BEPUphysics.CollisionTests.CollisionAlgorithms.GJK.GJKToolbox.SphereCast C# (CSharp) Метод

SphereCast() публичный статический Метод

Casts a fat (sphere expanded) ray against the shape.
public static SphereCast ( BEPUutilities.Ray ray, float radius, ConvexShape shape, RigidTransform &shapeTransform, float maximumLength, RayHit &hit ) : bool
ray BEPUutilities.Ray Ray to test against the shape.
radius float Radius of the ray.
shape BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape Shape to test against.
shapeTransform BEPUutilities.RigidTransform Transform to apply to the shape for the test.
maximumLength float Maximum length of the ray in units of the ray direction's length.
hit BEPUutilities.RayHit Hit data of the sphere cast, if any.
Результат bool
        public static bool SphereCast(Ray ray, float radius, ConvexShape shape, ref RigidTransform shapeTransform, float maximumLength,
                                   out RayHit hit)
        {
            //Transform the ray into the object's local space.
            Vector3.Subtract(ref ray.Position, ref shapeTransform.Position, out ray.Position);
            Quaternion conjugate;
            Quaternion.Conjugate(ref shapeTransform.Orientation, out conjugate);
            Vector3.Transform(ref ray.Position, ref conjugate, out ray.Position);
            Vector3.Transform(ref ray.Direction, ref conjugate, out ray.Direction);

            Vector3 w, p;
            hit.T = 0;
            hit.Location = ray.Position;
            hit.Normal = Toolbox.ZeroVector;
            Vector3 v = hit.Location;

            RaySimplex simplex = new RaySimplex();

            float vw, vdir;
            int count = 0;

            //This epsilon has a significant impact on performance and accuracy.  Changing it to use BigEpsilon instead increases speed by around 30-40% usually, but jigging is more evident.
            while (v.LengthSquared() >= Toolbox.Epsilon * simplex.GetErrorTolerance(ref ray.Position))
            {
                if (++count > MaximumGJKIterations)
                {
                    //It's taken too long to find a hit.  Numerical problems are probable; quit.
                    hit = new RayHit();
                    return false;
                }

                shape.GetLocalExtremePointWithoutMargin(ref v, out p);
                Vector3 contribution;
                MinkowskiToolbox.ExpandMinkowskiSum(shape.collisionMargin, radius, ref v, out contribution);
                Vector3.Add(ref p, ref contribution, out p);

                Vector3.Subtract(ref hit.Location, ref p, out w);
                Vector3.Dot(ref v, ref w, out vw);
                if (vw > 0)
                {
                    Vector3.Dot(ref v, ref ray.Direction, out vdir);
                    hit.T = hit.T - vw / vdir;
                    if (vdir >= 0)
                    {
                        //We would have to back up!
                        return false;
                    }
                    if (hit.T > maximumLength)
                    {
                        //If we've gone beyond where the ray can reach, there's obviously no hit.
                        return false;
                    }
                    //Shift the ray up.
                    Vector3.Multiply(ref ray.Direction, hit.T, out hit.Location);
                    Vector3.Add(ref hit.Location, ref ray.Position, out hit.Location);
                    hit.Normal = v;
                }

                RaySimplex shiftedSimplex;
                simplex.AddNewSimplexPoint(ref p, ref hit.Location, out shiftedSimplex);

                shiftedSimplex.GetPointClosestToOrigin(ref simplex, out v);

            }
            //Transform the hit data into world space.
            Vector3.Transform(ref hit.Normal, ref shapeTransform.Orientation, out hit.Normal);
            Vector3.Transform(ref hit.Location, ref shapeTransform.Orientation, out hit.Location);
            Vector3.Add(ref hit.Location, ref shapeTransform.Position, out hit.Location);

            return true;
        }

Usage Example

Пример #1
0
        ///<summary>
        /// Casts a fat (sphere expanded) ray against the shape.  If the raycast appears to be stuck in the shape, the cast will be attempted
        /// with a smaller ray (scaled by the MotionSettings.CoreShapeScaling each time).
        ///</summary>
        ///<param name="ray">Ray to test against the shape.</param>
        ///<param name="radius">Radius of the ray.</param>
        ///<param name="target">Shape to test against.</param>
        ///<param name="shapeTransform">Transform to apply to the shape for the test.</param>
        ///<param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param>
        ///<param name="hit">Hit data of the sphere cast, if any.</param>
        ///<returns>Whether or not the sphere cast hit the shape.</returns>
        public static bool CCDSphereCast(Ray ray, float radius, ConvexShape target, ref RigidTransform shapeTransform, float maximumLength,
                                         out RayHit hit)
        {
            int iterations = 0;

            while (true)
            {
                if (GJKToolbox.SphereCast(ray, radius, target, ref shapeTransform, maximumLength, out hit) &&
                    hit.T > 0)
                {
                    //The ray cast isn't embedded in the shape, and it's less than maximum length away!
                    return(true);
                }
                if (hit.T > maximumLength || hit.T < 0)
                {
                    return(false); //Failure showed it was too far, or behind.
                }
                radius *= MotionSettings.CoreShapeScaling;
                iterations++;
                if (iterations > 3) //Limit could be configurable.
                {
                    //It's iterated too much, let's just do a last ditch attempt using a raycast and hope that can help.
                    return(GJKToolbox.RayCast(ray, target, ref shapeTransform, maximumLength, out hit) && hit.T > 0);
                }
            }
        }