public static bool DoOverlapTest(CollisionFunctor cf, SpherePart a, PolyhedronPart b, Vector3 offset) { Vector3 pa, pb, normal, v, center; float depth, r2 = a.World.Radius * a.World.Radius; bool foundAny = false; for (int i = 0; i < b.FaceCount; i++) { b.World(b.Face(i)[0], out v); b.FaceNormal(i, out normal); var plane = new Plane(v, normal); Vector3.Add(ref a.World.Center, ref offset, out center); Vector3.Subtract(ref center, ref v, out v); Vector3.Dot(ref normal, ref v, out depth); if (depth < 0f || depth - a.World.Radius >= Constants.Epsilon) { continue; } plane.ClosestPointTo(ref center, out pb); if (b.IsPointOnFace(i, ref pb, true)) { Vector3.Subtract(ref pb, ref center, out v); if (v.LengthSquared() - r2 < Constants.Epsilon) { Vector3.Multiply(ref normal, -a.World.Radius, out pa); Vector3.Add(ref a.World.Center, ref pa, out pa); cf.WritePoint(ref pa, ref pb, ref normal); return(true); } } else { int[] face = b.Face(i); for (int j = 0; j < face.Length; j++) { float s; Segment edge; b.World(face[j == 0 ? face.Length - 1 : j - 1], out edge.P1); b.World(face[j], out edge.P2); edge.ClosestPointTo(ref center, out s, out pb); Vector3.Subtract(ref center, ref pb, out normal); if (normal.LengthSquared() - r2 < Constants.Epsilon) { normal.Normalize(); Vector3.Multiply(ref normal, -a.World.Radius, out pa); Vector3.Add(ref a.World.Center, ref pa, out pa); cf.WritePoint(ref pa, ref pb, ref normal); foundAny = true; } } } } return(foundAny); }
public static bool DoOverlapTest(CollisionFunctor cf, SpherePart a, PolyhedronPart b, Vector3 offset) { Vector3 pa, pb, normal, v, center; float depth, r2 = a.World.Radius * a.World.Radius; bool foundAny = false; for (int i = 0; i < b.FaceCount; i++) { b.World(b.Face(i)[0], out v); b.FaceNormal(i, out normal); var plane = new Plane(v, normal); Vector3.Add(ref a.World.Center, ref offset, out center); Vector3.Subtract(ref center, ref v, out v); Vector3.Dot(ref normal, ref v, out depth); if (depth < 0f || depth - a.World.Radius >= Constants.Epsilon) continue; plane.ClosestPointTo(ref center, out pb); if (b.IsPointOnFace(i, ref pb, true)) { Vector3.Subtract(ref pb, ref center, out v); if (v.LengthSquared() - r2 < Constants.Epsilon) { Vector3.Multiply(ref normal, -a.World.Radius, out pa); Vector3.Add(ref a.World.Center, ref pa, out pa); cf.WritePoint(ref pa, ref pb, ref normal); return true; } } else { int[] face = b.Face(i); for (int j = 0; j < face.Length; j++) { float s; Segment edge; b.World(face[j == 0 ? face.Length - 1 : j - 1], out edge.P1); b.World(face[j], out edge.P2); edge.ClosestPointTo(ref center, out s, out pb); Vector3.Subtract(ref center, ref pb, out normal); if (normal.LengthSquared() - r2 < Constants.Epsilon) { normal.Normalize(); Vector3.Multiply(ref normal, -a.World.Radius, out pa); Vector3.Add(ref a.World.Center, ref pa, out pa); cf.WritePoint(ref pa, ref pb, ref normal); foundAny = true; } } } } return foundAny; }
private static void CalculateFaceFacePoints(CollisionFunctor cf, PolyhedronPart a, PolyhedronPart b, ref CollisionInfo ci) { int[] faceA = a.Face(ci.FeatureA.Index); int[] faceB = b.Face(ci.FeatureB.Index); Vector3 pa, pb, n; a.World(faceA[0], out pa); a.FaceNormal(ci.FeatureA.Index, out n); Plane planeA = new Plane(pa, n); b.World(faceB[0], out pb); Plane planeB = new Plane(pb, ci.Normal); // vertices of A contained in face of B for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i], out pa); planeB.ClosestPointTo(ref pa, out pb); if (b.IsPointOnFace(ci.FeatureB.Index, ref pb, true)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } // vertices of B contained in face of A for (int i = 0; i < faceB.Length; i++) { b.World(faceB[i], out pb); planeA.ClosestPointTo(ref pb, out pa); if (a.IsPointOnFace(ci.FeatureA.Index, ref pa, true)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } // intersections of edges from both faces Segment ea, eb; for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i == 0 ? faceA.Length - 1 : i - 1], out ea.P1); a.World(faceA[i], out ea.P2); for (int j = 0; j < faceB.Length; j++) { b.World(faceB[j == 0 ? faceB.Length - 1 : j - 1], out eb.P1); b.World(faceB[j], out eb.P2); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } } }
