Example #1
0
        /// <summary>
        ///     Ver si un punto pertenece a una cara de un BoundingBox
        /// </summary>
        /// <returns>True si pertenece</returns>
        private bool pointInBounbingBoxFace(Vector3 p, TgcBoundingAxisAlignBox.Face bbFace)
        {
            var min = bbFace.Extremes[0];
            var max = bbFace.Extremes[3];

            return(p.X >= min.X && p.Y >= min.Y && p.Z >= min.Z && p.X <= max.X && p.Y <= max.Y && p.Z <= max.Z);
        }
Example #2
0
        /// <summary>
        ///     Detección de colisiones recursiva
        /// </summary>
        public void doCollideWithWorld(TgcBoundingSphere characterSphere, Vector3 movementVector, List <TgcBoundingAxisAlignBox> obstaculos, int recursionDepth)
        {
            //Limitar recursividad
            if (recursionDepth > 5)
            {
                return;
            }

            //Ver si la distancia a recorrer es para tener en cuenta
            var distanceToTravelSq = movementVector.LengthSq();

            if (distanceToTravelSq < EPSILON)
            {
                return;
            }

            //Posicion deseada
            var originalSphereCenter = characterSphere.Center;
            var nextSphereCenter     = originalSphereCenter + movementVector;

            //Buscar el punto de colision mas cercano de todos los objetos candidatos
            var minCollisionDistSq = float.MaxValue;
            var realMovementVector = movementVector;

            TgcBoundingAxisAlignBox.Face collisionFace     = null;
            TgcBoundingAxisAlignBox      collisionObstacle = null;
            var nearestPolygonIntersectionPoint            = Vector3.Empty;

            foreach (var obstaculoBB in obstaculos)
            {
                //Obtener los polígonos que conforman las 6 caras del BoundingBox
                var bbFaces = obstaculoBB.computeFaces();

                foreach (var bbFace in bbFaces)
                {
                    var pNormal = TgcCollisionUtils.getPlaneNormal(bbFace.Plane);

                    var     movementRay = new TgcRay(originalSphereCenter, movementVector);
                    float   brutePlaneDist;
                    Vector3 brutePlaneIntersectionPoint;
                    if (!TgcCollisionUtils.intersectRayPlane(movementRay, bbFace.Plane, out brutePlaneDist, out brutePlaneIntersectionPoint))
                    {
                        continue;
                    }

                    var movementRadiusLengthSq = Vector3.Multiply(movementVector, characterSphere.Radius).LengthSq();
                    if (brutePlaneDist * brutePlaneDist > movementRadiusLengthSq)
                    {
                        continue;
                    }

                    //Obtener punto de colisión en el plano, según la normal del plano
                    float   pDist;
                    Vector3 planeIntersectionPoint;
                    Vector3 sphereIntersectionPoint;
                    var     planeNormalRay = new TgcRay(originalSphereCenter, -pNormal);
                    var     embebbed       = false;
                    var     collisionFound = false;
                    if (TgcCollisionUtils.intersectRayPlane(planeNormalRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                    {
                        //Ver si el plano está embebido en la esfera
                        if (isEmbebbed(pDist, characterSphere.Radius))
                        {
                            embebbed = true;

                            //TODO: REVISAR ESTO, caso embebido a analizar con más detalle
                            sphereIntersectionPoint = originalSphereCenter - pNormal * characterSphere.Radius;
                        }
                        //Esta fuera de la esfera
                        else
                        {
                            //Obtener punto de colisión del contorno de la esfera según la normal del plano
                            sphereIntersectionPoint = originalSphereCenter - Vector3.Multiply(pNormal, characterSphere.Radius);

                            //Disparar un rayo desde el contorno de la esfera hacia el plano, con el vector de movimiento
                            var sphereMovementRay = new TgcRay(sphereIntersectionPoint, movementVector);
                            if (!TgcCollisionUtils.intersectRayPlane(sphereMovementRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                            {
                                //no hay colisión
                                continue;
                            }
                        }

