public static bool Intersect(SphereXCollider src, CylinderXCollider dst, out XContact?contact) { return(Intersect(dst, src, out contact)); }
// 没有处理在内部的情况 public static bool Intersect(CylinderXCollider src, CylinderXCollider dst, out XContact?contact) { var space = src.Radius + dst.Radius; var sqrSpace = space * space; Vector3 n = Vector3.zero; n.x = dst.Position.x - src.Position.x; n.z = dst.Position.z - src.Position.z; if (n.sqrMagnitude > sqrSpace) { contact = null; return(false); } var halfHa = src.Height * 0.5f; var topA = src.Position.y + halfHa; var bottomA = src.Position.y - halfHa; var halfHb = dst.Height * 0.5f; var topB = dst.Position.y + halfHb; var bottomB = dst.Position.y - halfHb; Vector3 normal; float penetration; if (Mathf.Sign(topA - topB) == Mathf.Sign(bottomB - bottomA)) { // 水平相撞 normal = n.normalized; penetration = space - n.magnitude; } else if (n.sqrMagnitude < Mathf.Pow(dst.Radius - src.Radius, 2f)) { // 垂直相撞 if (dst.Position.y > src.Position.y) { normal = Vector3.up; penetration = topA - bottomB; } else { normal = Vector3.down; penetration = topB - bottomA; } } else { var horizontalP = space - n.magnitude; float verticalP; // 斜向相撞 if (topB > topA) { verticalP = topA - bottomB; } else { verticalP = topB - bottomA; } if (horizontalP < verticalP) { normal = n.normalized; penetration = horizontalP; } else { normal = topB > topA ? Vector3.up : Vector3.down; penetration = verticalP; } } if (normal == Vector3.zero) { normal = Vector3.up; } contact = new XContact(src, dst, normal, penetration); return(true); }
public static bool Intersect(CylinderXCollider src, SphereXCollider dst, out XContact?contact) { var n = dst.Position - src.Position; Vector3 closest = n; var extents = src.bounds.Extents; closest.x = Mathf.Clamp(closest.x, -extents.x, extents.x); closest.y = Mathf.Clamp(closest.y, -extents.y, extents.y); closest.z = Mathf.Clamp(closest.z, -extents.z, extents.z); var v = new Vector2(closest.x, closest.z); if (v.sqrMagnitude > src.Radius * src.Radius) { v = v.normalized * src.Radius; closest.x = v.x; closest.z = v.y; } bool inside = false; if (n == closest) { inside = true; // 往上下移动的最短距离 var dist1 = extents.y - Mathf.Abs(closest.y); // 往水平四周移动的最短距离 var dist2 = src.Radius - v.magnitude; if (dist1 < dist2) { closest.y = closest.y > 0 ? extents.y : -extents.y; } else { v = v.normalized * src.Radius; closest.x = v.x; closest.z = v.y; } } var dir = n - closest; var sqrDist = dir.sqrMagnitude; var space = dst.Radius; var sqrSpace = space * space; if (sqrDist < sqrSpace || inside) { var dist = Mathf.Sqrt(sqrDist); var normal = dir.normalized; var penetration = space - dist; if (inside) { normal = -normal; penetration = space + dist; } if (normal == Vector3.zero) { normal = Vector3.up; } contact = new XContact(src, dst, normal, penetration); return(true); } contact = null; return(false); }
public static bool Intersect(CubeXCollider src, CylinderXCollider dst, out XContact?contact) { var invP = Quaternion.Inverse(src.Quaternion) * (dst.Position - src.Position); Vector3 n = Vector3.zero; n.x = invP.x; n.z = invP.z; var extents = src.Size * 0.5f; var halfHa = extents.y; var topA = halfHa; var bottomA = -halfHa; var halfHb = dst.Height * 0.5f; var topB = invP.y + halfHb; var bottomB = invP.y - halfHb; var space = dst.Radius; var sqrSpace = space * space; // 相撞时,俯视图下的圆和矩形必然相交 var closest = n; closest.x = Mathf.Clamp(closest.x, -extents.x, extents.x); closest.z = Mathf.Clamp(closest.z, -extents.z, extents.z); if ((n - closest).sqrMagnitude > sqrSpace) { contact = null; return(false); } // 处理相交的情况 Vector3 normal; float penetration; float verticalP = float.PositiveInfinity; float horizontalP; var inside = false; if (n == closest) { inside = true; var disX = extents.x - Mathf.Abs(n.x); var disZ = extents.z - Mathf.Abs(n.z); //找到最近的一个面 if (disX < disZ) { // 沿X轴 if (n.x > 0) { closest.x = extents.x; } else { closest.x = -extents.x; } } else { // 沿Z轴 if (n.z > 0) { closest.z = extents.z; } else { closest.z = -extents.z; } } horizontalP = space + (n - closest).magnitude; } else { horizontalP = space - (n - closest).magnitude; } if (Mathf.Sign(topA - topB) != Mathf.Sign(bottomB - bottomA)) { // 斜向相撞 if (topB > topA) { verticalP = topA - bottomB; } else { verticalP = topB - bottomA; } } if (horizontalP < verticalP) { normal = (src.Quaternion * (n - closest)).normalized; if (inside) { normal = -normal; } penetration = horizontalP; } else { normal = topB > topA ? Vector3.up : Vector3.down; penetration = verticalP; } if (normal == Vector3.zero) { normal = Vector3.up; } contact = new XContact(src, dst, normal, penetration); return(true); }