private static void CalculateVertexFacePoint(CollisionFunctor cf, PolyhedronPart a, PolyhedronPart b, ref CollisionInfo ci) { Vector3 pa, pb; a.World(ci.FeatureA.Index, out pa); b.World(b.Face(ci.FeatureB.Index)[0], out pb); var plane = new Plane(pb, ci.Normal); plane.ClosestPointTo(ref pa, out pb); cf.WritePoint(ref pa, ref pb, ref ci.Normal); }
private static void CalculateFaceVertexPoint(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri, ref CollisionInfo ci) { Vector3 pa, pb; tri.Vertex(ci.FeatureB.Index, out pb); a.World(a.Face(ci.FeatureA.Index)[0], out pa); var plane = new Plane(pa, ci.Normal); plane.ClosestPointTo(ref pb, out pa); cf.WritePoint(ref pa, ref pb, ref ci.Normal); }
private static void CalculateFaceFacePoints(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri, ref CollisionInfo ci) { int[] faceA = a.Face(ci.FeatureA.Index); Vector3 pa, pb, n; a.World(faceA[0], out pa); a.FaceNormal(ci.FeatureA.Index, out n); Plane planeA = new Plane(pa, n); Plane planeB = new Plane(tri.V1, tri.Normal); // vertices of A contained in face of B for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i], out pa); planeB.ClosestPointTo(ref pa, out pb); if (tri.Contains(ref pb)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } for (int i = 1; i <= 3; i++) { tri.Vertex(i, out pb); planeA.ClosestPointTo(ref pb, out pa); if (a.IsPointOnFace(ci.FeatureA.Index, ref pa, true)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } // intersection of edges from both faces Segment ea, eb; for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i == 0 ? faceA.Length - 1 : i - 1], out ea.P1); a.World(faceA[i], out ea.P2); for (int j = 1; j <= 3; j++) { tri.Edge(j, out eb); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } } }
private static void DoOverlapTest(CollisionFunctor cf, PolyhedronPart a, PlanePart b, float offset) { Vector3 normalNeg; Vector3.Negate(ref b.Plane.Normal, out normalNeg); int vIndex = a.ExtremeVertex(ref normalNeg).Index; float ax, bx; Vector3 p = b.Plane.P; if (offset > 0f) { Vector3.Multiply(ref b.Plane.Normal, offset, out p); Vector3.Add(ref b.Plane.P, ref p, out p); } Vector3.Dot(ref b.Plane.Normal, ref p, out bx); for (int i = 0; i < a.FaceCount; i++) { var face = a.Face(i); bool skip = true; for (int j = 0; j < face.Length; j++) { if (face[j] == vIndex) { skip = false; break; } } if (skip) { continue; } for (int j = 0; j < face.Length; j++) { Vector3 pa, pb; a.World(face[j], out pa); Vector3.Dot(ref b.Plane.Normal, ref pa, out ax); if (ax - bx < Constants.Epsilon) { b.Plane.ClosestPointTo(ref pa, out pb); cf.WritePoint(ref pa, ref pb, ref b.Plane.Normal); } } } }
private static void DoOverlapTest(CollisionFunctor cf, PolyhedronPart a, PlanePart b, float offset) { Vector3 normalNeg; Vector3.Negate(ref b.Plane.Normal, out normalNeg); int vIndex = a.ExtremeVertex(ref normalNeg).Index; float ax, bx; Vector3 p = b.Plane.P; if(offset > 0f) { Vector3.Multiply(ref b.Plane.Normal, offset, out p); Vector3.Add(ref b.Plane.P, ref p, out p); } Vector3.Dot(ref b.Plane.Normal, ref p, out bx); for (int i = 0; i < a.FaceCount; i++) { var face = a.Face(i); bool skip = true; for (int j = 0; j < face.Length; j++) { if (face[j] == vIndex) { skip = false; break; } } if (skip) continue; for (int j = 0; j < face.Length; j++) { Vector3 pa, pb; a.World(face[j], out pa); Vector3.Dot(ref b.Plane.Normal, ref pa, out ax); if (ax - bx < Constants.Epsilon) { b.Plane.ClosestPointTo(ref pa, out pb); cf.WritePoint(ref pa, ref pb, ref b.Plane.Normal); } } } }
