Ejemplo n.º 1
0
        public static FEdge[] GetEdgeNeigbhours(FEdge edge, ref Vector2[] vertices)
        {
            int lIndex = LeftIndex(edge.AI, vertices.Length);
            int rIndex = RightIndex(edge.BI, vertices.Length);

            return(new FEdge[2]
            {
                new FEdge(vertices[lIndex], edge.AV, lIndex, edge.AI),
                new FEdge(edge.BV, vertices[rIndex], edge.BI, rIndex)
            });
        }
        private static bool PolySAT(FCollPoly p1, FCollPoly p2, out CollisionContact manifold)
        {
            manifold = null;

            FSATAxis[] axis1 = GetAxis_sat(ref p1.Vertices);
            FSATAxis[] axis2 = GetAxis_sat(ref p2.Vertices);

            FSATAxis collisionAxis = axis1[0];
            float    penetration   = 100000f;

            for (int i = 0; i < axis1.Length; i++)
            {
                Vector2 proj1 = ProjOntoAxis_sat(axis1[i], ref p1.Vertices);
                Vector2 proj2 = ProjOntoAxis_sat(axis1[i], ref p2.Vertices);

                float overlap = 0f;

                if (!GetOverlapFromProjection_sat(proj1, proj2, out axis1[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 = axis1[i];
                        penetration   = overlap;
                    }
                }
            }

            for (int i = 0; i < axis2.Length; i++)
            {
                Vector2 proj1 = ProjOntoAxis_sat(axis2[i], ref p1.Vertices);
                Vector2 proj2 = ProjOntoAxis_sat(axis2[i], ref p2.Vertices);

                float overlap = 0f;

                if (!GetOverlapFromProjection_sat(proj1, proj2, out axis2[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 = axis2[i];
                        penetration   = overlap;
                    }
                }
            }

            manifold = new CollisionContact();

            FEdge eRef;
            FEdge eInc;

            if (collisionAxis.BodyA)
            {
                eRef = GetBestEdge_sat(ref p1.Vertices, collisionAxis.Axis);
                eInc = GetBestEdge_sat(ref p2.Vertices, -collisionAxis.Axis);
            }
            else
            {
                eInc = GetBestEdge_sat(ref p1.Vertices, -collisionAxis.Axis);
                eRef = GetBestEdge_sat(ref p2.Vertices, collisionAxis.Axis);
            }

            bool flipped = false;

            if (Mathf.Abs(Vector2.Dot(eInc.BV - eInc.AV, collisionAxis.Axis)) < Mathf.Abs(Vector2.Dot(eRef.BV - eRef.AV, collisionAxis.Axis)))
            {
                FEdge copy = eRef;
                eRef = eInc;
                eInc = copy;

                flipped = true;
            }

            Vector2 refDir = (eRef.BV - eRef.AV).normalized;

            float offset = Vector2.Dot(refDir, eRef.AV);

            List <Vector2> contactPoints = Clip_sat(eInc.AV, eInc.BV, refDir, offset);

            if (contactPoints.Count < 2)
            {
                return(true);
            }

            offset = Vector2.Dot(eRef.BV, refDir);

            contactPoints = Clip_sat(contactPoints[0], contactPoints[1], -refDir, -offset);

            if (contactPoints.Count < 2)
            {
                return(true);
            }

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

            //Debug.Log(eRef.Normal);

            if (Vector2.Dot(eRef.Normal, contactPoints[1] - eRef.AV) > 0f)
            {
                contactPoints.RemoveAt(1);
            }

            if (Vector2.Dot(eRef.Normal, contactPoints[0] - eRef.AV) > 0f)
            {
                contactPoints.RemoveAt(0);
            }

            manifold.ContactPoints = contactPoints.ToArray();
            manifold.Penetration   = penetration;

            if (flipped)
            {
                manifold.Normal      = -collisionAxis.Axis;
                manifold.BodyAInc    = collisionAxis.BodyA;
                manifold.EdgeNormalA = manifold.BodyAInc ? eInc.Normal : eRef.Normal;
                manifold.EdgeNormalB = manifold.BodyAInc ? eRef.Normal : eInc.Normal;
            }
            else
            {
                manifold.Normal      = collisionAxis.Axis;
                manifold.BodyAInc    = !collisionAxis.BodyA;
                manifold.EdgeNormalA = manifold.BodyAInc ? eInc.Normal : eRef.Normal;
                manifold.EdgeNormalB = manifold.BodyAInc ? eRef.Normal : eInc.Normal;
            }


            return(true);
        }