(81babbeac) Added Linux System.Windows.Forms
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@@ -730,15 +730,7 @@ namespace Barotrauma
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return closestBody;
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}
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private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
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private static readonly List<Body> bodies = new List<Body>();
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/// <summary>
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/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
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/// </summary>
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/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
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/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
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public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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{
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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{
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@@ -746,25 +738,20 @@ namespace Barotrauma
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}
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float closestFraction = 1.0f;
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bodies.Clear();
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bodyDist.Clear();
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List<Body> bodies = new List<Body>();
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
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if (fixture.Body != null)
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{
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = fraction;
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}
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if (fixture.Body != null) { bodies.Add(fixture.Body); }
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if (fraction < closestFraction)
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{
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lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
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lastPickedFraction = fraction;
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lastPickedNormal = normal;
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}
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//continue
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return -1;
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return fraction;
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}, rayStart, rayEnd);
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if (allowInsideFixture)
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@@ -783,12 +770,10 @@ namespace Barotrauma
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lastPickedFraction = 0.0f;
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lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = 0.0f;
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return false;
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}, ref aabb);
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}
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bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
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return bodies;
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}
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