BEPUphysics.BroadPhaseEntries.InstancedMesh.ConvexCast C# (CSharp) Method

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayHit &hit ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep System.Vector3 Sweep to apply to the shape.
hit BEPUutilities.RayHit Hit data, if any.
return bool
        public override bool ConvexCast(CollisionShapes.ConvexShapes.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 = PhysicsResources.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;
                PhysicsResources.GiveBack(tri);
                CommonResources.GiveBack(hitElements);
                return hit.T != float.MaxValue;
            }
            PhysicsResources.GiveBack(tri);
            CommonResources.GiveBack(hitElements);
            return false;
        }