public override void CalculateWSCollisionBody() { CollisionBodyWS = new FCollPoly() { Vertices = new Vector2[CollisionBody.Vertices.Length] }; for (int i = 0; i < CollisionBody.Vertices.Length; i++) { CollisionBodyWS.Vertices[i] = CollisionBody.Vertices[i] + (Vector2)transform.position; } }
protected override void UpdateCollisionBody_internal() { FMatrix3x3 TRS = FMatrix3x3.CreateTRS(Offset, transform.rotation.eulerAngles.z, transform.localScale); CollisionBody = new FCollPoly() { Vertices = new Vector2[Vertices.Length] }; for (int i = 0; i < Vertices.Length; i++) { CollisionBody.Vertices[i] = TRS * Vertices[i]; } }
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); }
public static bool IsCollidingPoly(FCollPoly a, FCollSphere b, out CollisionContact manifold) { return(SphereSAT(a, b, out manifold)); }
public static bool IsCollidingRect(FCollPoly a, FCollPoly b, out CollisionContact manifold) { return(PolySAT(a, b, out manifold)); }
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); }