private static void CalculateEdgeFacePoints(CollisionFunctor cf, PolyhedronPart a, PolyhedronPart b, ref CollisionInfo ci) { Vector3 pa, pb; Segment ea, eb, eab; int[] edgeA = a.Edge(ci.FeatureA.Index); a.World(edgeA[0], out ea.P1); a.World(edgeA[1], out ea.P2); int[] faceB = b.Face(ci.FeatureB.Index); b.World(faceB[0], out pb); var planeB = new Plane(pb, ci.Normal); planeB.ClosestPointTo(ref ea.P1, out eab.P1); planeB.ClosestPointTo(ref ea.P2, out eab.P2); int count = 0; if (b.IsPointOnFace(ci.FeatureB.Index, ref eab.P1, true)) { count++; cf.WritePoint(ref ea.P1, ref eab.P1, ref ci.Normal); } if (b.IsPointOnFace(ci.FeatureB.Index, ref eab.P2, true)) { count++; cf.WritePoint(ref ea.P2, ref eab.P2, ref ci.Normal); } for (int i = 0; i < faceB.Length && count < 2; i++) { b.World(faceB[i == 0 ? faceB.Length - 1 : i - 1], out eb.P1); b.World(faceB[i], out eb.P2); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { count++; cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } }
private static void CalculateFaceEdgePoints(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri, ref CollisionInfo ci) { Vector3 pa, pb; Segment ea, eba, eb; int[] faceA = a.Face(ci.FeatureA.Index); a.World(faceA[0], out pa); Plane planeA = new Plane(pa, ci.Normal); tri.Edge(ci.FeatureB.Index, out eb); planeA.ClosestPointTo(ref eb.P1, out eba.P1); planeA.ClosestPointTo(ref eb.P2, out eba.P2); int count = 0; if (a.IsPointOnFace(ci.FeatureA.Index, ref eba.P1, true)) { count++; cf.WritePoint(ref eba.P1, ref eb.P1, ref ci.Normal); } if (a.IsPointOnFace(ci.FeatureA.Index, ref eba.P2, true)) { count++; cf.WritePoint(ref eba.P2, ref eb.P2, ref ci.Normal); } for (int i = 0; i < faceA.Length && count < 2; i++) { a.World(faceA[i == 0 ? faceA.Length - 1 : i - 1], out ea.P1); a.World(faceA[i], out ea.P2); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { count++; cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } }
private static void CalculateFaceFacePoints(CollisionFunctor cf, PolyhedronPart a, PolyhedronPart b, ref CollisionInfo ci) { int[] faceA = a.Face(ci.FeatureA.Index); int[] faceB = b.Face(ci.FeatureB.Index); Vector3 pa, pb, n; a.World(faceA[0], out pa); a.FaceNormal(ci.FeatureA.Index, out n); Plane planeA = new Plane(pa, n); b.World(faceB[0], out pb); Plane planeB = new Plane(pb, ci.Normal); // vertices of A contained in face of B for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i], out pa); planeB.ClosestPointTo(ref pa, out pb); if(b.IsPointOnFace(ci.FeatureB.Index, ref pb, true)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } // vertices of B contained in face of A for (int i = 0; i < faceB.Length; i++) { b.World(faceB[i], out pb); planeA.ClosestPointTo(ref pb, out pa); if (a.IsPointOnFace(ci.FeatureA.Index, ref pa, true)) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } // intersections of edges from both faces Segment ea, eb; for (int i = 0; i < faceA.Length; i++) { a.World(faceA[i == 0 ? faceA.Length - 1 : i - 1], out ea.P1); a.World(faceA[i], out ea.P2); for (int j = 0; j < faceB.Length; j++) { b.World(faceB[j == 0 ? faceB.Length - 1 : j - 1], out eb.P1); b.World(faceB[j], out eb.P2); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } } }
private static void CalculateFaceEdgePoints(CollisionFunctor cf, PolyhedronPart a, PolyhedronPart b, ref CollisionInfo ci) { Vector3 pa, pb; Segment ea, eb, eba; int[] edgeB = b.Edge(ci.FeatureB.Index); b.World(edgeB[0], out eb.P1); b.World(edgeB[1], out eb.P2); int[] faceA = a.Face(ci.FeatureA.Index); a.World(faceA[0], out pa); var planeA = new Plane(pa, ci.Normal); planeA.ClosestPointTo(ref eb.P1, out eba.P1); planeA.ClosestPointTo(ref eb.P2, out eba.P2); int count = 0; if (a.IsPointOnFace(ci.FeatureA.Index, ref eba.P1, true)) { count++; cf.WritePoint(ref eba.P1, ref eb.P1, ref ci.Normal); } if (a.IsPointOnFace(ci.FeatureA.Index, ref eba.P2, true)) { count++; cf.WritePoint(ref eba.P2, ref eb.P2, ref ci.Normal); } for(int i = 0; i < faceA.Length && count < 2; i++) { a.World(faceA[i == 0 ? faceA.Length - 1 : i - 1], out ea.P1); a.World(faceA[i], out ea.P2); float sa, sb; Segment.ClosestPoints(ref ea, ref eb, out sa, out pa, out sb, out pb); if (sa > 0f && sa < 1f && sb > 0f && sb < 1f) { count++; cf.WritePoint(ref pa, ref pb, ref ci.Normal); } } }
