示例#1
0
        // From Real-time Collision Detection, p179.
        public void RayCast(out RayCastOutput output, ref RayCastInput input)
        {
            output = new RayCastOutput();

            float tmin = -Settings.b2_FLT_MAX;
            float tmax = Settings.b2_FLT_MAX;

            output.hit = false;

            Vector2 p = input.p1;
            Vector2 d = input.p2 - input.p1;
            Vector2 absD = MathUtils.Abs(d);

            Vector2 normal = Vector2.Zero;

            for (int i = 0; i < 2; ++i)
            {
                float absD_i = i == 0 ? absD.X : absD.Y;
                float lowerBound_i = i == 0 ? lowerBound.X : lowerBound.Y;
                float upperBound_i = i == 0 ? upperBound.X : upperBound.Y;
                float p_i = i == 0 ? p.X : p.Y;

                if (absD_i < Settings.b2_FLT_EPSILON)
                {
                    // Parallel.
                    if (p_i < lowerBound_i || upperBound_i < p_i)
                    {
                        return;
                    }
                }
                else
                {
                    float d_i = i == 0 ? d.X : d.Y;

                    float inv_d = 1.0f / d_i;
                    float t1 = (lowerBound_i - p_i) * inv_d;
                    float t2 = (upperBound_i - p_i) * inv_d;

                    // Sign of the normal vector.
                    float s = -1.0f;

                    if (t1 > t2)
                    {
                        MathUtils.Swap<float>(ref t1, ref t2);
                        s = 1.0f;
                    }

                    // Push the min up
                    if (t1 > tmin)
                    {
                        if (i == 0)
                        {
                            normal.X = s;
                        }
                        else
                        {
                            normal.Y = s;
                        }

                        tmin = t1;
                    }

                    // Pull the max down
                    tmax = Math.Min(tmax, t2);

                    if (tmin > tmax)
                    {
                        return;
                    }
                }
            }

            // Does the ray start inside the box?
            // Does the ray intersect beyond the max fraction?
            if (tmin < 0.0f || input.maxFraction < tmin)
            {
                return;
            }

            // Intersection.
            output.fraction = tmin;
            output.normal = normal;
            output.hit = true;
        }
示例#2
0
        // From Real-time Collision Detection, p179.
        public void RayCast(out RayCastOutput output, ref RayCastInput input)
        {
            output = new RayCastOutput();

            float tmin = -Settings.b2_FLT_MAX;
            float tmax = Settings.b2_FLT_MAX;

            output.hit = false;

            Vector2 p    = input.p1;
            Vector2 d    = input.p2 - input.p1;
            Vector2 absD = MathUtils.Abs(d);

            Vector2 normal = Vector2.Zero;

            for (int i = 0; i < 2; ++i)
            {
                float absD_i       = i == 0 ? absD.X : absD.Y;
                float lowerBound_i = i == 0 ? lowerBound.X : lowerBound.Y;
                float upperBound_i = i == 0 ? upperBound.X : upperBound.Y;
                float p_i          = i == 0 ? p.X : p.Y;

                if (absD_i < Settings.b2_FLT_EPSILON)
                {
                    // Parallel.
                    if (p_i < lowerBound_i || upperBound_i < p_i)
                    {
                        return;
                    }
                }
                else
                {
                    float d_i = i == 0 ? d.X : d.Y;

                    float inv_d = 1.0f / d_i;
                    float t1    = (lowerBound_i - p_i) * inv_d;
                    float t2    = (upperBound_i - p_i) * inv_d;

                    // Sign of the normal vector.
                    float s = -1.0f;

                    if (t1 > t2)
                    {
                        MathUtils.Swap <float>(ref t1, ref t2);
                        s = 1.0f;
                    }

                    // Push the min up
                    if (t1 > tmin)
                    {
                        if (i == 0)
                        {
                            normal.X = s;
                        }
                        else
                        {
                            normal.Y = s;
                        }

                        tmin = t1;
                    }

                    // Pull the max down
                    tmax = Math.Min(tmax, t2);

                    if (tmin > tmax)
                    {
                        return;
                    }
                }
            }

            // Does the ray start inside the box?
            // Does the ray intersect beyond the max fraction?
            if (tmin < 0.0f || input.maxFraction < tmin)
            {
                return;
            }

            // Intersection.
            output.fraction = tmin;
            output.normal   = normal;
            output.hit      = true;
        }