示例#1
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        /// <summary>
        /// Casts a ray into the scene and returns the closest found hit, if any.
        /// </summary>
        /// <param name="origin">Origin of the ray to cast into the scene.</param>
        /// <param name="unitDir">Unit direction of the ray to cast into the scene.</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 RayCast(Vector3 origin, Vector3 unitDir, out PhysicsQueryHit hit,
                                   ulong layer = ulong.MaxValue, float max = float.MaxValue)
        {
            ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();

            if (Internal_RayCast(ref origin, ref unitDir, out scriptHit, layer, max))
            {
                ConvertPhysicsQueryHit(ref scriptHit, out hit);
                return(true);
            }

            hit = new PhysicsQueryHit();
            return(false);
        }
示例#2
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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);
        }
示例#3
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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;
        }
示例#4
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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);
        }
示例#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);
示例#6
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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);
示例#7
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 private static extern bool Internal_SphereCast(ref Sphere sphere, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
示例#8
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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);
示例#9
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 private static extern bool Internal_RayCast(ref Vector3 origin, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
示例#10
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 private static extern bool Internal_RayCast(IntPtr thisPtr, ref Vector3 origin, ref Vector3 unitDir,
                                             out ScriptPhysicsQueryHit hit, float maxDist);
示例#11
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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));
 }