public static bool DoOverlapTest(CollisionFunctor cf, CapsulePart a, PolyhedronPart b, Vector3 offset) { Vector3 v, normal; float ax1, ax2, bx, r2 = a.World.Radius * a.World.Radius; Segment capa; Vector3.Add(ref a.World.P1, ref offset, out capa.P1); Vector3.Add(ref a.World.P2, ref offset, out capa.P2); float curDepth, finalDepth = float.MaxValue; int faceIdx = -1; // find the face with the least penetration depth along its normal for (int i = 0; i < b.FaceCount; i++) { b.World(b.Face(i)[0], out v); b.FaceNormal(i, out normal); Vector3.Dot(ref normal, ref v, out bx); Vector3.Dot(ref normal, ref capa.P1, out ax1); Vector3.Dot(ref normal, ref capa.P2, out ax2); bx += a.World.Radius; curDepth = Math.Max(bx - ax1, bx - ax2); if (curDepth < 0f) { return(false); } if (curDepth < finalDepth) { faceIdx = i; finalDepth = curDepth; } } bool got1 = false, got2 = false; Vector3 pa, pb, pa1, pa2, pb1, pb2; pa1 = pa2 = pb1 = pb2 = Vector3.Zero; var face = b.Face(faceIdx); b.World(face[0], out v); b.FaceNormal(faceIdx, out normal); var plane = new Plane(v, normal); Vector3.Dot(ref normal, ref v, out bx); bx += a.World.Radius; // determine if either capsule point is inside the face pa1 = capa.P1; plane.ClosestPointTo(ref pa1, out pb1); Vector3.Dot(ref normal, ref pa1, out ax1); got1 = ax1 - bx < Constants.Epsilon && b.IsPointOnFace(faceIdx, ref pb1, true); pa2 = capa.P2; plane.ClosestPointTo(ref pa2, out pb2); Vector3.Dot(ref normal, ref pa2, out ax1); if (ax1 - bx < Constants.Epsilon && b.IsPointOnFace(faceIdx, ref pb2, true)) { if (got1) { got2 = true; } else { got1 = true; pa1 = pa2; pb1 = pb2; } } // if one capsule point is inside the face but one is not, try to generate a second point on an edge if (got1 ^ got2) { float sbPrev = float.NaN; int edgePrev = -1; for (int i = 0; i < face.Length; i++) { float dist, sa, sb; Segment edge; b.World(face[i == 0 ? face.Length - 1 : i - 1], out edge.P1); b.World(face[i], out edge.P2); Segment.ClosestPoints(ref capa, ref edge, out sa, out pa, out sb, out pb); Vector3.DistanceSquared(ref pa, ref pb, out dist); if (dist - r2 < Constants.Epsilon && sa >= Constants.Epsilon && sa < 1 - Constants.Epsilon) { if (i == face.Length - 1 && edgePrev == 0 && sb == 1f) { continue; } if (!got2 || (edgePrev == i - 1 && sbPrev == 1f)) { pa2 = pa; pb2 = pb; got2 = true; } sbPrev = sb; edgePrev = i; } } } else if (!got1 && !got2) { // neither point is inside the face, so try all edges float sbPrev = float.NaN, edgePrev = float.NaN; for (int i = 0; i < face.Length; i++) { float dist, sa, sb; Segment edge; b.World(face[i == 0 ? face.Length - 1 : i - 1], out edge.P1); b.World(face[i], out edge.P2); Segment.ClosestPoints(ref capa, ref edge, out sa, out pa, out sb, out pb); Vector3.DistanceSquared(ref pa, ref pb, out dist); if (dist - r2 < Constants.Epsilon && sb > Constants.Epsilon) { if (i == face.Length - 1 && edgePrev == 0 && sb == 1f) { continue; } if (!got1 || (edgePrev == i - 1 && sbPrev == 1f)) { pa1 = pa; pb1 = pb; got1 = true; } else if (!got2) { pa2 = pa; pb2 = pb; got2 = true; } sbPrev = sb; edgePrev = i; } } // if only one edge was crossed, create a new normal instead of using the face normal if (got1 ^ got2) { Vector3.Subtract(ref pa1, ref pb1, out normal); normal.Normalize(); } } // write out points if (got1 || got2) { Vector3.Multiply(ref normal, -a.World.Radius, out v); if (got1) { Vector3.Add(ref pa1, ref v, out pa1); Vector3.Subtract(ref pa1, ref offset, out pa1); cf.WritePoint(ref pa1, ref pb1, ref normal); } if (got2) { Vector3.Add(ref pa2, ref v, out pa2); Vector3.Subtract(ref pa2, ref offset, out pa2); cf.WritePoint(ref pa2, ref pb2, ref normal); } } return(got1 || got2); }
