public unsafe void RigidBodyCastRayTest()
        {
            Physics.RigidBody rigidbody = Unity.Physics.RigidBody.Zero;

            const float size         = 1.0f;
            const float convexRadius = 0.0f;

            var rayStartOK = new float3(-10, -10, -10);
            var rayEndOK   = new float3(10, 10, 10);

            var rayStartFail = new float3(-10, 10, -10);
            var rayEndFail   = new float3(10, 10, 10);

            rigidbody.Collider = (Collider *)BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = size,
                BevelRadius = convexRadius
            }).GetUnsafePtr();

            var raycastInput = new RaycastInput();
            var closestHit   = new RaycastHit();
            var allHits      = new NativeList <RaycastHit>(Allocator.Temp);

            // OK case : Ray hits the box collider
            raycastInput.Start  = rayStartOK;
            raycastInput.End    = rayEndOK;
            raycastInput.Filter = CollisionFilter.Default;

            Assert.IsTrue(rigidbody.CastRay(raycastInput));
            Assert.IsTrue(rigidbody.CastRay(raycastInput, out closestHit));
            Assert.IsTrue(rigidbody.CastRay(raycastInput, ref allHits));

            // Fail Case : wrong direction
            raycastInput.Start = rayStartFail;
            raycastInput.End   = rayEndFail;

            Assert.IsFalse(rigidbody.CastRay(raycastInput));
            Assert.IsFalse(rigidbody.CastRay(raycastInput, out closestHit));
            Assert.IsFalse(rigidbody.CastRay(raycastInput, ref allHits));
        }
示例#2
0
        public unsafe void RigidBodyCastRayTest()
        {
            Physics.RigidBody rigidbody = Unity.Physics.RigidBody.Zero;

            const float size         = 1.0f;
            const float convexRadius = 1.0f;

            var rayStartOK = new float3(-10, -10, -10);
            var rayEndOK   = new float3(10, 10, 10);

            var rayStartFail = new float3(-10, 10, -10);
            var rayEndFail   = new float3(10, 10, 10);

            rigidbody.Collider = (Collider *)BoxCollider.Create(float3.zero, quaternion.identity, new float3(size), convexRadius).GetUnsafePtr();

            var raycastInput = new RaycastInput();
            var closestHit   = new RaycastHit();
            var allHits      = new NativeList <RaycastHit>(Allocator.Temp);

            // OK case : Ray hits the box collider
            float3 rayDir = rayEndOK - rayStartOK;

            raycastInput.Ray.Origin    = rayStartOK;
            raycastInput.Ray.Direction = rayDir;
            raycastInput.Filter        = CollisionFilter.Default;

            Assert.IsTrue(rigidbody.CastRay(raycastInput));
            Assert.IsTrue(rigidbody.CastRay(raycastInput, out closestHit));
            Assert.IsTrue(rigidbody.CastRay(raycastInput, ref allHits));

            // Fail Case : wrong direction
            rayDir = rayEndFail - rayStartFail;
            raycastInput.Ray.Origin    = rayStartFail;
            raycastInput.Ray.Direction = rayDir;

            Assert.IsFalse(rigidbody.CastRay(raycastInput));
            Assert.IsFalse(rigidbody.CastRay(raycastInput, out closestHit));
            Assert.IsFalse(rigidbody.CastRay(raycastInput, ref allHits));
        }