コード例 #1
0
    void realityCheck(ContactInfo cantactInfo)
    {
        ContactInfo info         = cantactInfo;
        SURFACE     otherSurface = info.otherSurface;
        SURFACE     selfSurface  = info.selfSurface;
        VERTEX      vertex       = info.selfVertex;


        if (vertex != null)//point contact surface
        {
            bool inSurface  = Math3D.isProjectInSurface(vertex.pos, otherSurface.points[0].pos, otherSurface.points[1].pos);
            bool offContact = offContactSurface(vertex, otherSurface);
            if (!inSurface || offContact)
            {
                deleteContact(info);
            }
        }
        else if (selfSurface != null)//surface contact surface
        {
            bool surface0InSurface1 = surfaceInSurface(otherSurface, selfSurface);
            bool surface1InSurface0 = surfaceInSurface(selfSurface, otherSurface);
            bool OffContact         = offContactSurface(selfSurface.points[0], otherSurface);
            if (((!surface0InSurface1) && (!surface1InSurface0)) || OffContact)
            {
                deleteContact(info);
            }
        }
    }
コード例 #2
0
    public void init(SURFACE s)
    {
        surface = s;
        VERTEX[] surfacePoints = s.points;
        Vector3  right         = surfacePoints[1].pos - surfacePoints[0].pos;

        original = Quaternion.AngleAxis(90, Vector3.forward) * right.normalized;
        direct   = original;
    }
コード例 #3
0
    public SURFACE otherSurface; //correspond to the surface of CollideInfo

    public void reset()
    {
        other             = null;
        extraObj          = null;
        coupleContactInfo = null;
        blockDirect       = Vector3.zero;
        selfVertex        = null;
        selfSurface       = null;
        otherSurface      = null;
    }
コード例 #4
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 public void copy(ContactInfo otherInfo)
 {
     self              = otherInfo.self;
     other             = otherInfo.other;
     extraObj          = otherInfo.extraObj;
     coupleContactInfo = otherInfo.coupleContactInfo;
     blockDirect       = otherInfo.blockDirect;
     selfVertex        = otherInfo.selfVertex;
     otherSurface      = otherInfo.otherSurface;
 }
コード例 #5
0
ファイル: Tile.cs プロジェクト: jlocas/TheGreatProject
 public Tile()
 {
     surface = SURFACE.GRASS;
     posX = 0;
     posZ = 0;
     elevation = 0f;
     hasWater = false;
     isSource = false;
     waterDepth = 0;
     waterVelocity = 0;
 }
コード例 #6
0
ファイル: Tile.cs プロジェクト: jlocas/TheGreatProject
 public Tile(SURFACE s, int x, int z)
 {
     surface = s;
     posX = x;
     posZ = z;
     elevation = 0f;
     hasWater = false;
     isSource = false;
     waterDepth = 0;
     waterVelocity = 0;
 }
コード例 #7
0
 protected bool surfaceInSurface(SURFACE surface0, SURFACE surface1)
 {
     VERTEX[] contactVertexs = surface0.points;
     for (int j = 0; j < contactVertexs.Length; j++)
     {
         if (Math3D.isProjectInSurface(contactVertexs[j].pos, surface1.points[0].pos, surface1.points[1].pos))
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #8
0
 public void init()
 {
     minCollideTime   = -1;
     collidePoint     = Vector3.zero;
     collideSurfaceP0 = Vector3.zero;
     collideSurfaceP1 = Vector3.zero;
     intersectPoint   = Vector3.zero;
     vertex           = null;
     surface          = null;
     node             = null;
     reachGoalobj     = null;
 }
コード例 #9
0
    bool offContactSurface(VERTEX vertex, SURFACE surface)
    {
        Vector3 beginVec = vertex.pos - surface.points[0].pos;
        float   distDot  = Vector3.Dot(beginVec, surface.normal.direct);
        //Debug.Log ( distDot );
        float distLimit = 0.00001f;

