Example #1
0
        public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
        {
            Vector3 p = closestPointOnAabb(m_position, other);
            normal1 = new Vector3();
            normal2 = new Vector3();

            Vector3 v = p - m_position;
            if (v.LengthSquared() <= m_sphere.Radius * m_sphere.Radius)
            {
                normal1 = m_position - p;
                if (normal1 != Vector3.Zero)
                {
                    normal1.Normalize();
                }
                normal2 = Vector3.Negate(normal1);
            }
            return m_sphere.Intersects(other.BoundingBox);
        }
Example #2
0
 public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
 {
     throw new NotImplementedException();
 }
Example #3
0
        //public override bool intersectsAxisAligned(CapsuleCollider other, out Vector3 normal1, out Vector3 normal2)
        //{
        //    throw new NotImplementedException();
        //}
        //public override bool intersectsAxisAligned(CylinderCollider other, out Vector3 normal1, out Vector3 normal2)
        //{
        //    throw new NotImplementedException();
        //}
        //public override bool intersectsAxisAligned(HeightfieldCollider other, out Vector3 normal1, out Vector3 normal2)
        //{
        //    throw new NotImplementedException();
        //}
        //public override bool intersectsAxisAligned(MeshCollider other, out Vector3 normal1, out Vector3 normal2)
        //{
        //    throw new NotImplementedException();
        //}
        //public override bool intersectsAxisAligned(PlaneCollider other, out Vector3 normal1, out Vector3 normal2)
        //{
        //    float ret = Vector3.Dot(other.Normal, m_position);
        //    if (ret - other.D <= 0)
        //    {
        //        normal1 = other.Normal;
        //        normal2 = Vector3.Negate(normal1);
        //        return true;
        //    }
        //    normal1 = new Vector3();
        //    normal2 = new Vector3();
        //    return false;
        //}
        private Vector3 closestPointOnAabb(Vector3 point, BoxCollider other)
        {
            Vector3 min = other.BoundingBox.Min;
            Vector3 max = other.BoundingBox.Max;

            Vector3 q = Vector3.Zero;
            float v = 0;

            v = point.X;
            v = Math.Max(v, min.X);
            v = Math.Min(v, max.X);
            q.X = v;

            v = point.Y;
            v = Math.Max(v, min.Y);
            v = Math.Min(v, max.Y);
            q.Y = v;

            v = point.Z;
            v = Math.Max(v, min.Z);
            v = Math.Min(v, max.Z);
            q.Z = v;

            return q;
        }
Example #4
0
 public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
 {
     normal1 = m_normal;
     normal2 = Vector3.Negate(normal1);
     Vector3 center = other.getCenter();
     Vector3 extend;
     Vector3 min = other.Bb.Min;
     Vector3 max = other.Bb.Max;
     Vector3.Subtract(ref max, ref min, out extend);
     float distance = getDistance(center);
     float maxDist = Vector3.Dot(m_normal, extend);
     if (distance > maxDist)
     {
         return false;
     }
     return true;
 }
Example #5
0
 public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
 {
     normal1 = new Vector3();
     normal2 = new Vector3();
     return false;
     //return other.intersectsAxisAligned(this, out normal2, out normal1);
 }
Example #6
0
        public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
        {
            normal1 = new Vector3();
            normal2 = new Vector3();
            if (other.Bb.Min.Y + other.Position.Y > m_position.Y + m_height)
            {
                return false;
            }
            if (other.Bb.Max.Y + other.Position.Y < m_position.Y)
            {
                return false;
            }

            if (m_position.X + m_radius < other.Position.X - other.Bb.Min.X)
            {
                return false;
            }
            if (m_position.X - m_radius > other.Position.X + other.Bb.Max.X)
            {
                return false;
            }

            if (m_position.Z + m_radius < other.Position.Z - other.Bb.Min.Z)
            {
                return false;
            }
            if (m_position.Z - m_radius > other.Position.Z + other.Bb.Max.Z)
            {
                return false;
            }
            return true;
        }
Example #7
0
 public abstract bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2);
Example #8
0
 public override bool intersectsAxisAligned(BoxCollider other, out Vector3 normal1, out Vector3 normal2)
 {
     normal1 = new Vector3();
     normal2 = new Vector3();
     return m_boundingBox.Intersects(other.m_boundingBox);
     //return other.intersectsAxisAligned(this, out normal2, out normal1);
 }