                        //Ver si planeIntersectionPoint pertenece al polígono
                        Vector3 newMovementVector;
                        float   newMoveDistSq;
                        Vector3 polygonIntersectionPoint;
                        if (pointInBounbingBoxFace(planeIntersectionPoint, bbFace))
                        {
                            if (embebbed)
                            {
                                //TODO: REVISAR ESTO, nunca debería pasar
                                //throw new Exception("El polígono está dentro de la esfera");
                                characterSphere.moveCenter(new Vector3(originalSphereCenter.X, 0, originalSphereCenter.Z) - new Vector3(pNormal.X, 0, pNormal.Z) * characterSphere.Radius);
                            }

                            polygonIntersectionPoint = planeIntersectionPoint;
                            collisionFound           = true;
                        }
                        else
                        {
                            //Buscar el punto mas cercano planeIntersectionPoint que tiene el polígono real de esta cara
                            polygonIntersectionPoint = TgcCollisionUtils.closestPointRectangle3d(planeIntersectionPoint, bbFace.Extremes[0], bbFace.Extremes[1], bbFace.Extremes[2]);

                            //Revertir el vector de velocidad desde el nuevo polygonIntersectionPoint para ver donde colisiona la esfera, si es que llega
                            var reversePointSeg = polygonIntersectionPoint - movementVector;
                            if (TgcCollisionUtils.intersectSegmentSphere(polygonIntersectionPoint, reversePointSeg,
                                                                         characterSphere, out pDist, out sphereIntersectionPoint))
                            {
                                collisionFound = true;
                            }
                        }

                        if (collisionFound)
                        {
                            //Nuevo vector de movimiento acotado
                            newMovementVector = polygonIntersectionPoint - sphereIntersectionPoint;
                            newMoveDistSq     = newMovementVector.LengthSq();

                            if (newMoveDistSq <= distanceToTravelSq && newMoveDistSq < minCollisionDistSq)
                            {
                                minCollisionDistSq = newMoveDistSq;
                                realMovementVector = newMovementVector;
                                nearestPolygonIntersectionPoint = polygonIntersectionPoint;
                                collisionFace     = bbFace;
                                collisionObstacle = obstaculoBB;
                            }
                        }
                    }
                }
            }

            //Si nunca hubo colisión, avanzar todo lo requerido
            if (collisionFace == null)
            {
                //Avanzar hasta muy cerca
                var movementLength = movementVector.Length();
                movementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(movementVector);
                return;
            }

            //Solo movernos si ya no estamos muy cerca
            if (minCollisionDistSq >= EPSILON)
            {
                //Mover el BoundingSphere hasta casi la nueva posición real
                var movementLength = realMovementVector.Length();
                realMovementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(realMovementVector);
            }

            //Calcular plano de Sliding
            var slidePlaneOrigin = nearestPolygonIntersectionPoint;
            var slidePlaneNormal = characterSphere.Center - nearestPolygonIntersectionPoint;

            slidePlaneNormal.Normalize();

            var slidePlane = Plane.FromPointNormal(slidePlaneOrigin, slidePlaneNormal);

            //Proyectamos el punto original de destino en el plano de sliding
            var     slideRay = new TgcRay(nearestPolygonIntersectionPoint + Vector3.Multiply(movementVector, SlideFactor), slidePlaneNormal);
            float   slideT;
            Vector3 slideDestinationPoint;

            if (TgcCollisionUtils.intersectRayPlane(slideRay, slidePlane, out slideT, out slideDestinationPoint))
            {
                //Nuevo vector de movimiento
                var slideMovementVector = slideDestinationPoint - nearestPolygonIntersectionPoint;

                if (slideMovementVector.LengthSq() < EPSILON)
                {
                    return;
                }

                //Recursividad para aplicar sliding
                doCollideWithWorld(characterSphere, slideMovementVector, obstaculos, recursionDepth + 1);
            }
        }