Esempio n. 1
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    private Simplex GJK(Prism prismA, Prism prismB, Vector3 dir)
    {
        Simplex s = new Simplex();

        //First point on the edge of the minkowski difference. 1-Simplex.\
        s.Add(GetSupport(prismA, prismB, dir));

        //Compute negative direction of d
        directionVector = -dir;

        while (true)
        {
            //Add the point to the simplex. 2-Simplex.
            s.Add(GetSupport(prismA, prismB, directionVector));

            if (Vector3.Dot(s.GetLast(), directionVector) <= 0)
            {
                //point does not pass origin so do not add it.
                return(null);
            }
            else
            {
                //CheckOrigin automatically updates the directionVector on every call. If it doesnt that means we found the origin.
                if (CheckOrigin(s, directionVector))
                {
                    return(s);
                }
            }
        }
    }
Esempio n. 2
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        private static bool ContainsOrigin(Simplex s, ref Fix64Vector2 dir)
        {
            var a  = s.GetLast();
            var AO = -a;
            var b  = s.GetB();
            var AB = b - a;

            if (s.Count() == 3)
            {
                var c  = s.GetC();
                var AC = c - a;

                var abPerp = CalcNomal(AC, AB, AB);
                var acPerp = CalcNomal(AB, AC, AC);

                if (Fix64Vector2.Dot(abPerp, AO) > Fix64.Zero)
                {
                    s.Remove(c);
                    dir = abPerp;
                }
                else
                {
                    if (Fix64Vector2.Dot(acPerp, AO) > Fix64.Zero)
                    {
                        s.Remove(b);
                        dir = acPerp;
                    }
                    else
                    {
                        return(true);
                    }
                }
            }
            else
            {
                var abPerp = CalcNomal(AB, AO, AB);
                dir = abPerp;
            }
            return(false);
        }
Esempio n. 3
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    private Simplex GJK(Prism prismA, Prism prismB, Vector3 dir)
    {
        Simplex s = new Simplex
        {
            direction = dir
        };

        //First point on the edge of the minkowski difference. 1-Simplex.
        s.Add(GetSupport(prismA, prismB, dir));
        //s.points.ForEach(x => print(x));
        //Point in opposite direction
        s.direction = -s.direction;

        while (true)
        {
            //Add the point to the simplex. 2-Simplex.
            s.Add(GetSupport(prismA, prismB, s.direction));

            if (Vector3.Dot(s.GetLast(), s.direction) <= 0)
            {
                //point does not pass origin so do not add it.
                return(null);
            }
            else
            {
                //CheckOrigin automatically updates the direction parameter on every call. If it doesnt that means we found the origin.

                if (CheckOrigin(s))
                {
                    print("found origin");
                    return(s);
                }

                Debug.Log(prismA.name + " " + prismB.name);
            }
        }
    }
Esempio n. 4
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        public static bool GJK(MGFObject a, MGFObject b)
        {
            Simplex      s   = new Simplex();
            Fix64Vector2 dir = a.GetPos() - b.GetPos();

            s.Add(Support(a, b, dir));
            dir = -dir;

            while (true)
            {
                s.Add(Support(a, b, dir));
                if (Fix64Vector2.Dot(s.GetLast(), dir) <= Fix64.Zero)
                {
                    return(false);
                }
                else
                {
                    if (ContainsOrigin(s, ref dir))
                    {
                        return(true);
                    }
                }
            }
        }
Esempio n. 5
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    private bool CheckOrigin(Simplex s)
    {
        // Count of points in simplex.
        var simplexCount = s.numPoints;

        // Get first point in simplex

        var A = s.GetLast();

        // Negate A
        var A0 = -A;

        if (simplexCount == 2)
        {
            // 2 points is a line

            var B = s.points[0];

            // Find AB
            var AB = B - A;

            // Find perpendicular of AB

            var abPerp = TripleProduct(AB, A0, AB);

            // set the new direction to perpendicular of AB so we can find another point along it and form a 3-Simplex (Triangle)
            s.direction = abPerp;
            if (s.direction.sqrMagnitude <= Mathf.Pow(10, 6))
            {
                s.direction = new Vector3(AB.z, 0.0f, -AB.x);
            }
        }
        else if (simplexCount == 3)
        {
            // 3 points is a triangle.

            // Find the rest of the points in the simplex.
            var B = s.points[1];
            var C = s.points[0];

            // Find edges of triangle.
            var AB = B - A;
            var AC = C - A;

            // Find each edge's perpendicular.

            /*  var abPerp = TripleProduct(AC, AB, AB);
             * var acPerp = TripleProduct(AB, AC, AC);
             */
            Vector3 acPerp = new Vector3();
            float   dot    = AB.x * AC.z - AC.x * AB.z;
            acPerp.x = -AC.z * dot;
            acPerp.z = AC.x * dot;

            // Check for origin with perp. of AB
            if (Vector3.Dot(acPerp, A0) >= 0f)
            {
                Debug.Log("removing B" + B);
                s.Remove(B);
                // Set the new direction to perpendicular of AB so we can find a point that works, unlike C
                s.direction = acPerp;
            }
            else
            {
                Vector3 abPerp = new Vector3();
                abPerp.x = AB.z * dot;
                abPerp.z = -AB.x * dot;
                // Check for origin with perp. of AC
                if (Vector3.Dot(abPerp, A0) >= 0f)
                {
                    Debug.Log("removing C" + C);

                    s.Remove(C);
                    // Set the new direction to perpendicular of AC so we can find a point that works, unlike B.
                    s.direction = abPerp;
                }
                else
                {
                    // Origin Found
                    return(true);
                }
            }
        }
        return(false);
    }
Esempio n. 6
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    private bool CheckOrigin(Simplex s, Vector3 dir)
    {
        // Returns true if we have a collision, false if we dont
        // If we dont, updates the direction vector so that GJK can search for a new point to query.

        // Count of points in simplex.
        var simplexCount = s.pointCount;

        // A is the last point in our simplex
        var A = s.GetLast();

        // Negate A
        var A0 = -A;

        if (simplexCount == 2)
        {
            // 2 points is a line

            var B = s.GetLast();
            // Find AB
            var AB = B - A;
            // Find perpendicular of AB
            var abPerp = TripleProduct(AB, A0, AB);
            // set the new direction to perpendicular of AB so we can find another point along it and form a 3-Simplex (Triangle)
            directionVector = abPerp;
        }
        else if (simplexCount == 3)
        {
            // 3 points is a triangle.

            // Find the rest of the points in the simplex.
            var B = s.points[1];
            var C = s.points[0];
            // Find edges of triangle.
            var AB = B - A;
            var AC = C - A;
            // Find each edge's perpendicular.
            var abPerp = TripleProduct(AC, AB, AB);
            var acPerp = TripleProduct(AB, AC, AC);
            // Check for origin with perp. of AB
            if (Vector3.Dot(abPerp, A0) > 0)
            {
                // remove point c
                s.Remove(C);
                // set the new direction to perpendicular of AB so we can find a point that works, unlike C
                directionVector = abPerp;
                return(false);
            }
            else
            {
                // Check for origin with perp. of AC
                if (Vector3.Dot(acPerp, A0) > 0)
                {
                    // Remove B from the simplex.
                    s.Remove(B);
                    // Set the new direction to perpendicular of AC so we can find a point that works, unlike B.
                    directionVector = acPerp;
                    return(false);
                }
                else
                {
                    // Origin Found
                    return(true);
                }
            }
        }

        return(false);
    }