reset() private method

private reset ( ) : void
return void
Exemplo n.º 1
0
        /// <summary>
        /// casts a line through the spatial hash and fills the hits array up with any colliders that the line hits
        /// </summary>
        /// <returns>the number of Colliders returned</returns>
        /// <param name="start">Start.</param>
        /// <param name="end">End.</param>
        /// <param name="hits">Hits.</param>
        /// <param name="layerMask">Layer mask.</param>
        public int linecast(Vector2 start, Vector2 end, RaycastHit[] hits, int layerMask)
        {
            var ray = new Ray2D(start, end);

            _raycastParser.start(ref ray, hits, layerMask);

            // get our start/end position in the same space as our grid
            start.X *= _inverseCellSize;
            start.Y *= _inverseCellSize;
            var endCell = cellCoords(end.X, end.Y);

            // TODO: check gridBounds to ensure the ray starts/ends in the grid. watch out for end cells since they report out of bounds due to int comparison

            // what voxel are we on
            var intX = Mathf.fastFloorToInt(start.X);
            var intY = Mathf.fastFloorToInt(start.Y);

            // which way we go
            var stepX = Math.Sign(ray.direction.X);
            var stepY = Math.Sign(ray.direction.Y);

            // Calculate cell boundaries. when the step is positive, the next cell is after this one meaning we add 1.
            // If negative, cell is before this one in which case dont add to boundary
            var boundaryX = intX + (stepX > 0 ? 1 : 0);
            var boundaryY = intY + (stepY > 0 ? 1 : 0);

            // determine the value of t at which the ray crosses the first vertical voxel boundary. same for y/horizontal.
            // The minimum of these two values will indicate how much we can travel along the ray and still remain in the current voxel
            // may be infinite for near vertical/horizontal rays
            var tMaxX = (boundaryX - start.X) / ray.direction.X;
            var tMaxY = (boundaryY - start.Y) / ray.direction.Y;

            if (ray.direction.X == 0f)
            {
                tMaxX = float.PositiveInfinity;
            }
            if (ray.direction.Y == 0f)
            {
                tMaxY = float.PositiveInfinity;
            }

            // how far do we have to walk before crossing a cell from a cell boundary. may be infinite for near vertical/horizontal rays
            var tDeltaX = stepX / ray.direction.X;
            var tDeltaY = stepY / ray.direction.Y;

            // start walking and returning the intersecting cells.
            var cell = cellAtPosition(intX, intY);

            //debugDrawCellDetails( intX, intY, cell != null ? cell.Count : 0 );
            if (cell != null && _raycastParser.checkRayIntersection(intX, intY, cell))
            {
                Array.Sort(hits, RaycastResultParser.compareRaycastHits);
                _raycastParser.reset();
                return(_raycastParser.hitCounter);
            }

            while (intX != endCell.X || intY != endCell.Y)
            {
                if (tMaxX < tMaxY)
                {
                    intX  += stepX;
                    tMaxX += tDeltaX;
                }
                else
                {
                    intY  += stepY;
                    tMaxY += tDeltaY;
                }

                cell = cellAtPosition(intX, intY);
                if (cell != null && _raycastParser.checkRayIntersection(intX, intY, cell))
                {
                    Array.Sort(hits, RaycastResultParser.compareRaycastHits);
                    _raycastParser.reset();
                    return(_raycastParser.hitCounter);
                }
            }

            // make sure we are reset
            Array.Sort(hits, RaycastResultParser.compareRaycastHits);
            _raycastParser.reset();
            return(_raycastParser.hitCounter);
        }
Exemplo n.º 2
0
        /// <summary>
        /// casts a line through the spatial hash and fills the hits array up with any colliders that the line hits.
        /// https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
        /// http://www.cse.yorku.ca/~amana/research/grid.pdf
        /// </summary>
        /// <returns>the number of Colliders returned</returns>
        /// <param name="start">Start.</param>
        /// <param name="end">End.</param>
        /// <param name="hits">Hits.</param>
        /// <param name="layerMask">Layer mask.</param>
        public int linecast(Vector2 start, Vector2 end, RaycastHit[] hits, int layerMask)
        {
            var ray = new Ray2D(start, end);

