/// <summary> /// Recursive method which casts a ray against 'node' and moves down the /// hierarchy towards the terminal nodes and stores any hits between the /// ray and these nodes inside 'hitList'. /// </summary> private void RaycastAllRecurse(Ray ray, SphereTreeNode <T> node, List <SphereTreeNodeRayHit <T> > hitList) { // Is this a terminal node? if (!node.IsFlagBitSet(BVHNodeFlags.Terminal)) { // This is not a terminal node. We will check if the ray intersects the node's // sphere and if it does, we will go further down the hierarchy. If it doesn't // then there is no need to go on because if the ray does not intersect the node, // it can't possibly intersect any of its children. if (SphereMath.Raycast(ray, node.Center, node.Radius)) { List <SphereTreeNode <T> > children = node.Children; foreach (var child in children) { RaycastAllRecurse(ray, child, hitList); } } } else { // This is a terminal node and if the ray intersects this node, we will add the // node hit information inside the hit list. float t; if (SphereMath.Raycast(ray, out t, node.Center, node.Radius)) { var nodeHit = new SphereTreeNodeRayHit <T>(ray, node, t); hitList.Add(nodeHit); } } }
public static bool Raycast(Ray ray, out float t, Vector3 startPoint, Vector3 endPoint, SegmentEpsilon epsilon = new SegmentEpsilon()) { if (CylinderMath.Raycast(ray, out t, startPoint, endPoint, epsilon.RaycastEps)) { return(true); } if (SphereMath.Raycast(ray, out t, startPoint, epsilon.RaycastEps)) { return(true); } return(SphereMath.Raycast(ray, out t, endPoint, epsilon.RaycastEps)); }
public List <Vector3> GetRightUpExtents(Vector3 right, Vector3 up) { return(SphereMath.CalcRightUpExtents(_center, _radius, right, up)); }
public bool ContainsPoint(Vector3 point) { return SphereMath.ContainsPoint(point, _center, _radius, _epsilon); }
public override bool Raycast(Ray ray, out float t) { return SphereMath.Raycast(ray, out t, _center, _radius, _epsilon); }