Esempio n. 1
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            /// <summary>
            /// 球衝突判定
            /// </summary>
            /// <param name="nextpos0">エッジの始点</param>
            /// <param name="nextpos1">エッジの終点</param>
            /// <param name="corr0"></param>
            /// <param name="corr1"></param>
            /// <param name="radius"></param>
            /// <param name="cindex"></param>
            /// <returns></returns>
            bool SphereColliderDetection(float3 nextpos0, float3 nextpos1, ref float3 corr0, ref float3 corr1, float radius, int cindex)
            //bool SphereColliderDetection(float3 nextpos0, float3 nextpos1, float3 oldpos0, float3 oldpos1, ref float3 corr0, ref float3 corr1, float radius, int cindex)
            {
                var cpos    = nextPosList[cindex];
                var coldpos = posList[cindex];
                var cradius = radiusList[cindex];

                // コライダー球とエッジの最接近点を求める
                float3 d = MathUtility.ClosestPtPointSegment(coldpos, nextpos0, nextpos1);
                //float3 d = MathUtility.ClosestPtPointSegment(coldpos, oldpos0, oldpos1);
                float3 n = math.normalize(d - coldpos);
                float3 c = cpos + n * (cradius + radius);

                // c = 平面位置
                // n = 平面方向
                // 平面衝突判定と押し出し
                float3 outpos0, outpos1;
                bool   ret0 = MathUtility.IntersectPointPlane(c, n, nextpos0, out outpos0);
                bool   ret1 = MathUtility.IntersectPointPlane(c, n, nextpos1, out outpos1);

                if (ret0)
                {
                    corr0 += outpos0 - nextpos0;
                }
                if (ret1)
                {
                    corr1 += outpos1 - nextpos1;
                }

                return(ret0 || ret1);
            }
Esempio n. 2
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            /// <summary>
            /// 平面制限
            /// </summary>
            /// <param name="data"></param>
            /// <param name="cindex"></param>
            /// <param name="nextpos"></param>
            /// <param name="outpos"></param>
            /// <returns></returns>
            private bool PlanePenetration(ref PenetrationData data, float teamScale, float distance, int cindex, float3 nextpos, out float3 outpos)
            {
                var cpos = nextPosList[cindex];
                var crot = nextRotList[cindex];

                // スケール
                var tindex = transformIndexList[cindex];
                var cscl   = boneSclList[tindex];

                // 中心軸
                var d = math.mul(crot, data.localPos * cscl) + cpos;

                // 方向
                var n = math.mul(crot, data.localDir);

                // 押し出し平面を求める
                var c = d + n * (data.distance * teamScale - distance);

                // c = 平面位置
                // n = 平面方向
                // 平面衝突判定と押し出し
                return(MathUtility.IntersectPointPlane(c, n, nextpos, out outpos));
            }
Esempio n. 3
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            //public NativeArray<float> frictionList;

            // パーティクルごと
            public void Execute(int index)
            {
                // 初期化コピー
                float3 nextpos = nextPosList[index];

                outNextPosList[index] = nextpos;

                var flag = flagList[index];

                if (flag.IsValid() == false || flag.IsFixed() || flag.IsCollider())
                {
                    return;
                }

                // チーム
                var team     = teamIdList[index];
                var teamData = teamDataList[team];

                if (teamData.IsActive() == false)
                {
                    return;
                }
                if (teamData.penetrationGroupIndex < 0)
                {
                    return;
                }
                // 更新確認
                if (teamData.IsUpdate() == false)
                {
                    return;
                }

                // グループデータ
                var gdata = groupList[teamData.penetrationGroupIndex];

                if (gdata.active == 0)
                {
                    return;
                }

                // データ参照情報
                int vindex  = index - teamData.particleChunk.startIndex;
                var refdata = refDataList[gdata.refDataChunk.startIndex + vindex];

                if (refdata.count == 0)
                {
                    return;
                }

                // depth
                var depth = depthList[index];

                // move radius
                var moveradius = gdata.radius.Evaluate(depth);

                // 浸透距離
                float distance = gdata.distance.Evaluate(depth);

                // チームスケール倍率
                float3 scaleDirection = teamData.scaleDirection;
                float  teamScale      = teamData.scaleRatio;

                distance   *= teamScale;
                moveradius *= teamScale;

                // モード別処理
                var oldpos = nextpos;

                if (gdata.mode == 0)
                {
                    // Surface Penetration
                    // ベース位置から算出する
                    var bpos   = basePosList[index];
                    var brot   = baseRotList[index];
                    int dindex = refdata.startIndex;
                    var data   = dataList[gdata.dataChunk.startIndex + dindex];

                    if (data.IsValid())
                    {
                        //float3 n = math.mul(brot, data.localDir);
                        float3 n = math.mul(brot, data.localDir * scaleDirection); // マイナススケール対応

                        // 球の位置
                        var c = bpos + n * (distance - moveradius);

                        // 球内部制限
                        var v   = nextpos - c;
                        var len = math.length(v);
                        if (len > moveradius)
                        {
                            v      *= (moveradius / len);
                            nextpos = c + v;
                        }
                    }
                }
                else if (gdata.mode == 1)
                {
                    // Collider Penetration
#if true
                    // 球内制限
                    float3 c    = 0;
                    int    ccnt = 0;

                    int dindex = refdata.startIndex;
                    for (int i = 0; i < refdata.count; i++, dindex++)
                    {
                        var data = dataList[gdata.dataChunk.startIndex + dindex];
                        if (data.IsValid())
                        {
                            int cindex = colliderList[teamData.colliderChunk.startIndex + data.colliderIndex];

