コード例 #1
0
        public FPRaycastHit Raycast(FPRay ray, FP maxDistance, RaycastCallback callback = null)
        {
            IBody    hitBody;
            FPVector hitNormal;
            FP       hitFraction;

            FPVector origin    = ray.origin;
            FPVector direction = ray.direction;

            if (Raycast(origin, direction, callback, out hitBody, out hitNormal, out hitFraction))
            {
                if (hitFraction <= maxDistance)
                {
                    GameObject  other              = PhysicsManager.instance.GetGameObject(hitBody);
                    FPRigidBody bodyComponent      = other.GetComponent <FPRigidBody>();
                    FPCollider  colliderComponent  = other.GetComponent <FPCollider>();
                    FPTransform transformComponent = other.GetComponent <FPTransform>();
                    return(new FPRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, ray.direction, hitFraction));
                }
            }
            else
            {
                direction *= maxDistance;
                if (Raycast(origin, direction, callback, out hitBody, out hitNormal, out hitFraction))
                {
                    GameObject  other              = PhysicsManager.instance.GetGameObject(hitBody);
                    FPRigidBody bodyComponent      = other.GetComponent <FPRigidBody>();
                    FPCollider  colliderComponent  = other.GetComponent <FPCollider>();
                    FPTransform transformComponent = other.GetComponent <FPTransform>();
                    return(new FPRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, direction, hitFraction));
                }
            }
            return(null);
        }
コード例 #2
0
        public static bool Raycast(FPVector rayOrigin, FPVector rayDirection, out FPRaycastHit hit, FP maxDistance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers)
        {
            FPRay ray = new FPRay(rayOrigin, direction: rayDirection);

            hit = PhysicsWorldManager.instance.Raycast(ray, maxDistance, layerMask: layerMask);
            if (hit != null)
            {
                if (hit.distance <= maxDistance)
                {
                    return(true);
                }
            }
            return(false);
        }