        if (distDot > distLimit || distDot < -distLimit)
        {
            return(true);
        }
        return(false);
    }
コード例 #10
0
ファイル: ABox.cs プロジェクト: relaxslow/lastbattle-unity
    protected void createSurfaces()
    {
        chooseSurfaceToCreate();

        surfaceVertexIndex = new int[, ]
        {
            { 0, 1 }, //up
            { 1, 2 }, //right
            { 2, 3 }, //down
            { 3, 0 }//left
        };
        surfaceNum = needSurfaceIndex.Length;
        _surfaces  = new SURFACE[surfaceNum];
        for (int i = 0; i < surfaceNum; i++)
        {
            _surfaces[i] = new SURFACE();
        }
    }
コード例 #11
0
ファイル: ABox.cs プロジェクト: relaxslow/lastbattle-unity
    public void collideWithOtherBox(ABox other)
    {
        calculateGlobalspeedAndRelateVec(this, other);

        //if (!isObjsMatchCondition ( other ))
        //    return;

        for (int k = 0; k < other._surfaces.Length; k++)
        {
            SURFACE surface = other._surfaces[k];
            for (int j = 0; j < _vertexs.Length; j++)
            {
                VERTEX vertex = _vertexs[j];
                vertexContactSurface(vertex, surface);
            }
        }
        CollideManager.totalCollideObjNumPerFrame++;
    }
コード例 #12
0
    //collide will ocur after this time
    public void vertexContactSurface(VERTEX vertex, SURFACE surface)
    {
        //ignore vertexs which is back to surface
        bool isFacing = false;

        for (int i = 0; i < vertex.normals.Count; i++)
        {
            Vector3 vertexNormal = vertex.normals[i].direct;
            float   facingDot    = Vector3.Dot(vertexNormal, surface.normal.direct);
            float   threshold    = 0.000001f;
            if (facingDot > -threshold && facingDot < threshold)
            {
                facingDot = 0;
            }
            if (facingDot < 0)
            {
                isFacing = true;
                break;
            }
        }
        if (!isFacing)
        {
            return;
        }
        //check if under surface
        Vector3 beginVec = surface.points[0].pos - vertex.pos;
        float   dist     = Vector3.Dot(beginVec, surface.normal.direct);

        if (dist > 0)//ignore the surfaces which is back to vertex
        {
            return;
        }

        // relateVec intersect surface
        Vector3 perpendicularVec = surface.normal.direct * dist;
        float   angle            = Vector3.Angle(-relateVec, perpendicularVec);

        if (angle >= 90)//parallel
        {
            return;
        }
        float length = Mathf.Abs(dist) / Mathf.Cos(Mathf.Deg2Rad * angle);

        Vector3 intersectPoint = vertex.pos - relateVec.normalized * length;
        //contactsurface
        float collideTime = length / relateVec.magnitude;

        surface.belongToObj.computeGlobalSpeed();
        Vector3 surfaceGlobalSpeedVec = surface.belongToObj.globalSpeedVec;
        Vector3 collideSurfaceP0      = surface.points[0].pos + surfaceGlobalSpeedVec * collideTime;
        Vector3 collideSurfaceP1      = surface.points[1].pos + surfaceGlobalSpeedVec * collideTime;
        //Vector3 collideSurfaceNormal = surface.normal.direct;
        //check if in contact surface
        Vector3 collidePoint = vertex.pos + globalSpeedVec * collideTime;

        if (Math3D.isProjectInSurface(collidePoint, collideSurfaceP0, collideSurfaceP1))   //will contact in future
        {
            CollideInfo info = CollideManager.collideInfo;
            if (info.minCollideTime == -1 || collideTime < info.minCollideTime)
            {
                info.minCollideTime   = collideTime;
                info.collidePoint     = collidePoint;
                info.collideSurfaceP0 = collideSurfaceP0;
                info.collideSurfaceP1 = collideSurfaceP1;
                info.intersectPoint   = intersectPoint;
                info.vertex           = vertex;
                info.surface          = surface;
                info.node             = null;
                info.reachGoalobj     = null;
            }
        }
    }