/// <summary> /// Casts a convex shape against the collidable. /// </summary> /// <param name="castShape">Shape to cast.</param> /// <param name="startingTransform">Initial transform of the shape.</param> /// <param name="sweep">Sweep to apply to the shape.</param> /// <param name="hit">Hit data, if any.</param> /// <returns>Whether or not the cast hit anything.</returns> public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit) { hit = new RayHit(); BoundingBox boundingBox; castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out boundingBox); var tri = PhysicsThreadResources.GetTriangle(); var hitElements = CommonResources.GetIntList(); if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements)) { hit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC); AffineTransform.Transform(ref tri.vA, ref worldTransform, out tri.vA); AffineTransform.Transform(ref tri.vB, ref worldTransform, out tri.vB); AffineTransform.Transform(ref tri.vC, ref worldTransform, out tri.vC); Vector3 center; Vector3.Add(ref tri.vA, ref tri.vB, out center); Vector3.Add(ref center, ref tri.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); Vector3.Subtract(ref tri.vA, ref center, out tri.vA); Vector3.Subtract(ref tri.vB, ref center, out tri.vB); Vector3.Subtract(ref tri.vC, ref center, out tri.vC); tri.MaximumRadius = tri.vA.LengthSquared(); float radius = tri.vB.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } radius = tri.vC.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius); tri.collisionMargin = 0; var triangleTransform = new RigidTransform { Orientation = Quaternion.Identity, Position = center }; RayHit tempHit; if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T) { hit = tempHit; } } tri.MaximumRadius = 0; PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(hit.T != float.MaxValue); } PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(false); }
/// <summary> /// Casts a convex shape against the collidable. /// </summary> /// <param name="castShape">Shape to cast.</param> /// <param name="startingTransform">Initial transform of the shape.</param> /// <param name="sweep">Sweep to apply to the shape.</param> /// <param name="hit">Hit data, if any.</param> /// <returns>Whether or not the cast hit anything.</returns> public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit) { if (Shape.solidity == MobileMeshSolidity.Solid) { //If the convex cast is inside the mesh and the mesh is solid, it should return t = 0. var ray = new Ray() { Position = startingTransform.Position, Direction = Toolbox.UpVector }; if (Shape.IsLocalRayOriginInMesh(ref ray, out hit)) { hit = new RayHit() { Location = startingTransform.Position, Normal = new Vector3(), T = 0 }; return(true); } } hit = new RayHit(); BoundingBox boundingBox; var transform = new AffineTransform { Translation = worldTransform.Position }; Matrix3x3.CreateFromQuaternion(ref worldTransform.Orientation, out transform.LinearTransform); castShape.GetSweptLocalBoundingBox(ref startingTransform, ref transform, ref sweep, out boundingBox); var tri = PhysicsThreadResources.GetTriangle(); var hitElements = CommonResources.GetIntList(); if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements)) { hit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC); AffineTransform.Transform(ref tri.vA, ref transform, out tri.vA); AffineTransform.Transform(ref tri.vB, ref transform, out tri.vB); AffineTransform.Transform(ref tri.vC, ref transform, out tri.vC); Vector3 center; Vector3.Add(ref tri.vA, ref tri.vB, out center); Vector3.Add(ref center, ref tri.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); Vector3.Subtract(ref tri.vA, ref center, out tri.vA); Vector3.Subtract(ref tri.vB, ref center, out tri.vB); Vector3.Subtract(ref tri.vC, ref center, out tri.vC); tri.MaximumRadius = tri.vA.LengthSquared(); float radius = tri.vB.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } radius = tri.vC.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius); tri.collisionMargin = 0; var triangleTransform = new RigidTransform { Orientation = Quaternion.Identity, Position = center }; RayHit tempHit; if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T) { hit = tempHit; } } tri.MaximumRadius = 0; PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(hit.T != float.MaxValue); } PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(false); }