Beispiel #1
0
        public static bool CirclevsPolygon(ref Manifold pM)
        {
            ColliderComponent A = pM.BodyA;
            ColliderComponent B = pM.BodyB;
            CircleMesh        c = (CircleMesh)A.Mesh;
            PolygonMesh       p = (PolygonMesh)B.Mesh;

            var     bMat   = B.GameObject.RotationMatrix;
            Vector2 center = A.AABB.Center;

            center = bMat.Transpose() * (center - B.AABB.Center);

            float maxSeparation = float.MinValue;
            int   faceNormal    = 0;

            for (int i = 0; i < p.Vertices.Length; i++)
            {
                float sep = Vector2.DotProduct(p.Normals[i], center - p.Vertices[i]);
                if (sep > c.Radius)
                {
                    return(false);
                }

                if (sep > maxSeparation)
                {
                    maxSeparation = sep;
                    faceNormal    = i;
                }
            }

            Vector2 v1       = p.Vertices[faceNormal];
            int     nextFace = faceNormal + 1 < p.Vertices.Length ? faceNormal + 1 : 0;
            Vector2 v2       = p.Vertices[nextFace];

            if (maxSeparation < .00005f)
            {
                pM.Normal      = -(bMat * p.Normals[faceNormal]);
                pM.Contacts    = new Vector2[] { pM.Normal *c.Radius + A.AABB.Center };
                pM.Penetration = c.Radius;
                return(true);
            }

            float dot1 = Vector2.DotProduct(center - v1, v2 - v1);
            float dot2 = Vector2.DotProduct(center - v2, v1 - v2);

            pM.Penetration = c.Radius - maxSeparation;

            if (dot1 <= 0)
            {
                if (Vector2.DistanceSqrd(center, v1) > c.Radius * c.Radius)
                {
                    return(false);
                }

                Vector2 n = v1 - center;
                n = bMat * n;
                n.Normalize();
                pM.Normal = n;

                v1          = bMat * v1 + B.AABB.Center;
                pM.Contacts = new Vector2[] { v1 };
            }
            else if (dot2 <= 0)
            {
                if (Vector2.DistanceSqrd(center, v2) > c.Radius * c.Radius)
                {
                    return(false);
                }

                Vector2 n = v2 - center;
                n = bMat * n;
                n.Normalize();
                pM.Normal = n;

                v2          = bMat * v2 + B.AABB.Center;
                pM.Contacts = new Vector2[] { v2 };
            }
            else
            {
                Vector2 n = p.Normals[faceNormal];
                if (Vector2.DotProduct(center - v1, n) > c.Radius)
                {
                    return(false);
                }

                n           = bMat * n;
                pM.Normal   = -n;
                pM.Contacts = new Vector2[] { pM.Normal *c.Radius + A.AABB.Center };
            }

            return(true);
        }