예제 #1
0
 public static bool Intersect(SphereXCollider src, CylinderXCollider dst, out XContact?contact)
 {
     return(Intersect(dst, src, out contact));
 }
예제 #2
0
        // 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);
        }
예제 #3
0
        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);
        }
예제 #4
0
        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);
        }