/// <summary> /// Tests a ray against the collidable. /// </summary> /// <param name="ray">Ray to test.</param> /// <param name="maximumLength">Maximum length, in units of the ray's direction's length, to test.</param> /// <param name="rayHit">Hit data, if any.</param> /// <param name="hitChild">Child collidable hit by the ray, if any.</param> /// <returns>Whether or not the ray hit the entry.</returns> public bool RayCast(Ray ray, float maximumLength, out RayHit rayHit, out CompoundChild hitChild) { rayHit = new RayHit(); hitChild = null; var hitElements = PhysicsResources.GetCompoundChildList(); if (hierarchy.Tree.GetOverlaps(ray, maximumLength, hitElements)) { rayHit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { EntityCollidable candidate = hitElements.Elements[i].CollisionInformation; RayHit tempHit; if (candidate.RayCast(ray, maximumLength, out tempHit) && tempHit.T < rayHit.T) { rayHit = tempHit; hitChild = hitElements.Elements[i]; } } PhysicsResources.GiveBack(hitElements); return(rayHit.T != float.MaxValue); } PhysicsResources.GiveBack(hitElements); return(false); }
///<summary> /// Constructs a new CompoundCollidable. ///</summary> ///<param name="compoundShape">Compound shape to use for the collidable.</param> public CompoundCollidable(CompoundShape compoundShape) : base(compoundShape) { Events = new CompoundEventManager(); for (int i = 0; i < compoundShape.shapes.Count; i++) { CompoundChild child = GetChild(compoundShape.shapes.Elements[i], i); this.children.Add(child); } hierarchy = new CompoundHierarchy(this); }
///<summary> /// Constructs a new compound hierarchy. ///</summary> ///<param name="owner">Owner of the hierarchy.</param> public CompoundHierarchy(CompoundCollidable owner) { this.owner = owner; var children = new CompoundChild[owner.children.Count]; Array.Copy(owner.children.Elements, children, owner.children.Count); //In order to initialize a good tree, the local space bounding boxes should first be computed. //Otherwise, the tree would try to create a hierarchy based on a bunch of zeroed out bounding boxes! for (int i = 0; i < children.Length; i++) { children[i].CollisionInformation.worldTransform = owner.Shape.shapes.Elements[i].LocalTransform; children[i].CollisionInformation.UpdateBoundingBoxInternal(0); } tree = new BoundingBoxTree <CompoundChild>(children); }
/// <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="filter">Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.</param> /// <param name="hit">Hit data, if any.</param> /// <param name="hitChild">Child hit by the cast.</param> /// <returns>Whether or not the cast hit anything.</returns> public bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func <BroadPhaseEntry, bool> filter, out RayHit hit, out CompoundChild hitChild) { hit = new RayHit(); hitChild = null; BoundingBox boundingBox; castShape.GetSweptBoundingBox(ref startingTransform, ref sweep, out boundingBox); var hitElements = PhysicsResources.GetCompoundChildList(); if (hierarchy.Tree.GetOverlaps(boundingBox, hitElements)) { hit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { var candidate = hitElements.Elements[i].CollisionInformation; RayHit tempHit; if (candidate.ConvexCast(castShape, ref startingTransform, ref sweep, filter, out tempHit) && tempHit.T < hit.T) { hit = tempHit; hitChild = hitElements.Elements[i]; } } PhysicsResources.GiveBack(hitElements); return(hit.T != float.MaxValue); } PhysicsResources.GiveBack(hitElements); return(false); }
/// <summary> /// Tests a ray against the collidable. /// </summary> /// <param name="ray">Ray to test.</param> /// <param name="maximumLength">Maximum length, in units of the ray's direction's length, to test.</param> /// <param name="filter">Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.</param> /// <param name="rayHit">Hit location of the ray on the collidable, if any.</param> /// <param name="hitChild">Child hit by the ray.</param> /// <returns>Whether or not the ray hit the collidable.</returns> public bool RayCast(Ray ray, float maximumLength, Func <BroadPhaseEntry, bool> filter, out RayHit rayHit, out CompoundChild hitChild) { rayHit = new RayHit(); hitChild = null; if (filter(this)) { var hitElements = PhysicsResources.GetCompoundChildList(); if (hierarchy.Tree.GetOverlaps(ray, maximumLength, hitElements)) { rayHit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { RayHit tempHit; if (hitElements.Elements[i].CollisionInformation.RayCast(ray, maximumLength, filter, out tempHit) && tempHit.T < rayHit.T) { rayHit = tempHit; hitChild = hitElements.Elements[i]; } } PhysicsResources.GiveBack(hitElements); return(rayHit.T != float.MaxValue); } PhysicsResources.GiveBack(hitElements); } return(false); }