Пример #1
0
                // for BoingBehavior & BoingReactor
                public void PrepareExecute(ref Params p, Vector3 position, Quaternion rotation, float scale, bool accumulateEffectors)
                {
                    PositionTarget     =
                        PositionOrigin = position;

                    RotationTarget     =
                        RotationOrigin = QuaternionUtil.ToVector4(rotation);

                    if (accumulateEffectors)
                    {
                        // make relative
                        PositionTarget = Vector3.zero;
                        RotationTarget = Vector4.zero;

                        m_numEffectors = 0;
                        m_upWs         =
                            p.Bits.IsBitSet(ReactorFlags.GlobalReactionUpVector)
              ? p.RotationReactionUp
              : rotation *VectorUtil.NormalizeSafe(p.RotationReactionUp, Vector3.up);

                        m_scale = scale;
                    }
                    else
                    {
                        m_numEffectors = -1;
                        m_upWs         = Vector3.zero;
                    }
                }
Пример #2
0
            public Params(BoingEffector effector)
            {
                Bits = new Bits32();
                Bits.SetBit(BoingWork.EffectorFlags.ContinuousMotion, effector.ContinuousMotion);

                float speedEffectRatio =
                    effector.MaxImpulseSpeed > MathUtil.Epsilon
          ? Mathf.Min(1.0f, effector.LinearSpeed / effector.MaxImpulseSpeed)
          : 1.0f;

                PrevPosition      = effector.m_prevPosition;
                CurrPosition      = effector.m_currPosition;
                LinearVelocityDir = VectorUtil.NormalizeSafe(effector.LinearVelocity, Vector3.zero);
                Radius            = effector.Radius;
                FullEffectRadius  = Radius * effector.FullEffectRadiusRatio;
                MoveDistance      = effector.MoveDistance;
                LinearImpulse     = speedEffectRatio * effector.LinearImpulse;
                RotateAngle       = effector.RotationAngle * MathUtil.Deg2Rad;
                AngularImpulse    = speedEffectRatio * effector.AngularImpulse * MathUtil.Deg2Rad;

                m_padding0 = 0.0f;
                m_padding1 = 0.0f;
                m_padding2 = 0.0f;
                m_padding3 = 0;
            }
Пример #3
0
                // for BoingReactorFied
                public void PrepareExecute(ref Params p, Vector3 gridCenter, Quaternion gridRotation, Vector3 cellOffset)
                {
                    PositionOrigin = gridCenter + cellOffset;
                    RotationOrigin = QuaternionUtil.ToVector4(Quaternion.identity);

                    // make relative
                    PositionTarget = Vector3.zero;
                    RotationTarget = Vector4.zero;

                    m_numEffectors = 0;
                    m_upWs         =
                        p.Bits.IsBitSet(ReactorFlags.GlobalReactionUpVector)
            ? p.RotationReactionUp
            : gridRotation *VectorUtil.NormalizeSafe(p.RotationReactionUp, Vector3.up);

                    m_scale = 1.0f;
                }
Пример #4
0
        public static bool SphereSphereInverse(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB, out Vector3 push)
        {
            push = Vector3.zero;

            Vector3 vec = centerB - centerA;
            float   dd  = vec.sqrMagnitude;
            float   r   = radiusB - radiusA;

            if (dd <= r * r)
            {
                return(false);
            }

            float d = Mathf.Sqrt(dd);

            push = VectorUtil.NormalizeSafe(vec, Vector3.zero) * (d - r);
            return(true);
        }
Пример #5
0
            public void Execute(BoingBones bones, float dt)
            {
                float maxCollisionResolutionPushLen = bones.MaxCollisionResolutionSpeed * dt;

                for (int iChain = 0; iChain < bones.BoneData.Length; ++iChain)
                {
                    var chain = bones.BoneChains[iChain];
                    var aBone = bones.BoneData[iChain];

                    if (aBone == null)
                    {
                        continue;
                    }

                    Vector3 gravityDt = chain.Gravity * dt;

                    // execute boing work
                    for (int iBone = 0; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone = aBone[iBone];

                        // no gravity on root
                        if (iBone > 0)
                        {
                            bone.Instance.PositionSpring.Velocity += gravityDt;
                        }

                        if (chain.ParamsOverride == null)
                        {
                            bone.Instance.Execute(ref bones.Params, dt);
                        }
                        else
                        {
                            bone.Instance.Execute(ref chain.ParamsOverride.Params, dt);
                        }
                    }

                    var rootBone = aBone[0];
                    rootBone.ScaleWs = rootBone.BlendedScaleLs = rootBone.CachedScaleLs;

                    rootBone.UpdateBounds();
                    chain.Bounds = rootBone.Bounds;

                    Vector3 rootAnimPos = rootBone.Transform.position;

                    // apply length stiffness & volume preservation
                    for (int iBone = 1; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone       = aBone[iBone];
                        var parentBone = aBone[bone.ParentIndex];

                        float tLengthStiffness = 1.0f - Mathf.Pow(1.0f - bone.LengthStiffness, 30.0f * dt); // a factor of 30.0f is what makes 0.5 length stiffness looks like 50% stiffness

