Helper class containing various tests based on GJK.
예제 #1
0
        ///<summary>
        /// Casts a fat (sphere expanded) ray against the shape.  If the raycast appears to be stuck in the shape, the cast will be attempted
        /// with a smaller ray (scaled by the MotionSettings.CoreShapeScaling each time).
        ///</summary>
        ///<param name="ray">Ray to test against the shape.</param>
        ///<param name="radius">Radius of the ray.</param>
        ///<param name="target">Shape to test against.</param>
        ///<param name="shapeTransform">Transform to apply to the shape for the test.</param>
        ///<param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param>
        ///<param name="hit">Hit data of the sphere cast, if any.</param>
        ///<returns>Whether or not the sphere cast hit the shape.</returns>
        public static bool CCDSphereCast(Ray ray, float radius, ConvexShape target, ref RigidTransform shapeTransform, float maximumLength,
                                         out RayHit hit)
        {
            int iterations = 0;

            while (true)
            {
                if (GJKToolbox.SphereCast(ray, radius, target, ref shapeTransform, maximumLength, out hit) &&
                    hit.T > 0)
                {
                    //The ray cast isn't embedded in the shape, and it's less than maximum length away!
                    return(true);
                }
                if (hit.T > maximumLength || hit.T < 0)
                {
                    return(false); //Failure showed it was too far, or behind.
                }
                radius *= MotionSettings.CoreShapeScaling;
                iterations++;
                if (iterations > 3) //Limit could be configurable.
                {
                    //It's iterated too much, let's just do a last ditch attempt using a raycast and hope that can help.
                    return(GJKToolbox.RayCast(ray, target, ref shapeTransform, maximumLength, out hit) && hit.T > 0);
                }
            }
        }