Пример #1
0
        // Use this for initialization
        public void Init()
        {
            ChecksumExtractor.Init(this);

            gameObjectMap = new Dictionary <IBody, GameObject>();
            collisionInfo = new Dictionary <RigidBody, Dictionary <RigidBody, TSCollision> >();
            behavioursMap = new Dictionary <IBody, HashList <TrueSyncBehaviour> >();
            transformMap  = new Dictionary <IBody, TSTransform>();
            hit           = new TSRaycastHit();

            CollisionSystemPersistentSAP collisionSystem = new CollisionSystemPersistentSAP();

            collisionSystem.EnableSpeculativeContacts = SpeculativeContacts;

            world = new World(collisionSystem);
            collisionSystem.world = world;

            world.physicsManager = this;
            world.Gravity        = Gravity;

            world.Events.BodiesBeginCollide += CollisionEnter;
            world.Events.BodiesStayCollide  += CollisionStay;
            world.Events.BodiesEndCollide   += CollisionExit;

            world.Events.TriggerBeginCollide += TriggerEnter;
            world.Events.TriggerStayCollide  += TriggerStay;
            world.Events.TriggerEndCollide   += TriggerExit;

            world.Events.RemovedRigidBody += OnRemovedRigidBody;

            instance = this;

            AddRigidBodies();
        }
        public int RaycastAll(TSVector rayOrigin, TSVector rayDirection, FP maxDistance, out TSRaycastHit[] hits, int layerMask)
        {
            List <TSRaycastHit> raycastHits = new List <TSRaycastHit>();
            var direction = rayDirection;

            direction *= maxDistance;
            var d = TSVector.Distance(rayOrigin, rayOrigin + direction);

            world.CollisionSystem.RaycastAll(rayOrigin, direction, (b, n, f) =>
            {
                //UnityEngine.Debug.LogWarning($"{maxDistance}   ,   {f}");
                GameObject other               = PhysicsManager.instance.GetGameObject(b);
                TSRigidBody bodyComponent      = other.GetComponent <TSRigidBody>();
                TSCollider colliderComponent   = other.GetComponent <TSCollider>();
                TSTransform transformComponent = other.GetComponent <TSTransform>();
                var hit = new TSRaycastHit(bodyComponent, colliderComponent, transformComponent, n, rayOrigin, direction, f);
                var tmp = TSVector.Distance(hit.point, rayOrigin);
                Debug.LogWarning($"碰撞的距离{tmp},最大距离{d}");
                if (tmp <= d)
                {
                    raycastHits.Add(hit);
                }
                return(true);
            }, layerMask);
            hits = raycastHits.ToArray();
            return(hits.Length);
        }
Пример #3
0
        public static bool Raycast(TSVector rayOrigin, TSVector rayDirection, out TSRaycastHit hit, FP maxDistance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers)
        {
            TSRay ray = new TSRay(rayOrigin, direction: rayDirection);

            hit = PhysicsWorldManager.instance.Raycast(ray, maxDistance, layerMask: layerMask);
            if (hit != null)
            {
                if (hit.distance <= maxDistance)
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #4
0
        public static bool Raycast(TSVector rayOrigin, TSVector rayDirection, out TSRaycastHit hit, FP maxDistance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers)
        {
            hit = null;
            if (rayDirection.x == FP.Zero && rayDirection.y == FP.Zero && rayDirection.z == FP.Zero)
            {
                return(false);
            }

            ray.origin    = rayOrigin;
            ray.direction = rayDirection;

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