public static bool DoOverlapTest(CollisionFunctor cf, CapsulePart a, PolyhedronPart b, Vector3 offset) { Vector3 v, normal; float ax1, ax2, bx, r2 = a.World.Radius * a.World.Radius; Segment capa; Vector3.Add(ref a.World.P1, ref offset, out capa.P1); Vector3.Add(ref a.World.P2, ref offset, out capa.P2); float curDepth, finalDepth = float.MaxValue; int faceIdx = -1; // find the face with the least penetration depth along its normal for (int i = 0; i < b.FaceCount; i++) { b.World(b.Face(i)[0], out v); b.FaceNormal(i, out normal); Vector3.Dot(ref normal, ref v, out bx); Vector3.Dot(ref normal, ref capa.P1, out ax1); Vector3.Dot(ref normal, ref capa.P2, out ax2); bx += a.World.Radius; curDepth = Math.Max(bx - ax1, bx - ax2); if (curDepth < 0f) return false; if (curDepth < finalDepth) { faceIdx = i; finalDepth = curDepth; } } bool got1 = false, got2 = false; Vector3 pa, pb, pa1, pa2, pb1, pb2; pa1 = pa2 = pb1 = pb2 = Vector3.Zero; var face = b.Face(faceIdx); b.World(face[0], out v); b.FaceNormal(faceIdx, out normal); var plane = new Plane(v, normal); Vector3.Dot(ref normal, ref v, out bx); bx += a.World.Radius; // determine if either capsule point is inside the face pa1 = capa.P1; plane.ClosestPointTo(ref pa1, out pb1); Vector3.Dot(ref normal, ref pa1, out ax1); got1 = ax1 - bx < Constants.Epsilon && b.IsPointOnFace(faceIdx, ref pb1, true); pa2 = capa.P2; plane.ClosestPointTo(ref pa2, out pb2); Vector3.Dot(ref normal, ref pa2, out ax1); if (ax1 - bx < Constants.Epsilon && b.IsPointOnFace(faceIdx, ref pb2, true)) { if (got1) got2 = true; else { got1 = true; pa1 = pa2; pb1 = pb2; } } // if one capsule point is inside the face but one is not, try to generate a second point on an edge if (got1 ^ got2) { float sbPrev = float.NaN; int edgePrev = -1; for (int i = 0; i < face.Length; i++) { float dist, sa, sb; Segment edge; b.World(face[i == 0 ? face.Length - 1 : i - 1], out edge.P1); b.World(face[i], out edge.P2); Segment.ClosestPoints(ref capa, ref edge, out sa, out pa, out sb, out pb); Vector3.DistanceSquared(ref pa, ref pb, out dist); if (dist - r2 < Constants.Epsilon && sa >= Constants.Epsilon && sa < 1 - Constants.Epsilon) { if (i == face.Length - 1 && edgePrev == 0 && sb == 1f) continue; if (!got2 || (edgePrev == i - 1 && sbPrev == 1f)) { pa2 = pa; pb2 = pb; got2 = true; } sbPrev = sb; edgePrev = i; } } } else if (!got1 && !got2) { // neither point is inside the face, so try all edges float sbPrev = float.NaN, edgePrev = float.NaN; for (int i = 0; i < face.Length; i++) { float dist, sa, sb; Segment edge; b.World(face[i == 0 ? face.Length - 1 : i - 1], out edge.P1); b.World(face[i], out edge.P2); Segment.ClosestPoints(ref capa, ref edge, out sa, out pa, out sb, out pb); Vector3.DistanceSquared(ref pa, ref pb, out dist); if (dist - r2 < Constants.Epsilon && sb > Constants.Epsilon) { if (i == face.Length - 1 && edgePrev == 0 && sb == 1f) continue; if (!got1 || (edgePrev == i - 1 && sbPrev == 1f)) { pa1 = pa; pb1 = pb; got1 = true; } else if (!got2) { pa2 = pa; pb2 = pb; got2 = true; } sbPrev = sb; edgePrev = i; } } // if only one edge was crossed, create a new normal instead of using the face normal if (got1 ^ got2) { Vector3.Subtract(ref pa1, ref pb1, out normal); normal.Normalize(); } } // write out points if (got1 || got2) { Vector3.Multiply(ref normal, -a.World.Radius, out v); if (got1) { Vector3.Add(ref pa1, ref v, out pa1); Vector3.Subtract(ref pa1, ref offset, out pa1); cf.WritePoint(ref pa1, ref pb1, ref normal); } if (got2) { Vector3.Add(ref pa2, ref v, out pa2); Vector3.Subtract(ref pa2, ref offset, out pa2); cf.WritePoint(ref pa2, ref pb2, ref normal); } } return got1 || got2; }
