BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape.RayTest C# (CSharp) Метод

RayTest() публичный Метод

Gets the intersection between the convex shape and the ray.
public RayTest ( Ray &ray, RigidTransform &transform, float maximumLength, RayHit &hit ) : bool
ray Ray Ray to test.
transform BEPUutilities.RigidTransform Transform of the convex shape.
maximumLength float Maximum distance to travel in units of the ray direction's length.
hit BEPUutilities.RayHit Ray hit data, if any.
Результат bool
        public virtual bool RayTest(ref Ray ray, ref RigidTransform transform, float maximumLength, out RayHit hit)
        {
            
            //RayHit newHit;
            //bool newBool = GJKToolbox.RayCast(ray, this, ref transform, maximumLength, out newHit);
            //RayHit oldHit;
            //bool oldBool = OldGJKVerifier.RayCastGJK(ray.Position, ray.Direction, maximumLength, this, transform, out oldHit.Location, out oldHit.Normal, out oldHit.T);
            //bool mprBool = MPRToolbox.RayCast(ray, maximumLength, this, ref transform, out hit);
            ////if (newBool != oldBool || ((newBool && oldBool) && Vector3.DistanceSquared(newHit.Location, hit.Location) > .01f))
            ////    Debug.WriteLine("break.");
            //return mprBool;

            //if (GJKToolbox.RayCast(ray, this, ref transform, maximumLength, out hit))
            //{
            //    //GJK toolbox doesn't normalize the hit normal; it's unnecessary for some other systems so it just saves on time.
            //    //It would be nice if ray tests always normalized it though.
            //    float length = hit.Normal.LengthSquared();
            //    if (length > Toolbox.Epsilon)
            //        Vector3.Divide(ref hit.Normal, (float) Math.Sqrt(length), out hit.Normal);
            //    else
            //        hit.Normal = new Vector3();
            //    return true;
            //}

            //return false;

            return MPRToolbox.RayCast(ray, maximumLength, this, ref transform, out hit);
        }

Usage Example

Пример #1
0
        ///<summary>
        /// Gets the point contributions within a convex shape.
        ///</summary>
        ///<param name="shape">Shape to compute the point contributions of.</param>
        ///<param name="volume">Volume of the shape.</param>
        ///<param name="outputPointContributions">Point contributions of the shape.</param>
        public static void GetPoints(ConvexShape shape, out float volume, RawList<Vector3> outputPointContributions)
        {
            RigidTransform transform = RigidTransform.Identity;
            BoundingBox boundingBox;
            shape.GetBoundingBox(ref transform, out boundingBox);

            //Find the direction which maximizes the possible hits.  Generally, this is the smallest area axis.
            //Possible options are:
            //YZ -> use X
            //XZ -> use Y
            //XY -> use Z
            Ray ray;
            float width = boundingBox.Max.X - boundingBox.Min.X;
            float height = boundingBox.Max.Y - boundingBox.Min.Y;
            float length = boundingBox.Max.Z - boundingBox.Min.Z;
            float yzArea = height * length;
            float xzArea = width * length;
            float xyArea = width * height;
            Vector3 increment1, increment2;
            float incrementMultiplier = 1f / NumberOfSamplesPerDimension;
            float maxLength;
            float rayIncrement;
            if (yzArea > xzArea && yzArea > xyArea)
            {
                //use the x axis as the direction.
                ray.Direction = Vector3.Right;
                ray.Position = new Vector3(boundingBox.Min.X, boundingBox.Min.Y + .5f * incrementMultiplier * height, boundingBox.Min.Z + .5f * incrementMultiplier * length);
                increment1 = new Vector3(0, incrementMultiplier * height, 0);
                increment2 = new Vector3(0, 0, incrementMultiplier * length);
                rayIncrement = incrementMultiplier * width;
                maxLength = width;
            }
            else if (xzArea > xyArea) //yz is not the max, given by the previous if.  Is xz or xy the max?
            {
                //use the y axis as the direction.
                ray.Direction = Vector3.Up;
                ray.Position = new Vector3(boundingBox.Min.X + .5f * incrementMultiplier * width, boundingBox.Min.Y, boundingBox.Min.Z + .5f * incrementMultiplier * length);
                increment1 = new Vector3(incrementMultiplier * width, 0, 0);
                increment2 = new Vector3(0, 0, incrementMultiplier * height);
                rayIncrement = incrementMultiplier * height;
                maxLength = height;
            }
            else
            {
                //use the z axis as the direction.
                ray.Direction = Vector3.Backward;
                ray.Position = new Vector3(boundingBox.Min.X + .5f * incrementMultiplier * width, boundingBox.Min.Y + .5f * incrementMultiplier * height, boundingBox.Min.Z);
                increment1 = new Vector3(incrementMultiplier * width, 0, 0);
                increment2 = new Vector3(0, incrementMultiplier * height, 0);
                rayIncrement = incrementMultiplier * length;
                maxLength = length;
            }


            Ray oppositeRay;
            volume = 0;
            for (int i = 0; i < NumberOfSamplesPerDimension; i++)
            {
                for (int j = 0; j < NumberOfSamplesPerDimension; j++)
                {
                    //Ray cast from one direction.  If it succeeds, try the other way.  This forms an interval in which inertia tensor contributions are contained.
                    RayHit hit;
                    if (shape.RayTest(ref ray, ref transform, maxLength, out hit))
                    {
                        Vector3.Multiply(ref ray.Direction, maxLength, out oppositeRay.Position);
                        Vector3.Add(ref oppositeRay.Position, ref ray.Position, out oppositeRay.Position);
                        Vector3.Negate(ref ray.Direction, out oppositeRay.Direction);
                        RayHit oppositeHit;
                        if (shape.RayTest(ref oppositeRay, ref transform, maxLength, out oppositeHit))
                        {
                            //It should always get here if one direction casts, but there may be numerical issues.
                            float scanVolume;
                            ScanObject(rayIncrement, maxLength, ref increment1, ref increment2, ref ray, ref hit, ref oppositeHit, outputPointContributions, out scanVolume);
                            volume += scanVolume;
                        }
                    }
                    Vector3.Add(ref ray.Position, ref increment2, out ray.Position);
                }
                Vector3.Add(ref ray.Position, ref increment1, out ray.Position);
                //Move the ray back to the starting position along the other axis.
                Vector3 subtract;
                Vector3.Multiply(ref increment2, NumberOfSamplesPerDimension, out subtract);
                Vector3.Subtract(ref ray.Position, ref subtract, out ray.Position);
            }


        }
All Usage Examples Of BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape::RayTest