                            var cflag = flagList[cindex];
                            if (cflag.IsValid() == false)
                            {
                                continue;
                            }

                            // 球内部制限
                            c += InverseSpherePosition(ref data, teamScale, scaleDirection, distance, cindex, moveradius);
                            ccnt++;
                        }
                    }

                    if (ccnt > 0)
                    {
                        c /= ccnt;
                        var opos = InverseSpherePenetration(c, moveradius, nextpos);
                        var addv = (opos - nextpos);

                        // stiffness test
                        //addv *= 0.25f;

                        // 摩擦を入れてみる
                        //float friction = math.length(addv) * 10.0f;
                        //frictionList[index] = math.max(friction, frictionList[index]); // 大きい方

                        nextpos += addv;
                    }
#else
                    // 平面制限
                    float3 c      = 0;
                    float3 n      = 0;
                    int    ccnt   = 0;
                    int    dindex = refdata.startIndex;
                    for (int i = 0; i < refdata.count; i++, dindex++)
                    {
                        var data = dataList[gdata.dataChunk.startIndex + dindex];
                        if (data.IsValid())
                        {
                            int cindex = colliderList[teamData.colliderChunk.startIndex + data.colliderIndex];

                            // プレーン制限(今のところあまり有効性なし)
                            float3 center, dir;
                            InversePlanePosition(ref data, teamScale, distance, cindex, out center, out dir);
                            c += center;
                            n += dir;
                            ccnt++;
                        }
                    }

                    if (ccnt > 0)
                    {
                        c /= ccnt;
                        n  = math.normalize(n);

                        // c = 平面位置
                        // n = 平面方向
                        // 平面衝突判定と押し出し
                        float3 opos;
                        MathUtility.IntersectPointPlane(c, n, nextpos, out opos);

                        var addv = (opos - nextpos);

                        // stiffness test
                        //addv *= 0.25f;

                        nextpos += addv;
                    }
#endif
                }

                // 速度影響はなし
                //posList[index] += (nextpos - oldpos); // 取りやめ、影響は100%にする(v1.8.0)

                // 書き戻し
                outNextPosList[index] = nextpos;
            }
            /// <summary>
            /// カプセル衝突判定
            /// </summary>
            /// <param name="nextpos0">エッジの始点</param>
            /// <param name="nextpos1">エッジの終点</param>
            /// <param name="corr0"></param>
            /// <param name="corr1"></param>
            /// <param name="radius"></param>
            /// <param name="cindex"></param>
            /// <param name="dir"></param>
            /// <returns></returns>
            bool CapsuleColliderDetection(float3 nextpos0, float3 nextpos1, ref float3 corr0, ref float3 corr1, float radius, int cindex, float3 dir)
            //bool CapsuleColliderDetection(float3 nextpos0, float3 nextpos1, float3 oldpos0, float3 oldpos1, ref float3 corr0, ref float3 corr1, float radius, int cindex, float3 dir)
            {
                var cpos    = nextPosList[cindex];
                var crot    = nextRotList[cindex];
                var coldpos = posList[cindex];
                var coldrot = rotList[cindex];

                // x = 長さ(片側)
                // y = 始点半径
                // z = 終点半径
                //var lpos = localPosList[cindex];
                var cradius = radiusList[cindex];

                // スケール
                var   tindex = transformIndexList[cindex];
                var   cscl   = boneSclList[tindex];
                float scl    = math.dot(cscl, dir); // dirの軸のスケールを使用する

                cradius *= scl;

                // 移動前のコライダーに対するエッジの最近接点を求める
                float3 oldl = math.mul(coldrot, dir * cradius.x);
                float3 soldpos = coldpos - oldl;
                float3 eoldpos = coldpos + oldl;
                float3 c1, c2;
                float  s, t;

                MathUtility.ClosestPtSegmentSegment(soldpos, eoldpos, nextpos0, nextpos1, out s, out t, out c1, out c2);
                //MathUtility.ClosestPtSegmentSegment(soldpos, eoldpos, oldpos0, oldpos1, out s, out t, out c1, out c2);
                float3 v = c2 - c1;

                // 現在のカプセル始点と終点
                float3 l    = math.mul(crot, dir * cradius.x);
                float3 spos = cpos - l;
                float3 epos = cpos + l;
                float  sr   = cradius.y;
                float  er   = cradius.z;

                // 移動後のコライダーのベクトルに変換する
                var    iq = math.inverse(coldrot);
                float3 lv = math.mul(iq, v);

                v = math.mul(crot, lv);

                // コライダーの半径
                float r = math.lerp(sr, er, s);

                // 平面方程式
                float3 n = math.normalize(v);
                float3 q = math.lerp(spos, epos, s);
                float3 c = q + n * (r + radius);

                // c = 平面位置
                // n = 平面方向
                // 平面衝突判定と押し出し
                float3 outpos0, outpos1;
                bool   ret0 = MathUtility.IntersectPointPlane(c, n, nextpos0, out outpos0);
                bool   ret1 = MathUtility.IntersectPointPlane(c, n, nextpos1, out outpos1);

                if (ret0)
                {
                    corr0 += outpos0 - nextpos0;
                }
                if (ret1)
                {
                    corr1 += outpos1 - nextpos1;
                }

                return(ret0 || ret1);
            }