Exemplo n.º 1
0
        public static bool Pointcast(Vector2 point, out RaycastHit hitInfo, int layerMask)
        {
#if DEBUG
            Application.raycastTimer.Start();
#endif
            Fixture f = world.TestPointActive(point, layerMask);
            hitInfo = new RaycastHit();
            if (f != null)
            {
                hitInfo.body      = f.Body;
                hitInfo.collider  = f.Body.UserData;
                hitInfo.transform = f.Body.UserData.transform;
                hitInfo.point     = VectorConverter.Convert(point, f.Body.UserData.to2dMode);
            }
#if DEBUG
            Application.raycastTimer.Stop();
#endif
            return(f != null);
        }
Exemplo n.º 2
0
        internal static float rayCastCallback(Fixture fixture, Microsoft.Xna.Framework.Vector2 point, Microsoft.Xna.Framework.Vector2 normal, float fraction)
        {
            float     dist = _distance * fraction;
            Component uo   = fixture.Body.UserData;
            Collider  coll = uo as Collider;

            if (coll == null && (uo is Rigidbody))
            {
                coll = (uo as Rigidbody).collider;
            }
            if ((coll != null) && (coll.gameObject != null) && (coll.gameObject.active) && (_layerMask & (1 << coll.gameObject.layer)) > 0)
            {
                if (_findClosest)
                {
                    if (dist < _nearest)
                    {
                        _nearest       = dist;
                        _hit.body      = fixture.Body;
                        _hit.point     = VectorConverter.Convert(point, coll.to2dMode);
                        _hit.normal    = VectorConverter.Convert(normal, coll.to2dMode);
                        _hit.distance  = dist;
                        _hit.collider  = coll;
                        _hit.transform = coll.transform;
                        _didHit        = true;
                    }
                    return(fraction);
                }
                else
                {
                    _hits[_hitCount].body      = fixture.Body;
                    _hits[_hitCount].collider  = coll;
                    _hits[_hitCount].distance  = dist;
                    _hits[_hitCount].normal    = VectorConverter.Convert(normal, coll.to2dMode);
                    _hits[_hitCount].point     = VectorConverter.Convert(point, coll.to2dMode);
                    _hits[_hitCount].transform = coll.transform;
                    _hitCount++;
                    return(1);
                }
            }
            return(-1);
        }
Exemplo n.º 3
0
        internal static Bounds FromAABB(ref AABB aabb, Physics.To2dMode to2dMode, Vector3 size)
        {
            Vector3 center = VectorConverter.Convert(aabb.Center, to2dMode);
            Vector3 sz     = VectorConverter.Convert(aabb.Extents * 2, to2dMode);

            switch (to2dMode)
            {
            case Physics.To2dMode.DropX:
                sz.x = size.x;
                break;

            case Physics.To2dMode.DropY:
                sz.y = size.y;
                break;

            case Physics.To2dMode.DropZ:
                sz.z = size.z;
                break;
            }
            return(new Bounds(center, sz));
        }
Exemplo n.º 4
0
        public static void Update(float elapsedTime)
        {
#if DEBUG
            if (ApplicationSettings.ShowBodyCounter)
            {
                Debug.Display("Body count", world.BodyList.Count);
            }
#endif

            world.Step(elapsedTime);

            for (int i = rigidBodies.Count - 1; i >= 0; i--)
            {
                Body     body = rigidBodies[i];
                Collider comp = (Collider)body.UserData;
                FarseerPhysics.Common.Transform t;
                body.GetTransform(out t);
                comp.transform.SetPositionFromPhysics(VectorConverter.Convert(t.Position, comp.to2dMode), t.Angle, VectorConverter.GetUp(comp.to2dMode));
            }

            contactProcessor.Update();
        }
Exemplo n.º 5
0
        public static RaycastHit[] PointcastAll(Vector2 point, int layerMask)
        {
#if DEBUG
            Application.raycastTimer.Start();
#endif
            fList.Clear();
            world.TestPointAllActive(point, fList, layerMask);
            RaycastHit[] hits = new RaycastHit[fList.Count];
            for (int i = 0; i < fList.Count; i++)
            {
                Fixture    f       = fList[i];
                RaycastHit hitInfo = new RaycastHit();
                hitInfo.body      = f.Body;
                hitInfo.collider  = f.Body.UserData;
                hitInfo.transform = f.Body.UserData.transform;
                hitInfo.point     = VectorConverter.Convert(point, f.Body.UserData.to2dMode);
                hits[i]           = hitInfo;
            }
#if DEBUG
            Application.raycastTimer.Stop();
#endif
            return(hits);
        }