コード例 #1
0
ファイル: AABB.cs プロジェクト: jeffhong21/ProjectBANG
        public static bool SphereOverlapsAABB(AABB aabb, Vector3 sphereOrigin, float radius)
        {
            float   distSquared = radius * radius;
            Vector3 minExtents  = aabb.minExtent;
            Vector3 maxExtents  = aabb.maxExtent;

            if (sphereOrigin.x < minExtents.x)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.x - minExtents.x);
            }
            else if (sphereOrigin.x > maxExtents.x)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.x - maxExtents.x);
            }
            if (sphereOrigin.y < minExtents.y)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.y - minExtents.y);
            }
            else if (sphereOrigin.y > maxExtents.y)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.y - maxExtents.y);
            }
            if (sphereOrigin.z < minExtents.z)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.z - minExtents.z);
            }
            else if (sphereOrigin.z > maxExtents.z)
            {
                distSquared -= ExtMathf.Squared(sphereOrigin.z - maxExtents.z);
            }

            return(distSquared >= 0);
        }
 public int Compare(ClosestTrianglePoint x, ClosestTrianglePoint y)
 {
     //If two points are equal distance, we want to choose the one thats normal is facing the sphereOrigin the most.
     //It seems it is very important to only use epsilon to compare and not a low value like .0001. This seems to be because we are using
     //the sqrMagnitude as the distance which makes the value very small so we start to get into floating point precision issues.
     //Since our CompareNormalTo assumes the distances are the same to compare their angles, if they were slightly off then things will break.
     //A fix would be to normalize in CompareNormalTo, but that could get expensive..
     if (ExtMathf.Approximately(x.distance, y.distance))
     {
         return(CompareNormalTo(x, y));
     }
     return(x.distance.CompareTo(y.distance));
 }
        bool PointIsBetter(float distance, float shortestDistance, Vector3 shortestPointSphereOrigin, Vector3 shortestPoint, Vector3 currentPointSphereOrigin, Vector3 currentPoint, int shortestTriangleIndex, int currentTriangleIndex, float radiusSquared)
        {
            if (shortestTriangleIndex >= 0 && ExtMathf.Approximately(distance, shortestDistance))
            {
                if (CompareNormalTo(shortestPointSphereOrigin, shortestPoint, tree.GetTriangleNormal(shortestTriangleIndex), currentPointSphereOrigin, currentPoint, tree.GetTriangleNormal(currentTriangleIndex)))
                {
                    return(false);
                }
            }
            else if (distance > shortestDistance || distance > radiusSquared)
            {
                return(false);
            }

            return(true);
        }
コード例 #4
0
            public int Compare(SphereCollisionInfo x, SphereCollisionInfo y)
            {
                float xToYDot = Vector3.Dot(x.interpolatedNormal, y.closestPointOnSurface - x.closestPointOnSurface);
                float yToXDot = Vector3.Dot(y.interpolatedNormal, x.closestPointOnSurface - y.closestPointOnSurface);

                //If on same plane
                if (!ExtMathf.Approximately(xToYDot, 0f, .001f) && ExtMathf.Approximately(yToXDot, 0f, .001f))
                {
                    if (xToYDot < 0f)
                    {
                        return(-1);                                 //y is behind x's plane
                    }
                    if (yToXDot < 0f)
                    {
                        return(1);                                 //x is behind y's plane
                    }
                }

                //We choose the sphere with the highest depenetration
                return(y.GetCollisionMagnitudeSqr().CompareTo(x.GetCollisionMagnitudeSqr()));
            }
 public static float Minimum(this Vector3 vector)
 {
     return(ExtMathf.Min(vector.x, vector.y, vector.z));
 }