示例#1
0
        /// <summary>
        /// It checks for the collision between a collision sphere and a collision model.
        /// </summary>
        /// <param name="sourceCollide">Source collision sphere</param>
        /// <param name="targetCollide">Target collision model</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestSphereintersectModel(CollideSphere sourceCollide,
                                             CollideModel targetCollide, ref CollisionResult result)
        {
            Vector3 intersect;
            Vector3 normal;
            float   distance;


            BoundingSphere sphere = sourceCollide.BoundingSphere;

            //  use quad tree.
            if (targetCollide.QuadTree != null)
            {
                if (TestUsingQuadTree((CollideElement)sourceCollide,
                                      targetCollide.QuadTree.RootNode,
                                      out intersect,
                                      out normal,
                                      out distance))
                {
                    result.detectedCollide = targetCollide;
                    result.intersect       = intersect;
                    result.normal          = normal;
                    result.distance        = distance;
                    result.collideCount++;

                    return(true);
                }
            }
            // Hit test sphere with the model
            else
            {
                if (TestSphereintersectModel(sphere, targetCollide.Vertices,
                                             targetCollide.TransformMatrix,
                                             out intersect, out normal,
                                             out distance))
                {
                    result.detectedCollide = targetCollide;
                    result.intersect       = intersect;
                    result.normal          = normal;
                    result.distance        = distance;
                    result.collideCount++;

                    return(true);
                }
            }

            return(false);
        }
示例#2
0
        /// <summary>
        /// It tests for collision among the collision elements which
        /// have been registered to the collision layer and returns the result.
        /// </summary>
        /// <param name="collide">Source collsion element</param>
        /// <param name="targetLayer">Target collison layer</param>
        /// <param name="resultType">type of result</param>
        /// <returns>A result report</returns>
        public CollisionResult HitTest(CollideElement collide,
                                       ref CollisionLayer targetLayer,
                                       ResultType resultType)
        {
            CollisionResult result = null;

            tempResult.Clear();
            totalCollidingCount = 0;

            if (activeOn == false)
            {
                return(null);
            }

            if (collide == null)
            {
                throw new ArgumentNullException("collide");
            }

            if (targetLayer == null)
            {
                throw new ArgumentNullException("targetLayer");
            }

            //  checking all collisions in current collision layer
            for (int i = 0; i < targetLayer.CollideCount; i++)
            {
                CollideElement targetCollide = targetLayer.GetCollide(i);

                //  Skip ifself
                if (collide.Equals(targetCollide))
                {
                    continue;
                }
                else if (collide.Id != 0 && targetCollide.Id != 0)
                {
                    if (collide.Id == targetCollide.Id)
                    {
                        continue;
                    }
                }

                //   If source collision is BoundingSphere
                if (collide is CollideSphere)
                {
                    CollideSphere sourceCollideSphere = collide as CollideSphere;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestSphereintersectSphere(sourceCollideSphere,
                                                  targetCollideSphere, ref tempResult);
                    }
                    //  Test with target model
                    else if (targetCollide is CollideModel)
                    {
                        CollideModel targetCollideModel =
                            targetCollide as CollideModel;

                        TestSphereintersectModel(sourceCollideSphere,
                                                 targetCollideModel, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestSphereintersectBox(sourceCollideSphere,
                                               targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    if (targetCollide is CollideRay)
                    {
                        CollideRay targetCollideRay =
                            targetCollide as CollideRay;

                        TestRayintersectSphere(targetCollideRay,
                                               sourceCollideSphere, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideRay)
                {
                    CollideRay sourceCollideRay = collide as CollideRay;

                    //  Test with target model
                    if (targetCollide is CollideModel)
                    {
                        CollideModel targetCollideModel =
                            targetCollide as CollideModel;

                        TestRayintersectModel(sourceCollideRay,
                                              targetCollideModel, ref tempResult);
                    }
                    //  Test with target sphere
                    else if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestRayintersectSphere(sourceCollideRay,
                                               targetCollideSphere, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestRayintersectBox(sourceCollideRay,
                                            targetCollideBox, ref tempResult);
                    }
                }
                //   If source collision is Ray
                else if (collide is CollideBox)
                {
                    CollideBox sourceCollideBox = collide as CollideBox;

                    //  Test with target sphere
                    if (targetCollide is CollideSphere)
                    {
                        CollideSphere targetCollideSphere =
                            targetCollide as CollideSphere;

                        TestSphereintersectBox(targetCollideSphere,
                                               sourceCollideBox, ref tempResult);
                    }
                    //  Test with target box
                    else if (targetCollide is CollideBox)
                    {
                        CollideBox targetCollideBox = targetCollide as CollideBox;

                        TestBoxintersectBox(sourceCollideBox,
                                            targetCollideBox, ref tempResult);
                    }
                    //  Test with target ray
                    else if (targetCollide is CollideRay)
                    {
                        CollideRay targetCollideRay = targetCollide as CollideRay;

                        TestRayintersectBox(targetCollideRay,
                                            sourceCollideBox, ref tempResult);
                    }
                }

                //  To find the nearest detected collision.
                if (resultType == ResultType.NearestOne)
                {
                    if (tempResult.collideCount > 0)
                    {
                        if (result == null)
                        {
                            result          = new CollisionResult();
                            result.distance = float.MaxValue;
                        }

                        if (result.distance > tempResult.distance)
                        {
                            tempResult.CopyTo(ref result);
                        }
                    }
                }
            }

            return(result);
        }
示例#3
0
        /// <summary>
        /// It checks for the collision between a collision ray and a collision model.
        /// </summary>
        /// <param name="sourceCollide">Source collision ray</param>
        /// <param name="targetCollide">Target collision model</param>
        /// <param name="result">A result report</param>
        /// <returns>True if there is a collision</returns>
        public bool TestRayintersectModel(CollideRay sourceCollide, 
                                                CollideModel targetCollide, 
                                                ref CollisionResult result)
        {
            Vector3 intersect;
            Vector3 normal;
            float distance;

            //  use quad tree.
            if (targetCollide.QuadTree != null)
            {
                if( TestUsingQuadTree((CollideElement)sourceCollide, 
                                        targetCollide.QuadTree.RootNode,
                                        out intersect,
                                        out normal,
                                        out distance))
                {
                    result.detectedCollide = targetCollide;
                    result.intersect = intersect;
                    result.normal = normal;
                    result.distance = distance;
                    result.collideCount++;

                    return true;
                }
            }
            // Test ray with the model
            else
            {
                if( TestRayintersectModel(sourceCollide.Ray, targetCollide.Vertices,
                                            targetCollide.TransformMatrix,
                                            out intersect,
                                            out normal,
                                            out distance))
                {
                    result.distance = distance;
                    result.detectedCollide = targetCollide;
                    result.intersect = intersect;
                    result.normal = normal;
                    result.collideCount++;
                }
                                        
            }

            return false;
        }