Merge branch 'new_feature_to_physics' of https://github.com/RuanLucasGD/FlaxEngine into RuanLucasGD-new_feature_to_physics

This commit is contained in:
Wojtek Figat
2023-06-09 13:50:00 +02:00
3 changed files with 101 additions and 0 deletions

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@@ -218,6 +218,21 @@ 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::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, uint32 layerMask, bool hitTriggers)
{
return DefaultScene->LineCast(start, end, hitInfo, layerMask, hitTriggers);
}
bool Physics::LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out)Array<RayCastHit, HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
{
return DefaultScene->LineCastAll(start, end, results, 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 +465,27 @@ 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::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, uint32 layerMask, bool hitTriggers)
{
float distanceToEnd = Vector3::Distance(start, end);
Vector3 directionToEnd = (end - start).GetNormalized();
return PhysicsBackend::RayCast(_scene, start, directionToEnd, hitInfo, distanceToEnd, layerMask, hitTriggers);
}
bool PhysicsScene::LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out)Array<RayCastHit, HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
{
float distanceToEnd = Vector3::Distance(start, end);
Vector3 directionToEnd = (end - start).GetNormalized();
return PhysicsBackend::RayCastAll(_scene, start, directionToEnd, results, 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);

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@@ -95,6 +95,38 @@ public:
API_FUNCTION() static void FlushRequests();
public:
/// <summary>
/// Performs a line between two points in the scene.
/// </summary>
/// <param name="start">The start position of the line.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Performs a line between two points in the scene.
/// </summary>
/// <param name="start">The start position of the line.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
// <summary>
/// Performs a line between two points in the scene, returns all hitpoints infos.
/// </summary>
/// <param name="start">The origin of the ray.</param>
/// <param name="end">The normalized direction of the ray.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() static bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Performs a raycast against objects in the scene.
/// </summary>

View File

@@ -126,6 +126,39 @@ public:
API_FUNCTION() void CollectResults();
public:
/// <summary>
/// Performs a line between two points in the scene.
/// </summary>
/// <param name="start">The start position of the line.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true);
/// <summary>
/// Performs a line between two points in the scene.
/// </summary>
/// <param name="start">The start position of the line.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true);
// <summary>
/// Performs a line between two points in the scene, returns all hitpoints infos.
/// </summary>
/// <param name="start">The origin of the ray.</param>
/// <param name="end">The normalized direction of the ray.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Performs a raycast against objects in the scene.
/// </summary>