private static void OverlapTest(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri) { CollisionInfo cur = new CollisionInfo(), final; Vector3 v; float d; // axis: face normal of B cur.Normal = tri.Normal; Vector3.Negate(ref cur.Normal, out cur.NormalNeg); cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB.Type = TriangleFeatureType.Face; Vector3.Dot(ref cur.Normal, ref tri.V1, out cur.FeatureB.X); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) { return; } final = cur; // axes: face normals of A for (int i = 0; i < a.FaceCount; i++) { a.FaceNormal(i, out cur.NormalNeg); Vector3.Negate(ref cur.NormalNeg, out cur.Normal); a.World(a.Face(i)[0], out v); cur.FeatureA = new PolyhedronFeature(PolyhedronFeatureType.Face, i, 0f); Vector3.Dot(ref cur.Normal, ref v, out cur.FeatureA.X); cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) { return; } else if (cur.Depth < final.Depth) { final = cur; } } // crossed edges from A and B Vector3 centerA, centerB; a.Center(out centerA); tri.Center(out centerB); for (int i = 0; i < a.EdgeVectorCount; i++) { for (int j = 1; j <= 3; j++) { // calculate normal from the two edge vectors Vector3 eva, evb; a.EdgeVector(i, out eva); tri.EdgeVector(j, out evb); Vector3.Cross(ref eva, ref evb, out cur.Normal); if (cur.Normal.LengthSquared() < Constants.Epsilon) { continue; } cur.Normal.Normalize(); float ca, cb; Vector3.Dot(ref cur.Normal, ref centerA, out ca); Vector3.Dot(ref cur.Normal, ref centerB, out cb); if (ca < cb) { cur.NormalNeg = cur.Normal; Vector3.Negate(ref cur.NormalNeg, out cur.Normal); } else { Vector3.Negate(ref cur.Normal, out cur.NormalNeg); } // skip this normal if it's close to one we already have Vector3.Dot(ref cur.Normal, ref final.Normal, out d); if (Math.Abs(1f - d) < Constants.Epsilon) { continue; } cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) { return; } else if (final.Depth - cur.Depth >= Constants.Epsilon) { final = cur; } } } if (final.FeatureA.Type == PolyhedronFeatureType.Vertex) { final.FeatureA = a.ExtremeFeature(ref final.NormalNeg, -final.FeatureB.X); final.FeatureA.X = -final.FeatureA.X; } if (final.FeatureB.Type == TriangleFeatureType.Vertex) { final.FeatureB = tri.ExtremeFeature(ref final.Normal, final.FeatureA.X); } // make sure the normal points outward Vector3.Dot(ref tri.Normal, ref final.Normal, out d); if (d < 0f) { Vector3.Multiply(ref tri.Normal, -2f * d, out v); Vector3.Add(ref final.Normal, ref v, out final.Normal); } CalculateContactPoints(cf, a, b, ref tri, ref final); }
private static bool SweptTest(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri, ref Vector3 delta) { CollisionInfo cur = new CollisionInfo(), final = new CollisionInfo() { Depth = float.MaxValue }; Vector3 v; float d, dx, curTime, finalTime = 0f, tlast = float.MaxValue; // axis: face normal of B cur.Normal = tri.Normal; Vector3.Negate(ref cur.Normal, out cur.NormalNeg); cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB.Type = TriangleFeatureType.Face; Vector3.Dot(ref cur.Normal, ref tri.V1, out cur.FeatureB.X); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; final = cur; if (cur.Depth >= 0f) { if (dx > 0f) tlast = curTime; } else { if (dx >= 0f || curTime > 1f) return false; finalTime = curTime; } // axes: face normals of A for (int i = 0; i < a.FaceCount; i++) { a.FaceNormal(i, out cur.NormalNeg); Vector3.Negate(ref cur.NormalNeg, out cur.Normal); a.World(a.Face(i)[0], out v); cur.FeatureA = new PolyhedronFeature(PolyhedronFeatureType.Face, i, 0f); Vector3.Dot(ref cur.Normal, ref v, out cur.FeatureA.X); cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; if (cur.Depth >= 0f) { if (finalTime <= 0f && cur.Depth < final.Depth) { final = cur; finalTime = 0f; } if (dx > 0f && curTime < tlast) tlast = curTime; } else { if (dx >= 0f || curTime > 1f) return false; if (curTime > finalTime) { final = cur; finalTime = curTime; } } } // crossed edges from A and B Vector3 centerA, centerB; a.Center(out centerA); tri.Center(out centerB); for (int i = 0; i < a.EdgeVectorCount; i++) { for (int j = 1; j <= 