Esempio n. 1
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        void updateDirAndTimeByEdge(FP _percent, tableEdge _tbe, BallObj ball, FP _deltaTime)
        {
            ball.UpdateBallPos(_deltaTime * _percent);                                                                       //先更新到撞击点
            var curReflcDir = Detection.CheckCircle_LineCollision(_tbe, ball.GetPos(), ball.GetRadius(), ball.GetMoveDir()); //计算碰撞响应

            ball.UpdateMoveDir(curReflcDir);                                                                                 //更新实时方向
        }
Esempio n. 2
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 void AddTestData(tableEdge tbg, TSVector2 prepos, TSVector2 hitpos, TSVector2 premoveDir, TSVector2 aftmoveDir)
 {
     td.Add(new testData()
     {
         tbg = tbg, prehitPos = prepos, hitpos = hitpos, PremoveDir = premoveDir, AftmoveDir = aftmoveDir
     });
 }
Esempio n. 3
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 public fastEdge(BallObj _ball, tableEdge _tbe, FP _t_percent)
 {
     ball      = _ball;
     tbe       = _tbe;
     t_percent = _t_percent;
     deltaTime = ball.deltaTime;
     hitType   = HitType.Edge;
 }
Esempio n. 4
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 public void Init(BallObj _ball, tableEdge _tbe, FP _t_percent, TSVector2 _hitNormal)
 {
     ball      = _ball;
     tbe       = _tbe;
     t_percent = _t_percent;
     deltaTime = ball.deltaTime;
     hitType   = HitType.Edge;
     hitNormal = _hitNormal;
 }
Esempio n. 5
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        /// <summary>
        /// 当球的运动矢量和边的法线点积小于零,证明和该边可能产生碰撞
        /// </summary>
        /// <param name="segement"></param>
        /// <param name="dir"></param>
        /// <returns></returns>
        public static bool CheckCloseSegement(tableEdge segement, TSVector2 dir)
        {
            FP result = TSVector2.Dot(dir, segement.normal);

            if (result < 0)
            {
                return(true);
            }
            return(false);
        }
Esempio n. 6
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        /// <summary>
        /// 圆和边的平面动态相交检测(注意是边的平面 并不是线段)
        /// </summary>
        /// <param name="tedge"></param>
        /// <param name="crd"></param>
        /// <returns>是否在该段时间内相交</returns>
        public static bool CheckCircle_LineContact(tableEdge tedge, CircleRunData crd, ref FP t_percent)
        {
            //Sc
            TSVector2 Sc = PointToLineDir(tedge.start, tedge.end, crd.cur_pos);
            //Se
            TSVector2 Se = PointToLineDir(tedge.start, tedge.end, crd.next_pos);

            TSVector2 Scnormal = Sc.normalized;
            TSVector2 Senormal = Se.normalized;
            //TSVector2 Scnormal = Sc.normalized;
            //TSVector2 Senormal = Se.normalized;
            //只有两种结果 同向和 反向
            FP result = TSVector2.Dot(Scnormal, Senormal);              //1同向,0垂直,-1反向

            FP Scnorm = TSMath.Sqrt(TSMath.Abs(TSVector2.Dot(Sc, Sc))); //Sc模
            FP Senorm = TSMath.Sqrt(TSMath.Abs(TSVector2.Dot(Se, Se))); //Se模

            //FP radius_square = crd.radius * crd.radius;

            if (result > 0 && Scnorm > crd.radius && Senorm > crd.radius)//Sc,Se同向,俩圆圆半径大于到直线距离,不相交
            {
                return(false);
            }
            else//相交 求t
            {
                FP S = 0;
                if (result > 0)
                {
                    S = Scnorm - Senorm;
                }
                else
                {
                    S = Scnorm + Senorm;
                }
                //TSVector2 sce = Sc - Se;
                //FP S = TSMath.Sqrt( TSVector2.Dot(sce, sce));
                t_percent = (Scnorm - crd.radius) / S;//圆心到达撞击点的距离/圆心经过的总距离 来求出时间占比
                if (t_percent > 1)
                {
                    return(false);

                    Debug.Log("路程百分比大于1,注意!");
                }
                //if (t_percent < 0)
                //{
                //    if (Detection.CheckCircle_tableEdgeEndContact(crd, tedge, ref t_percent))
                //    {
                //        Debug.Log("修正");
                //    }
                //}
                return(t_percent >= 0?true:false);
            }
        }
Esempio n. 7
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        /// <summary>
        /// 圆碰撞的反弹方向
        /// </summary>
        /// <param name="tedge">线段</param>
        /// <param name="circlePos">圆心</param>
        /// <param name="radius">半径</param>
        /// <param name="moveDir">圆的速度方向</param>
        /// <returns></returns>
        public static TSVector2 CheckCircle_LineCollision(tableEdge tedge, TSVector2 circlePos, FP radius, TSVector2 moveDir)
        {
            TSVector2 C        = circlePos;
            TSVector2 A        = tedge.farstart;
            TSVector2 B        = tedge.farend;
            TSVector2 V        = moveDir;
            TSVector2 AC       = C - A;
            TSVector2 AB       = B - A;
            TSVector2 ABnormal = TSVector2.Normalize(AB);
            TSVector2 HC       = AC - ABnormal * TSMath.Abs(TSVector2.Dot(AC, ABnormal));
            TSVector2 HCnormal = TSVector2.Normalize(HC);
            FP        VP       = TSMath.Abs(TSVector2.Dot(V, HCnormal));

