structSize = Marshal.SizeOf(typeof(RayQueryResult));

            for (int i = 0; i < count; i++)
            {
                IntPtr         data = new IntPtr(ptr.ToInt64() + structSize * i);
                RayQueryResult item = (RayQueryResult)Marshal.PtrToStructure(data, typeof(RayQueryResult));
                query.Results.Add(item);
            }

            csi_Atomic_Octree_Raycast_FreeResult(resultVector);
        }
コード例 #2
0
ファイル: Octree.cs プロジェクト: Type1J/AtomicGameEngine
        public void Raycast(RayOctreeQuery query, bool single = false)
        {
            query.Results.Clear();

            if (query.Ray == null)
                return;

            int count;
            IntPtr resultVector;

            var ptr = csi_Atomic_Octree_Raycast(nativeInstance, ref query.Ray, ref query.Level, query.MaxDistance, query.DrawableFlags, query.ViewMask, single, out resultVector, out count);

            if (ptr == IntPtr.Zero)
            {
                return;
            }

            int structSize = Marshal.SizeOf(typeof(RayQueryResult));

            for (int i = 0; i < count; i++)
            {
                IntPtr data = new IntPtr(ptr.ToInt64() + structSize * i);
                RayQueryResult item = (RayQueryResult)Marshal.PtrToStructure(data, typeof(RayQueryResult));
                query.Results.Add(item);
            }

            csi_Atomic_Octree_Raycast_FreeResult(resultVector);
        }
コード例 #3
0
        bool Raycast(float maxDistance, out Vector3 hitPos, out Drawable hitDrawable)
        {
            var input = GetSubsystem<Input>();

            hitDrawable = null;
            hitPos = new Vector3();

            var graphics = GetSubsystem<Graphics>();
            Camera camera = CameraNode.GetComponent<Camera>();

            IntVector2 pos = input.MousePosition;
            Ray cameraRay = camera.GetScreenRay((float)pos.X / graphics.Width, (float)pos.Y / graphics.Height);
            RayOctreeQuery query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, maxDistance, Constants.DRAWABLE_GEOMETRY);

            // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
            scene.GetComponent<Octree>().RaycastSingle(query);

            if (query.Results.Count > 0)
            {
                var first = query.Results.First();
                hitPos = first.Position;
                hitDrawable = first.Drawable;
                return true;
            }

            return false;
        }
コード例 #4
0
 /// Return the closest drawable object by a ray query.
 public void RaycastSingle(RayOctreeQuery query)
 {
     Raycast(query, true);
 }
コード例 #5
0
ファイル: Octree.cs プロジェクト: Type1J/AtomicGameEngine
 /// Return the closest drawable object by a ray query.
 public void RaycastSingle(RayOctreeQuery query)
 {
     Raycast(query, true);
 }
コード例 #6
0
        void SubscribeToEvents()
        {
            SubscribeToEvent<PostUpdateEvent>(e =>
            {
                if (vehicle == null)
                    return;

                Node vehicleNode = vehicle.Node;

                // Physics update has completed. Position camera behind vehicle
                Quaternion dir = Quaternion.FromAxisAngle(Vector3.UnitY, vehicleNode.Rotation.YawAngle);

                dir = dir * Quaternion.FromAxisAngle(Vector3.UnitY, vehicle.Controls.Yaw);
                dir = dir * Quaternion.FromAxisAngle(Vector3.UnitX, vehicle.Controls.Pitch);

                Vector3 cameraTargetPos = vehicleNode.Position - (dir * new Vector3(0.0f, 0.0f, CameraDistance));
                Vector3 cameraStartPos = vehicleNode.Position;

                // and move it closer to the vehicle if something in between
                Ray cameraRay = new Ray(cameraStartPos, cameraTargetPos - cameraStartPos);
                float cameraRayLength = (cameraTargetPos - cameraStartPos).Length;

                // Raycast camera against static objects (physics collision mask 2)
                var query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, cameraRayLength, Constants.DRAWABLE_ANY, 2);

                PhysicsRaycastResult result = new PhysicsRaycastResult();

                scene.GetComponent<PhysicsWorld>().RaycastSingle(ref result, cameraRay, cameraRayLength, 2);
                if (result.Body != null)
                {
                    cameraTargetPos = cameraStartPos + cameraRay.Direction * (result.Distance - 0.5f);
                }

                CameraNode.Position = cameraTargetPos;
                CameraNode.Rotation = dir;
            });
        }