3; j++) { // calculate normal from the two edge vectors Vector3 eva, evb; a.EdgeVector(i, out eva); tri.EdgeVector(j, out evb); Vector3.Cross(ref eva, ref evb, out cur.Normal); if (cur.Normal.LengthSquared() < Constants.Epsilon) continue; cur.Normal.Normalize(); float ca, cb; Vector3.Dot(ref cur.Normal, ref centerA, out ca); Vector3.Dot(ref cur.Normal, ref centerB, out cb); if (ca < cb) { cur.NormalNeg = cur.Normal; Vector3.Negate(ref cur.NormalNeg, out cur.Normal); } else Vector3.Negate(ref cur.Normal, out cur.NormalNeg); // skip this normal if it's close to one we already have Vector3.Dot(ref cur.Normal, ref final.Normal, out d); if (Math.Abs(1f - d) < Constants.Epsilon) continue; cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; if (cur.Depth >= 0f) { if (finalTime <= 0f && cur.Depth < final.Depth) { final = cur; finalTime = 0f; } if (dx > 0f && curTime < tlast) tlast = curTime; } else { if (dx >= 0f || curTime > 1f) return false; if (curTime > finalTime) { final = cur; finalTime = curTime; } } } } if (finalTime >= tlast) return false; Vector3.Dot(ref final.Normal, ref delta, out dx); if (finalTime <= 0f) dx = 0f; if (final.FeatureA.Type == PolyhedronFeatureType.Vertex) { final.FeatureA = a.ExtremeFeature(ref final.NormalNeg, dx - final.FeatureB.X); final.FeatureA.X = -final.FeatureA.X; } if (final.FeatureB.Type == TriangleFeatureType.Vertex) { final.FeatureB = tri.ExtremeFeature(ref final.Normal, dx + final.FeatureA.X); } // make sure the normal points outward Vector3.Dot(ref tri.Normal, ref final.Normal, out d); if (d < 0f) { Vector3.Multiply(ref tri.Normal, -2f * d, out v); Vector3.Add(ref final.Normal, ref v, out final.Normal); } CalculateContactPoints(cf, a, b, ref tri, ref final); return true; }
private static bool SweptTest(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri, ref Vector3 delta) { CollisionInfo cur = new CollisionInfo(), final = new CollisionInfo() { Depth = float.MaxValue }; Vector3 v; float d, dx, curTime, finalTime = 0f, tlast = float.MaxValue; // axis: face normal of B cur.Normal = tri.Normal; Vector3.Negate(ref cur.Normal, out cur.NormalNeg); cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB.Type = TriangleFeatureType.Face; Vector3.Dot(ref cur.Normal, ref tri.V1, out cur.FeatureB.X); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; final = cur; if (cur.Depth >= 0f) { if (dx > 0f) { tlast = curTime; } } else { if (dx >= 0f || curTime > 1f) { return(false); } finalTime = curTime; } // axes: face normals of A for (int i = 0; i < a.FaceCount; i++) { a.FaceNormal(i, out cur.NormalNeg); Vector3.Negate(ref cur.NormalNeg, out cur.Normal); a.World(a.Face(i)[0], out v); cur.FeatureA = new PolyhedronFeature(PolyhedronFeatureType.Face, i, 0f); Vector3.Dot(ref cur.Normal, ref v, out cur.FeatureA.X); cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; if (cur.Depth >= 0f) { if (finalTime <= 0f && cur.Depth < final.Depth) { final = cur; finalTime = 0f; } if (dx > 0f && curTime < tlast) { tlast = curTime; } } else { if (dx >= 0f || curTime > 1f) { return(false); } if (curTime > finalTime) { final = cur; finalTime = curTime; } } } // crossed edges from A and B Vector3 centerA, centerB; a.Center(out centerA); tri.Center(out centerB); for (int i = 0; i < a.EdgeVectorCount; i++) { for (int j = 1; j <= 3; j++) { // calculate normal from the two edge vectors Vector3 eva, evb; a.EdgeVector(i, out eva); tri.EdgeVector(j, out evb); Vector3.Cross(ref eva, ref evb, out cur.Normal); if (cur.Normal.LengthSquared() < Constants.Epsilon) { continue; } cur.Normal.Normalize(); float ca, cb; Vector3.Dot(ref cur.Normal, ref centerA, out ca); Vector3.Dot(ref cur.Normal, ref centerB, out cb); if (ca < cb) { cur.NormalNeg = cur.Normal; Vector3.Negate(ref cur.NormalNeg, out cur.Normal); } else { Vector3.Negate(ref cur.Normal, out cur.NormalNeg); } // skip this normal if it's close to one we already have Vector3.Dot(ref