            _raycastParser.start(ref ray, hits, layerMask);

            // get our start/end position in the same space as our grid
            var currentCell = cellCoords(start.X, start.Y);
            var lastCell    = cellCoords(end.X, end.Y);

            // what direction are we incrementing the cell checks?
            var stepX = Math.Sign(ray.direction.X);
            var stepY = Math.Sign(ray.direction.Y);

            // we make sure that if we're on the same line or row we don't step in the unneeded direction
            if (currentCell.X == lastCell.X)
            {
                stepX = 0;
            }
            if (currentCell.Y == lastCell.Y)
            {
                stepY = 0;
            }

            // Calculate cell boundaries. when the step is positive, the next cell is after this one meaning we add 1.
            // If negative, cell is before this one in which case dont add to boundary
            var xStep         = stepX < 0 ? 0f : (float)stepX;
            var yStep         = stepY < 0 ? 0f : (float)stepY;
            var nextBoundaryX = ((float)currentCell.X + xStep) * _cellSize;
            var nextBoundaryY = ((float)currentCell.Y + yStep) * _cellSize;

            // determine the value of t at which the ray crosses the first vertical voxel boundary. same for y/horizontal.
            // The minimum of these two values will indicate how much we can travel along the ray and still remain in the current voxel
            // may be infinite for near vertical/horizontal rays
            var tMaxX = ray.direction.X != 0 ? (nextBoundaryX - ray.start.X) / ray.direction.X : float.MaxValue;
            var tMaxY = ray.direction.Y != 0 ? (nextBoundaryY - ray.start.Y) / ray.direction.Y : float.MaxValue;

            // how far do we have to walk before crossing a cell from a cell boundary. may be infinite for near vertical/horizontal rays
            var tDeltaX = ray.direction.X != 0 ? _cellSize / (ray.direction.X * stepX) : float.MaxValue;
            var tDeltaY = ray.direction.Y != 0 ? _cellSize / (ray.direction.Y * stepY) : float.MaxValue;

            // start walking and returning the intersecting cells.
            var cell = cellAtPosition(currentCell.X, currentCell.Y);

            // Debug.log( $"cell: {currentCell.X}, {currentCell.Y}" );
            // debugDrawCellDetails( intX, intY, cell != null ? cell.Count : 10 );
            if (cell != null && _raycastParser.checkRayIntersection(currentCell.X, currentCell.Y, cell))
            {
                _raycastParser.reset();
                return(_raycastParser.hitCounter);
            }

            while (currentCell.X != lastCell.X || currentCell.Y != lastCell.Y)
            {
                if (tMaxX < tMaxY)
                {
                    // HACK: ensures we never overshoot our values
                    currentCell.X = (int)Mathf.approach(currentCell.X, lastCell.X, Math.Abs(stepX));
                    // currentCell.X += stepX;
                    tMaxX += tDeltaX;
                }
                else
                {
                    currentCell.Y = (int)Mathf.approach(currentCell.Y, lastCell.Y, Math.Abs(stepY));
                    // currentCell.Y += stepY;
                    tMaxY += tDeltaY;
                }

                // Debug.log( $"cell: {currentCell.X}, {currentCell.Y}" );
                cell = cellAtPosition(currentCell.X, currentCell.Y);
                if (cell != null && _raycastParser.checkRayIntersection(currentCell.X, currentCell.Y, cell))
                {
                    _raycastParser.reset();
                    return(_raycastParser.hitCounter);
                }
            }

            // make sure we are reset
            _raycastParser.reset();
            return(_raycastParser.hitCounter);
        }