Пример #1
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        /// <summary>
        /// Performs a sweep into the scene using a box and returns the closest found hit, if any.
        /// </summary>
        /// <param name="box">Box to sweep through the scene.</param>
        /// <param name="rotation">Orientation of the box.</param>
        /// <param name="unitDir">Unit direction towards which to perform the sweep.</param>
        /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param>
        /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
        ///                     </param>
        /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
        ///                   </param>
        /// <returns>True if something was hit, false otherwise.</returns>
        public static bool BoxCast(AABox box, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit,
            ulong layer = ulong.MaxValue, float max = float.MaxValue)
        {
            ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
            if(Internal_BoxCast(ref box, ref rotation, ref unitDir, out scriptHit, layer, max))
            {
                ConvertPhysicsQueryHit(ref scriptHit, out hit);
                return true;
            }

            hit = new PhysicsQueryHit();
            return false;
        }
Пример #2
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 private static extern bool Internal_SphereCast(ref Sphere sphere, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
Пример #3
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 private static extern bool Internal_RayCast(ref Vector3 origin, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
Пример #4
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 private static extern bool Internal_CapsuleCast(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
Пример #5
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 private static extern bool Internal_ConvexCast(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
Пример #6
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        /// <summary>
        /// Converts all provided physics query hit infos retrieved from native code into managed physics query hits.
        /// </summary>
        /// <param name="scriptHits">Native physics query hits.</param>
        /// <returns>Converted managed physics query hits.</returns>
        private static PhysicsQueryHit[] ConvertPhysicsQueryHits(ScriptPhysicsQueryHit[] scriptHits)
        {
            PhysicsQueryHit[] output = new PhysicsQueryHit[scriptHits.Length];

            for (int i = 0; i < scriptHits.Length; i++)
                ConvertPhysicsQueryHit(ref scriptHits[i], out output[i]);

            return output;
        }
Пример #7
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 private static extern bool Internal_BoxCast(ref AABox box, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
Пример #8
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        /// <summary>
        /// Converts a physics query hit info retrieved from native code into managed physics query hit.
        /// </summary>
        /// <param name="scriptHit">Native physics query hit info.</param>
        /// <param name="hit">Managed physics query hit info</param>
        private static void ConvertPhysicsQueryHit(ref ScriptPhysicsQueryHit scriptHit, out PhysicsQueryHit hit)
        {
            if (scriptHit.collider != null)
                hit.collider = scriptHit.collider.Component;
            else
                hit.collider = null;

            hit.distance = scriptHit.distance;
            hit.normal = scriptHit.normal;
            hit.point = scriptHit.point;
            hit.triangleIdx = scriptHit.triangleIdx;
            hit.uv = scriptHit.uv;
        }
Пример #9
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        /// <summary>
        /// Performs a sweep into the scene using a sphere and returns the closest found hit, if any.
        /// </summary>
        /// <param name="sphere">Sphere to sweep through the scene.</param>
        /// <param name="unitDir">Unit direction towards which to perform the sweep.</param>
        /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param>
        /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
        ///                     </param>
        /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
        ///                   </param>
        /// <returns>True if something was hit, false otherwise.</returns>
        public static bool SphereCast(Sphere sphere, Vector3 unitDir, out PhysicsQueryHit hit,
            ulong layer = ulong.MaxValue, float max = float.MaxValue)
        {
            ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
            if(Internal_SphereCast(ref sphere, ref unitDir, out scriptHit, layer, max))
            {
                ConvertPhysicsQueryHit(ref scriptHit, out hit);
                return true;
            }

            hit = new PhysicsQueryHit();
            return false;
        }
Пример #10
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        /// <summary>
        /// Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.
        /// </summary>
        /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param>
        /// <param name="position">Starting position of the mesh.</param>
        /// <param name="rotation">Orientation of the mesh.</param>
        /// <param name="unitDir">Unit direction towards which to perform the sweep.</param>
        /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param>
        /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
        ///                     </param>
        /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
        ///                   </param>
        /// <returns>True if something was hit, false otherwise.</returns>
        public static bool ConvexCast(PhysicsMesh mesh, Vector3 position, Quaternion rotation,
            Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue)
        {
            IntPtr meshPtr = IntPtr.Zero;
            if (mesh != null)
                meshPtr = mesh.GetCachedPtr();

            ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
            if(Internal_ConvexCast(meshPtr, ref position, ref rotation, ref unitDir, out scriptHit, layer, max))
            {
                ConvertPhysicsQueryHit(ref scriptHit, out hit);
                return true;
            }

            hit = new PhysicsQueryHit();
            return false;
        }
Пример #11
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 private static extern bool Internal_RayCast(IntPtr thisPtr, ref Vector3 origin, ref Vector3 unitDir, 
     out ScriptPhysicsQueryHit hit, float maxDist);
Пример #12
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 public bool Raycast(Vector3 origin, Vector3 unitDir, out ScriptPhysicsQueryHit hit, float maxDist)
 {
     return Internal_RayCast(mCachedPtr, ref origin, ref unitDir, out hit, maxDist);
 }