cur.Normal, ref final.Normal, out d); if (Math.Abs(1f - d) < Constants.Epsilon) { continue; } cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; Vector3.Dot(ref cur.Normal, ref delta, out dx); curTime = cur.Depth / dx; if (cur.Depth >= 0f) { if (finalTime <= 0f && cur.Depth < final.Depth) { final = cur; finalTime = 0f; } if (dx > 0f && curTime < tlast) { tlast = curTime; } } else { if (dx >= 0f || curTime > 1f) { return(false); } if (curTime > finalTime) { final = cur; finalTime = curTime; } } } } if (finalTime >= tlast) { return(false); } Vector3.Dot(ref final.Normal, ref delta, out dx); if (finalTime <= 0f) { dx = 0f; } if (final.FeatureA.Type == PolyhedronFeatureType.Vertex) { final.FeatureA = a.ExtremeFeature(ref final.NormalNeg, dx - final.FeatureB.X); final.FeatureA.X = -final.FeatureA.X; } if (final.FeatureB.Type == TriangleFeatureType.Vertex) { final.FeatureB = tri.ExtremeFeature(ref final.Normal, dx + final.FeatureA.X); } // make sure the normal points outward Vector3.Dot(ref tri.Normal, ref final.Normal, out d); if (d < 0f) { Vector3.Multiply(ref tri.Normal, -2f * d, out v); Vector3.Add(ref final.Normal, ref v, out final.Normal); } CalculateContactPoints(cf, a, b, ref tri, ref final); return(true); }
private static void OverlapTest(CollisionFunctor cf, PolyhedronPart a, MeshPart b, ref Triangle tri) { CollisionInfo cur = new CollisionInfo(), final; Vector3 v; float d; // axis: face normal of B cur.Normal = tri.Normal; Vector3.Negate(ref cur.Normal, out cur.NormalNeg); cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB.Type = TriangleFeatureType.Face; Vector3.Dot(ref cur.Normal, ref tri.V1, out cur.FeatureB.X); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) return; final = cur; // axes: face normals of A for (int i = 0; i < a.FaceCount; i++) { a.FaceNormal(i, out cur.NormalNeg); Vector3.Negate(ref cur.NormalNeg, out cur.Normal); a.World(a.Face(i)[0], out v); cur.FeatureA = new PolyhedronFeature(PolyhedronFeatureType.Face, i, 0f); Vector3.Dot(ref cur.Normal, ref v, out cur.FeatureA.X); cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) return; else if (cur.Depth < final.Depth) final = cur; } // crossed edges from A and B Vector3 centerA, centerB; a.Center(out centerA); tri.Center(out centerB); for (int i = 0; i < a.EdgeVectorCount; i++) { for (int j = 1; j <= 3; j++) { // calculate normal from the two edge vectors Vector3 eva, evb; a.EdgeVector(i, out eva); tri.EdgeVector(j, out evb); Vector3.Cross(ref eva, ref evb, out cur.Normal); if (cur.Normal.LengthSquared() < Constants.Epsilon) continue; cur.Normal.Normalize(); float ca, cb; Vector3.Dot(ref cur.Normal, ref centerA, out ca); Vector3.Dot(ref cur.Normal, ref centerB, out cb); if (ca < cb) { cur.NormalNeg = cur.Normal; Vector3.Negate(ref cur.NormalNeg, out cur.Normal); } else Vector3.Negate(ref cur.Normal, out cur.NormalNeg); // skip this normal if it's close to one we already have Vector3.Dot(ref cur.Normal, ref final.Normal, out d); if (Math.Abs(1f - d) < Constants.Epsilon) continue; cur.FeatureA = a.ExtremeVertex(ref cur.NormalNeg); cur.FeatureA.X = -cur.FeatureA.X; cur.FeatureB = tri.ExtremeVertex(ref cur.Normal); cur.Depth = cur.FeatureB.X - cur.FeatureA.X; if (cur.Depth <= -Constants.Epsilon) return; else if (final.Depth - cur.Depth >= Constants.Epsilon) final = cur; } } if (final.FeatureA.Type == PolyhedronFeatureType.Vertex) { final.FeatureA = a.ExtremeFeature(ref final.NormalNeg, -final.FeatureB.X); final.FeatureA.X = -final.FeatureA.X; } if (final.FeatureB.Type == TriangleFeatureType.Vertex) { final.FeatureB = tri.ExtremeFeature(ref final.Normal, final.FeatureA.X); } // make sure the normal points outward Vector3.Dot(ref tri.Normal, ref final.Normal, out d); if (d < 0f) { Vector3.Multiply(ref tri.Normal, -2f * d, out v); Vector3.Add(ref final.Normal, ref v, out final.Normal); } CalculateContactPoints(cf, a, b, ref tri, ref final); }