public static void processCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, PersistentManifold resultOut) { CapsuleShape capsule0 = (CapsuleShape)body0.getCollisionShape(); CapsuleShape capsule1 = (CapsuleShape)body1.getCollisionShape(); VIntTransform transform0 = body0.getWorldTransform(); VIntTransform transform1 = body1.getWorldTransform(); VInt3 p00 = transform0.TransformPoint(capsule0.getUpAxis() * capsule0.getHalfHeight()); VInt3 p01 = transform0.TransformPoint(capsule0.getUpAxis() * -capsule0.getHalfHeight()); VInt3 p10 = transform1.TransformPoint(capsule1.getUpAxis() * capsule1.getHalfHeight()); VInt3 p11 = transform1.TransformPoint(capsule1.getUpAxis() * -capsule1.getHalfHeight()); VInt3 x, y; VFixedPoint dist2 = Distance.SegmentSegmentDist2(p00, p01 - p00, p10, p11 - p10, out x, out y); VFixedPoint dist = FMath.Sqrt(dist2); VFixedPoint penetration = dist - (capsule0.getRadius() + capsule1.getRadius()); if (penetration > Globals.getContactBreakingThreshold()) { return; } VInt3 diff = (x - y) / dist; VInt3 posWorldOnA = x - diff * capsule0.getRadius(); VInt3 posWorldOnB = y + diff * capsule1.getRadius(); ManifoldPoint contractPoint = new ManifoldPoint(posWorldOnA, posWorldOnB, diff, penetration); resultOut.addManifoldPoint(contractPoint); }
public static bool sweepCapsuleCapsule(CapsuleShape lss0, VIntTransform transform0, VInt3 toPos, CapsuleShape lss1, VIntTransform transform1, ref VFixedPoint dist, ref VInt3 hitNormal) { VInt3 FromPos = transform0.position; VFixedPoint radiusSun = lss0.getRadius() + lss1.getRadius(); VFixedPoint length = (toPos - FromPos).magnitude; VInt3 dir = (toPos - FromPos) / length; VInt3 lss0p0 = transform0.TransformPoint(lss0.getUpAxis() * lss0.getHalfHeight()), lss0p1 = transform0.TransformPoint(lss0.getUpAxis() * -lss0.getHalfHeight()); VInt3 lss1p0 = transform1.TransformPoint(lss1.getUpAxis() * lss1.getHalfHeight()), lss1p1 = transform1.TransformPoint(lss1.getUpAxis() * -lss1.getHalfHeight()); bool initialOverlapStatus = false; VFixedPoint tmp = VFixedPoint.Zero; if (lss0.getHalfHeight() < Globals.EPS) { initialOverlapStatus = Distance.distancePointSegmentSquared(lss1p0, lss1p1, lss0p0, ref tmp) < radiusSun * radiusSun; } else if (lss1.getHalfHeight() < Globals.EPS) { initialOverlapStatus = Distance.distancePointSegmentSquared(lss0p0, lss0p1, lss1p0, ref tmp) < radiusSun * radiusSun; } else { VInt3 x, y; initialOverlapStatus = Distance.SegmentSegmentDist2(lss0p0, lss0p1 - lss0p0, lss1p0, lss1p1 - lss1p0, out x, out y) < radiusSun * radiusSun; } if (initialOverlapStatus) { dist = VFixedPoint.Zero; hitNormal = (FromPos - toPos).Normalize(); return(true); } // 1. Extrude lss0 by lss1's length // 2. Inflate extruded shape by lss1's radius // 3. Raycast against resulting quad VInt3 D = (lss0p1 - lss0p0) * VFixedPoint.Half; VInt3 p0 = lss1p0 - D, p1 = lss1p1 - D, p0b = lss1p0 + D, p1b = lss1p1 + D; VInt3 normal = VInt3.Cross(p1b - p0b, p1 - p0b); normal = normal.Normalize(); dist = VFixedPoint.One; bool status = false; VInt3 pa, pb, pc; if (VInt3.Dot(normal, dir) >= VFixedPoint.Zero) { pc = p0 - normal * radiusSun; pa = p1 - normal * radiusSun; pb = p1b - normal * radiusSun; } else { pc = p0 + normal * radiusSun; pa = p1 + normal * radiusSun; pb = p1b + normal * radiusSun; } VFixedPoint t = VFixedPoint.Zero, u = VFixedPoint.Zero, v = VFixedPoint.Zero; if (rayQuad(transform1.position, dir, pa, pb, pc, ref t, ref u, ref v, true) && t >= VFixedPoint.Zero && t < length) { dist = t / length; status = true; } if (!status) { VInt3[] caps = new VInt3[] { p0, p1, p1, p1b, p1b, p0b, p0b, p0 }; VInt3 tmpNormal = VInt3.zero; for (int i = 0; i < 4; i++) { VFixedPoint s = VFixedPoint.Zero; if (CapsuleRaytestAlgorithm.raycastCapsule(FromPos, toPos, caps[i * 2], caps[i * 2 + 1], radiusSun, ref tmpNormal, ref s)) { if (s > VFixedPoint.Zero && s < dist) { dist = s; status = true; } } } } if (status) { VInt3 x, y; Distance.SegmentSegmentDist2(lss0p0 + dir * length * dist, lss0p1 - lss0p0, lss1p0, lss1p1 - lss1p0, out x, out y); hitNormal = (x - y).Normalize(); } return(status); }