private static FEdge GetBestEdge_sat(ref Vector2[] vertices, Vector2 normal)
        {
            float maxDot    = Vector2.Dot(vertices[0], normal);
            int   vertIndex = 0;

            for (int i = 1; i < vertices.Length; i++)
            {
                float dot = Vector2.Dot(vertices[i], normal);

                if (dot > maxDot)
                {
                    maxDot    = dot;
                    vertIndex = i;
                }
            }

            FEdge[] ngb = CollMeshUtils.GetVertexEdges(vertIndex, ref vertices);

            Vector2 e1Dir = ngb[0].BV - ngb[0].AV;
            Vector2 e2Dir = ngb[1].AV - ngb[1].BV;

            if (Vector2.Dot(normal, e1Dir) <= Vector2.Dot(normal, e2Dir))
            {
                return(ngb[0]);
            }
            else
            {
                return(ngb[1]);
            }
        }
        private static FSATAxis[] GetAxis_sat(ref Vector2[] vertices)
        {
            FSATAxis[] res = new FSATAxis[vertices.Length];

            for (int i = 0; i < res.Length; i++)
            {
                int nxtVertex = CollMeshUtils.RightIndex(i, vertices.Length);

                res[i]             = new FSATAxis();
                res[i].Edge        = new FEdge(vertices[i], vertices[nxtVertex], i, nxtVertex);
                res[i].Axis        = MeshUtils.CalcNormal(res[i].Edge.AV, res[i].Edge.BV);
                res[i].Edge.Normal = res[i].Axis;
            }

            return(res);
        }
Beispiel #3
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        protected override void UpdateBodyInformation_internal(float density)
        {
            Inertia = 0f;
            Mass    = 0f;
            Area    = 0f;

            for (int i = 0; i < CollisionBody.Vertices.Length; i++)
            {
                Vector2 a = CollisionBody.Vertices[i];
                Vector2 b = CollisionBody.Vertices[CollMeshUtils.RightIndex(i, CollisionBody.Vertices.Length)];

                float areaTri = Mathf.Abs(a.Cross(b)) * 0.5f;
                float massTri = density * areaTri;

                Area    += areaTri;
                Mass    += massTri;
                Inertia += massTri * (a.sqrMagnitude + b.sqrMagnitude + Vector2.Dot(a, b)) / 6f;
            }
        }
        private static bool SphereSAT(FCollPoly p1, FCollSphere p2, out CollisionContact manifold)
        {
            FSATAxis[] axisPoly      = GetAxis_sat(ref p1.Vertices);
            FSATAxis   circleAxis    = GetCircleAxis_sat(p2.Center, ref p1.Vertices);
            FSATAxis   collisionAxis = axisPoly[0];
            float      penetration   = 100000f;

            manifold = null;

            for (int i = 0; i < axisPoly.Length; i++)
            {
                Vector2 proj1        = ProjOntoAxis_sat(axisPoly[i], ref p1.Vertices);
                float   circleCenter = Vector2.Dot(p2.Center, axisPoly[i].Axis);
                Vector2 proj2        = new Vector2(circleCenter - p2.Radius, circleCenter + p2.Radius);

                float overlap = 0f;

                if (!GetOverlapFromProjection_sat(proj1, proj2, out axisPoly[i].BodyA, out overlap))
                {
                    return(false);
                }
                else
                {
                    if (ContainsOtherProjection_sat(proj1, proj2) || ContainsOtherProjection_sat(proj2, proj1))
                    {
                        float mins = Mathf.Abs(proj1.x - proj2.x);
                        float maxs = Mathf.Abs(proj1.y - proj2.y);

                        if (mins < maxs)
                        {
                            overlap += mins;
                        }
                        else
                        {
                            overlap += maxs;
                        }
                    }

                    if (overlap < penetration)
                    {
                        collisionAxis = axisPoly[i];
                        penetration   = overlap;
                    }
                }
            }


            //Circle axis
            {
                Vector2 proj1        = ProjOntoAxis_sat(circleAxis, ref p1.Vertices);
                float   circleCenter = Vector2.Dot(p2.Center, circleAxis.Axis);
                Vector2 proj2        = new Vector2(circleCenter - p2.Radius, circleCenter + p2.Radius);

                float overlap = 0f;

                if (!GetOverlapFromProjection_sat(proj1, proj2, out circleAxis.BodyA, out overlap))
                {
                    return(false);
                }
                else
                {
                    if (ContainsOtherProjection_sat(proj1, proj2) || ContainsOtherProjection_sat(proj2, proj1))
                    {
                        float mins = Mathf.Abs(proj1.x - proj2.x);
                        float maxs = Mathf.Abs(proj1.y - proj2.y);

                        if (mins < maxs)
                        {
                            overlap += mins;
                        }
                        else
                        {
                            overlap += maxs;
                        }
                    }

                    if (overlap < penetration)
                    {
                        collisionAxis = circleAxis;
                        penetration   = overlap;
                    }
                }
            }

            //Debug.Log("Collision axis: " + collisionAxis.Axis);
            //Debug.Log("Penetration: " + penetration);

            manifold = new CollisionContact();

            FEdge eRef;

            if (!collisionAxis.BodyA)
            {
                collisionAxis.Axis *= -1.0f;
            }

            eRef = GetBestEdge_sat(ref p1.Vertices, collisionAxis.Axis);

            eRef.Normal = MeshUtils.CalcNormal(eRef.AV, eRef.BV);

            Vector2 vLeft     = p1.Vertices[CollMeshUtils.LeftIndex(eRef.AI, p1.Vertices.Length)];
            Vector2 vRight    = p1.Vertices[CollMeshUtils.RightIndex(eRef.BI, p1.Vertices.Length)];
            Vector2 normLeft  = MeshUtils.CalcNormalRaw(vLeft, eRef.AV);
            Vector2 normRight = MeshUtils.CalcNormalRaw(eRef.BV, vRight);
            Vector2 leftRel   = p2.Center - eRef.AV;
            Vector2 rightRel  = p2.Center - eRef.BV;

            if (Vector2.Dot(normLeft, leftRel) > 0f && Vector2.Dot(eRef.Normal, leftRel) > 0f)
            {
                manifold.Penetration   = penetration;
                manifold.Normal        = collisionAxis.Axis;
                manifold.ContactPoints = new Vector2[] { p2.Center - leftRel.normalized * p2.Radius };
            }
            else if (Vector2.Dot(normRight, rightRel) > 0f && Vector2.Dot(eRef.Normal, rightRel) > 0f)
            {
                manifold.Penetration   = penetration;
                manifold.Normal        = collisionAxis.Axis;
                manifold.ContactPoints = new Vector2[] { p2.Center - rightRel.normalized * p2.Radius };
            }
            else
            {
                manifold.Penetration   = penetration;
                manifold.Normal        = collisionAxis.Axis;
                manifold.ContactPoints = new Vector2[] { p2.Center - eRef.Normal * p2.Radius };
            }

            manifold.BodyAInc    = false;
            manifold.EdgeNormalA = eRef.Normal;
            manifold.EdgeNormalB = (p2.Center - manifold.ContactPoints[0]).normalized;

            return(true);
        }