            if (TSMath.Abs(VP) > 10000)
            {
                Debug.Log("圆碰边速度过大");
            }
            TSVector2 VF = V + HCnormal * VP * 2;//反射方向

            return(VF);
        }
Esempio n. 8
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        /// <summary>
        /// 静态相交检测,主要是计算圆心到线段最近点的距离。
        /// 圆心p(x, y), 半径r, 线段两端点p1(x1, y1)和p2(x2, y2)
        /// </summary>
        /// <returns></returns>
        public static bool CheckCircle_SegementContact(TSVector2 cirPos, tableEdge segement, FP radius)
        {
            TSVector2 P1P        = cirPos - segement.start;
            TSVector2 P1P2       = segement.end - segement.start;
            FP        P2P2_len   = P1P2.magnitude;
            TSVector2 P1P2norm   = P1P2.normalized;
            FP        u          = TSVector2.Dot(P1P, P1P2norm);
            TSVector2 nearestPos = TSVector2.zero;
            // determine the nearest point on the lineseg
            FP x0 = 0;
            FP y0 = 0;

            if (u <= 0)
            {
                // p is on the left of p1, so p1 is the nearest point on lineseg
                nearestPos = segement.start;
            }
            else if (u >= P2P2_len)
            {
                // p is on the right of p2, so p2 is the nearest point on lineseg
                nearestPos = segement.end;
            }
            else
            {
                // p0 = p1 + v2 * u
                // note that v2 is already normalized.
                nearestPos = segement.start + P1P2norm * u;
            }
            var dis = TSVector2.Distance(cirPos, nearestPos);

            if (dis <= radius + FP.Epsilon)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 9
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        /// <summary>
        /// 检测圆是否和线段的端点相交,参考了俩个动态圆的动态相交测试,都是转化为射线和圆的相交测试
        /// </summary>
        /// <returns></returns>
        public static bool CheckCircle_tableEdgeEndContact(CircleRunData runCircle, tableEdge segement, ref FP _percent, ref TSVector2 _nearestPos)
        {
            TSVector2 cirPos     = runCircle.cur_pos;
            TSVector2 nearestPos = TSVector2.zero;

            //先确定圆的起始位置离哪个端点最近
            if (TSVector2.DistanceSquared(runCircle.cur_pos, segement.start) < TSVector2.DistanceSquared(runCircle.cur_pos, segement.end))
            {
                _nearestPos = nearestPos = segement.start;
            }
            else
            {
                _nearestPos = nearestPos = segement.end;
            }
            //TSVector2 VA = runCircle.next_pos - runCircle.cur_pos;
            //TSVector2 VB = staticCircle.next_pos - staticCircle.cur_pos;
            //两个运动方向描述为一方运动另一方静止 so
            //TSVector2 VAB = VA - VB;//runCircle相对于staticCircle的运动方向pc
            TSVector2 VAB  = runCircle.next_pos - runCircle.cur_pos; //动态圆射线运动方向
            TSVector2 Idir = nearestPos - cirPos;                    //射线起点到静态圆的方向
            //FP Idir_length_square = TSVector2.Dot(Idir, Idir);
            FP Idir_length_square   = Idir.LengthSquared();
            FP static_radius_square = runCircle.radius * runCircle.radius;

            if (Idir_length_square < static_radius_square)//射线起点在圆心内部,相交
            {
                //_percent =  calHitInfo();
                //_percent = 1;//一开始就相交的
                //Debug.Log("射线起点在圆心内部");
                return(false);
            }
            else//射线起点在圆心外部的情况
            {
                FP a_projvalue = TSVector2.Dot(Idir, VAB.normalized);
                if (a_projvalue < 0)//球体位于射线原点的后面 不相交
                {
                    return(false);
                }
                else
                {
                    FP m_square = Idir_length_square - a_projvalue * a_projvalue; //球心到投影点距离的平方
                    if (m_square - static_radius_square > 0)                      //预测不相交
                    {
                        return(false);
                    }
                    else//有可能有交点,因为有可能距离不够
                    {
                        //var t = calHitInfo(Idir, a_projvalue);
                        FP   b_squar = m_square;
                        FP   f       = TSMath.Sqrt(static_radius_square - b_squar); //理论上来说 f是开跟后的结果,应该有俩个值?
                        FP   t1      = a_projvalue - f;                             //碰撞到静态圆所走的路程,总路程是runCircle.cur_pos+VAB*delataTime;
                        FP   t2      = a_projvalue + f;
                        FP   per     = 0;
                        bool isFlag  = false;
                        if (t1 > 0 && t1 - VAB.magnitude < FP.EN8)
                        {
                            isFlag = true;
                            if (VAB.magnitude < 0)
                            {
                                Debug.Log("除数不能为0");
                            }
                            per = t1 / VAB.magnitude;
                        }

                        if (t2 > 0 && t2 - VAB.magnitude < 0)
                        {
                            isFlag = true;
                            if (VAB.magnitude < 0)
                            {
                                Debug.Log("除数不能为0");
                            }
                            var per2 = t2 / VAB.magnitude;
                            if (per2 < per)
                            {
                                per = per2;
                            }
                        }
                        _percent = per;
                        if (_percent > 1)
                        {
                            Debug.Log("路程百分比大于1,注意!");
                        }

                        if (isFlag && _percent < FP.EN4)
                        {
                            return(false);
                        }
                        return(isFlag);
                    }
                }
            }
        }