/// <summary> /// Queues a raycast /// </summary> /// <param name="position">Origin of Ray</param> /// <param name="direction">Ray normal</param> /// <param name="length">Ray length</param> /// <param name="retMethod">Return method to send the results</param> public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) { lock (m_PendingRequests) { ODERayCastRequest req = new ODERayCastRequest(); req.callbackMethod = retMethod; req.length = length; req.Normal = direction; req.Origin = position; m_PendingRequests.Add(req); } }
/// <summary> /// Method that actually initiates the raycast /// </summary> /// <param name="req"></param> private void RayCast(ODERayCastRequest req) { // Create the ray IntPtr ray = d.CreateRay(m_scene.space, req.length); d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); // Collide test d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); // Remove Ray d.GeomDestroy(ray); // Define default results bool hitYN = false; uint hitConsumerID = 0; float distance = 999999999999f; Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); Vector3 snormal = Vector3.Zero; // Find closest contact and object. lock (m_contactResults) { foreach (ContactResult cResult in m_contactResults) { if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) { closestcontact = cResult.Pos; hitConsumerID = cResult.ConsumerID; distance = cResult.Depth; hitYN = true; snormal = cResult.Normal; } } m_contactResults.Clear(); } // Return results if (req.callbackMethod != null) { req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal); } }
/// <summary> /// Method that actually initiates the raycast /// </summary> /// <param name="req"></param> private void RayCast(ODERayCastRequest req) { // Create the ray IntPtr ray = d.CreateRay(m_scene.space, req.length); d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); // Collide test d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); // Remove Ray d.GeomDestroy(ray); // Define default results bool hitYN = false; uint hitConsumerID = 0; float distance = 999999999999f; Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); // Find closest contact and object. lock (m_contactResults) { foreach (ContactResult cResult in m_contactResults) { if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) { closestcontact = cResult.Pos; hitConsumerID = cResult.ConsumerID; distance = cResult.Depth; hitYN = true; } } m_contactResults.Clear(); } // Return results if (req.callbackMethod != null) req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance); }