BEPUphysics.NarrowPhaseSystems.Pairs.StaticMeshPairHandler.UpdateTimeOfImpact C# (CSharp) Method

UpdateTimeOfImpact() public method

Updates the time of impact for the pair.
public UpdateTimeOfImpact ( Collidable requester, float dt ) : void
requester Collidable Collidable requesting the update.
dt float Timestep duration.
return void
        public override void UpdateTimeOfImpact(Collidable requester, float dt)
        {
            //Notice that we don't test for convex entity null explicitly.  The convex.IsActive property does that for us.
            if (convex.IsActive && convex.entity.PositionUpdateMode == PositionUpdateMode.Continuous)
            {
                //TODO: This system could be made more robust by using a similar region-based rejection of edges.
                //CCD events are awfully rare under normal circumstances, so this isn't usually an issue.

                //Only perform the test if the minimum radii are small enough relative to the size of the velocity.
                Vector3 velocity;
                Vector3.Multiply(ref convex.entity.linearVelocity, dt, out velocity);
                float velocitySquared = velocity.LengthSquared();

                var minimumRadius = convex.Shape.minimumRadius * MotionSettings.CoreShapeScaling;
                timeOfImpact = 1;
                if (minimumRadius * minimumRadius < velocitySquared)
                {
                    var triangle = PhysicsResources.GetTriangle();
                    triangle.collisionMargin = 0;
                    //Spherecast against all triangles to find the earliest time.
                    for (int i = 0; i < MeshManifold.overlappedTriangles.Count; i++)
                    {
                        mesh.Shape.TriangleMeshData.GetTriangle(MeshManifold.overlappedTriangles.Elements[i], out triangle.vA, out triangle.vB, out triangle.vC);
                        //Put the triangle into 'localish' space of the convex.
                        Vector3.Subtract(ref triangle.vA, ref convex.worldTransform.Position, out triangle.vA);
                        Vector3.Subtract(ref triangle.vB, ref convex.worldTransform.Position, out triangle.vB);
                        Vector3.Subtract(ref triangle.vC, ref convex.worldTransform.Position, out triangle.vC);

                        RayHit rayHit;
                        if (GJKToolbox.CCDSphereCast(new Ray(Toolbox.ZeroVector, velocity), minimumRadius, triangle, ref Toolbox.RigidIdentity, timeOfImpact, out rayHit) &&
                            rayHit.T > Toolbox.BigEpsilon)
                        {
                            if (mesh.sidedness != TriangleSidedness.DoubleSided)
                            {
                                Vector3 AB, AC;
                                Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB);
                                Vector3.Subtract(ref triangle.vC, ref triangle.vA, out AC);
                                Vector3 normal;
                                Vector3.Cross(ref AB, ref AC, out normal);
                                float dot;
                                Vector3.Dot(ref normal, ref rayHit.Normal, out dot);
                                //Only perform sweep if the object is in danger of hitting the object.
                                //Triangles can be one sided, so check the impact normal against the triangle normal.
                                if (mesh.sidedness == TriangleSidedness.Counterclockwise && dot < 0 ||
                                    mesh.sidedness == TriangleSidedness.Clockwise && dot > 0)
                                {
                                    timeOfImpact = rayHit.T;
                                }
                            }
                            else
                            {
                                timeOfImpact = rayHit.T;
                            }
                        }
                    }
                    PhysicsResources.GiveBack(triangle);
                }



            }

        }