From ac0cf0140480ea3c6e57c544ef73795aa4143a2a Mon Sep 17 00:00:00 2001 From: Ruan Lucas <79365912+RuanLucasGD@users.noreply.github.com> Date: Sat, 3 Jun 2023 13:25:29 -0400 Subject: [PATCH] add simple linecast to physics --- Source/Engine/Physics/Physics.cpp | 12 ++++++++++++ Source/Engine/Physics/Physics.h | 10 ++++++++++ Source/Engine/Physics/PhysicsScene.h | 10 ++++++++++ 3 files changed, 32 insertions(+) diff --git a/Source/Engine/Physics/Physics.cpp b/Source/Engine/Physics/Physics.cpp index 0a0178622..80f17873d 100644 --- a/Source/Engine/Physics/Physics.cpp +++ b/Source/Engine/Physics/Physics.cpp @@ -218,6 +218,11 @@ void Physics::FlushRequests() PhysicsBackend::FlushRequests(); } +bool Physics::LineCast(const Vector3& start, const Vector3& end, uint32 layerMask, bool hitTriggers) +{ + return DefaultScene->LineCast(start, end, layerMask, hitTriggers); +} + bool Physics::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers) { return DefaultScene->RayCast(origin, direction, maxDistance, layerMask, hitTriggers); @@ -450,6 +455,13 @@ void PhysicsScene::CollectResults() _isDuringSimulation = false; } +bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, uint32 layerMask, bool hitTriggers) +{ + float distanceToEnd = Vector3::Distance(start, end); + Vector3 directionToEnd = (end - start).GetNormalized(); + return PhysicsBackend::RayCast(_scene, start, directionToEnd, distanceToEnd, layerMask, hitTriggers); +} + bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers) { return PhysicsBackend::RayCast(_scene, origin, direction, maxDistance, layerMask, hitTriggers); diff --git a/Source/Engine/Physics/Physics.h b/Source/Engine/Physics/Physics.h index 62344e082..592f3c651 100644 --- a/Source/Engine/Physics/Physics.h +++ b/Source/Engine/Physics/Physics.h @@ -95,6 +95,16 @@ public: API_FUNCTION() static void FlushRequests(); public: + /// + /// Performs a line between two points in the scene. + /// + /// The start position of the line. + /// The end position of the line. + /// The layer mask used to filter the results. + /// If set to true triggers will be hit, otherwise will skip them. + /// True if ray hits an matching object, otherwise false. + API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true); + /// /// Performs a raycast against objects in the scene. /// diff --git a/Source/Engine/Physics/PhysicsScene.h b/Source/Engine/Physics/PhysicsScene.h index 6b5ab41ab..946c35661 100644 --- a/Source/Engine/Physics/PhysicsScene.h +++ b/Source/Engine/Physics/PhysicsScene.h @@ -126,6 +126,16 @@ public: API_FUNCTION() void CollectResults(); public: + + /// + /// Performs a line between two points in the scene. + /// + /// The start position of the line. + /// The end position of the line. + /// The layer mask used to filter the results. + /// If set to true triggers will be hit, otherwise will skip them. + /// True if ray hits an matching object, otherwise false. + API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true); /// /// Performs a raycast against objects in the scene. ///