Exemple #1
0
        public void Collide(ref DyBone.Particle p)
        {
            //p transform Collider space
            p.Position = Vector3.TransformCoordinate(p.Position, InvertTransform);

            switch (Flags)
            {
            case EColliderType.OutSideCapsule:
            {
                OutsideCapsule(ref p.Position, p.Radius, BVCapsule.P0, BVCapsule.P1, BVCapsule.Radius);
            }
            break;

            case EColliderType.InSideCapsule:
            {
                InsideCapsule(ref p.Position, p.Radius, BVCapsule.P0, BVCapsule.P1, BVCapsule.Radius);
            }
            break;

            case EColliderType.OutSideSphere:
            {
                var   dir       = p.Position - BVSphere.Center;
                var   dist      = dir.Length();
                float touchDist = p.Radius + BVSphere.Radius;
                if (dist > touchDist)
                {
                    break;
                }
                dir       /= dist;
                p.Position = BVSphere.Center + dir * touchDist;
            }
            break;

            case EColliderType.InSideSphere:
            {
                var   dir       = p.Position - BVSphere.Center;
                var   dist      = dir.Length();
                float touchDist = BVSphere.Radius - p.Radius;
                if (dist < touchDist)
                {
                    break;
                }
                dir       /= dist;
                p.Position = BVSphere.Center + dir * touchDist;
            }
            break;
            }

            //p transform world space
            p.Position = Vector3.TransformCoordinate(p.Position, Transform);
        }
Exemple #2
0
        public void Collide(ref DyBone.Particle p)
        {
            for (int i = 0; i < 64; i++)
            {
                if (Colliders[i].Flags == EColliderType.Unknonw)
                {
                    continue;
                }

                if (p.PVS != 0)
                {
                    if ((p.PVS & ((UInt64)(1 << i))) == 0)
                    {
                        continue;
                    }
                }

                Colliders[i].Collide(ref p);
            }
        }