示例#1
0
        public bool trace_triangle(ref Vector3 v0,
                                   ref Vector3 v1, ref Vector3 v2, ref Vector3 src,
                                   ref Vector3 dir, ref DxTraceInfo result, ref bool hitted)
        {
            float t = 0;
            float u = 0;
            float v = 0;

            // 射线与三角形相交
            if (VisUtil_IntersectTri(ref v0, ref v1, ref v2, ref src, ref dir, ref u, ref v, ref t))
            {
                if ((t >= 0.0f) && (t <= 1.0f))
                {
                    if (result.nHitMax > 1)
                    {
                        if (result.nHitCount >= result.nHitMax)
                        {
                            return(false);
                        }

                        hitted = true;

                        if (t < result.fDistance)
                        {
                            // 距离最近的碰撞点
                            result.fDistance = t;
                        }

                        DxTraceInfo.hit_t pHit = result.Hits[result.nHitCount];

                        pHit.fDistance = t;
                        pHit.fTraceU   = u;
                        pHit.fTraceV   = v;
                        // 设置为地形对象
                        pHit.TraceID        = new PERSISTID(0);
                        pHit.nMaterialIndex = 0;
                        pHit.Vertex[0]      = v0;
                        pHit.Vertex[1]      = v1;
                        pHit.Vertex[2]      = v2;
                        pHit.strTexName     = "";

                        if (++result.nHitCount >= result.nHitMax)
                        {
                            return(false);
                        }
                    }
                    else if (t < result.fDistance)
                    {
                        hitted = true;

                        // 距离最近的碰撞点
                        result.fDistance = t;

                        DxTraceInfo.hit_t pHit = result.Hits[0];

                        pHit.fDistance = t;
                        pHit.fTraceU   = u;
                        pHit.fTraceV   = v;
                        // 设置为地形对象
                        pHit.TraceID        = new PERSISTID(0);
                        pHit.nMaterialIndex = 0;
                        pHit.Vertex[0]      = v0;
                        pHit.Vertex[1]      = v1;
                        pHit.Vertex[2]      = v2;
                        pHit.strTexName     = "";

                        result.nHitCount = 1;
                    }
                }
            }

            return(true);
        }
示例#2
0
        // 碰撞测试详细信息实现
        public bool TraceDetail(ref D3DXVECTOR3 src, ref D3DXVECTOR3 dst, ref DxTraceInfo result)
        {
            Vector3 _src;

            _src.x = src.x;
            _src.y = src.y;
            _src.z = src.z;

            Vector3 _dst;

            _dst.x = dst.x;
            _dst.y = dst.y;
            _dst.z = dst.z;

            float dis = Vector3.Distance(_src, _dst);

            if (dis <= 0)
            {
                return(false);
            }

            RaycastHit[] hits = new RaycastHit[result.nHitMax];

            if (!game_obj.TraceDetail(_src, _dst, ref hits, ref result.nHitCount))
            {
                return(false);
            }

            Vector3 origin = _dst - _src;

            //RaycastHit 转换成 DxTraceInfo
            result.fDistance = 1e8f;
            for (int i = 0; i < result.nHitCount; ++i)
            {
                RaycastHit hit = hits[i];

                result.Hits[i].fDistance = hit.distance / dis;
                if (result.fDistance > result.Hits[i].fDistance)
                {
                    result.fDistance = result.Hits[i].fDistance;
                }

                if ((hit.collider && hit.collider.gameObject) && (Terrain.activeTerrain.gameObject == hit.collider.gameObject))
                {
                    result.Hits[i].TraceID = new PERSISTID(0);
                }
                else
                {
                    result.Hits[i].TraceID = new PERSISTID(1);
                }

                result.Hits[i].nMaterialIndex = 0;
                result.Hits[i].strTexName     = "";

                if (hit.normal.y != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   y  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.x * p.x - hit.normal.z * p.z) / hit.normal.y;
                    Vector3 p1 = new Vector3(p.x, y, p.z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }

                if (hit.normal.x != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   x  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.y * p.y - hit.normal.z * p.z) / hit.normal.x;
                    Vector3 p1 = new Vector3(x, p.y, p.z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }

                if (hit.normal.z != 0.0f)
                {
                    Vector3 p = hit.point + hit.normal;

                    float   z  = (Vector3.Dot(hit.normal, hit.point) - hit.normal.x * p.x - hit.normal.y * p.y) / hit.normal.z;
                    Vector3 p1 = new Vector3(p.x, p.y, z);
                    Vector3 n  = Vector3.Cross(hit.normal, p1);
                    Vector3 p2 = n + hit.point;

                    result.Hits[i].Vertex[0] = hit.point;
                    result.Hits[i].Vertex[1] = p1;
                    result.Hits[i].Vertex[2] = p2;

                    result.Hits[i].fTraceU = 0.0f;
                    result.Hits[i].fTraceV = 0.0f;

                    continue;
                }
            }

            return(true);
        }