                        Vector3 toParentVec           = parentBone.Instance.PositionSpring.Value - bone.Instance.PositionSpring.Value;
                        Vector3 toParentDir           = VectorUtil.NormalizeSafe(toParentVec, Vector3.zero);
                        float   fullyStiffToParentLen = (parentBone.Transform.position - bone.Transform.position).magnitude;
                        float   toParentLen           = toParentVec.magnitude;
                        float   fullyStiffLenDelta    = toParentLen - fullyStiffToParentLen;
                        float   toParentAdjustLen     = tLengthStiffness * fullyStiffLenDelta;

                        // length stiffness
                        {
                            bone.Instance.PositionSpring.Value += toParentAdjustLen * toParentDir;
                            Vector3 velocityInParentAdjustDir = Vector3.Project(bone.Instance.PositionSpring.Velocity, toParentDir);
                            bone.Instance.PositionSpring.Velocity -= tLengthStiffness * velocityInParentAdjustDir;
                        }

                        // bend angle cap
                        if (bone.BendAngleCap < MathUtil.Pi - MathUtil.Epsilon)
                        {
                            Vector3 animPos  = bone.Transform.position;
                            Vector3 posDelta = bone.Instance.PositionSpring.Value - rootAnimPos;
                            posDelta = VectorUtil.ClampBend(posDelta, animPos - rootAnimPos, bone.BendAngleCap);
                            bone.Instance.PositionSpring.Value = rootAnimPos + posDelta;
                        }

                        // volume preservation
                        if (bone.SquashAndStretch > 0.0f)
                        {
                            float toParentLenRatio        = toParentLen * MathUtil.InvSafe(fullyStiffToParentLen);
                            float volumePreservationScale = Mathf.Sqrt(1.0f / toParentLenRatio);
                            volumePreservationScale = Mathf.Clamp(volumePreservationScale, 1.0f / Mathf.Max(1.0f, chain.MaxStretch), Mathf.Max(1.0f, chain.MaxSquash));
                            Vector3 volumePreservationScaleVec = VectorUtil.ComponentWiseDivSafe(volumePreservationScale * Vector3.one, parentBone.ScaleWs);

                            bone.BlendedScaleLs =
                                Vector3.Lerp
                                (
                                    Vector3.Lerp
                                    (
                                        bone.CachedScaleLs,
                                        volumePreservationScaleVec,
                                        bone.SquashAndStretch
                                    ),
                                    bone.CachedScaleLs,
                                    bone.AnimationBlend
                                );
                        }
                        else
                        {
                            bone.BlendedScaleLs = bone.CachedScaleLs;
                        }

                        bone.ScaleWs = VectorUtil.ComponentWiseMult(parentBone.ScaleWs, bone.BlendedScaleLs);

                        bone.UpdateBounds();
                        chain.Bounds.Encapsulate(bone.Bounds);
                    }
                    chain.Bounds.Expand(0.2f * Vector3.one);

                    // Boing Kit colliders
                    if (chain.EnableBoingKitCollision)
                    {
                        foreach (var collider in bones.BoingColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.Bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.Bounds))
                                {
                                    continue;
                                }

                                Vector3 push;
                                bool    collided = collider.Collide(bone.Instance.PositionSpring.Value, bones.MinScale * bone.CollisionRadius, out push);
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                            }
                        }
                    }

                    // Unity colliders
                    var sharedSphereCollider = BoingManager.SharedSphereCollider;
                    if (chain.EnableUnityCollision && sharedSphereCollider != null)
                    {
                        sharedSphereCollider.enabled = true;

                        foreach (var collider in bones.UnityColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.bounds))
                                {
                                    continue;
                                }

                                sharedSphereCollider.center = bone.Instance.PositionSpring.Value;
                                sharedSphereCollider.radius = bone.CollisionRadius;

                                Vector3 pushDir;
                                float   pushDist;
                                bool    collided =
                                    Physics.ComputePenetration
                                    (
                                        sharedSphereCollider, Vector3.zero, Quaternion.identity,
                                        collider, collider.transform.position, collider.transform.rotation,
                                        out pushDir, out pushDist
                                    );
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(pushDir * pushDist, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, pushDir);
                            }
                        }

                        sharedSphereCollider.enabled = false;
                    }

                    // self collision
                    if (chain.EnableInterChainCollision)
                    {
                        foreach (var bone in aBone)
                        {
                            for (int iOtherChain = iChain + 1; iOtherChain < bones.BoneData.Length; ++iOtherChain)
                            {
                                var otherChain = bones.BoneChains[iOtherChain];
                                var aOtherBone = bones.BoneData[iOtherChain];

                                if (aOtherBone == null)
                                {
                                    continue;
                                }

                                if (!otherChain.EnableInterChainCollision)
                                {
                                    continue;
                                }

                                if (!chain.Bounds.Intersects(otherChain.Bounds))
                                {
                                    continue;
                                }

                                foreach (var otherBone in aOtherBone)
                                {
                                    Vector3 push;
                                    bool    collided =
                                        Collision.SphereSphere
                                        (
                                            bone.Instance.PositionSpring.Value,
                                            bones.MinScale * bone.CollisionRadius,
                                            otherBone.Instance.PositionSpring.Value,
                                            bones.MinScale * otherBone.CollisionRadius,
                                            out push
                                        );
                                    if (!collided)
                                    {
                                        continue;
                                    }

                                    push = VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);

                                    float pushRatio = otherBone.CollisionRadius * MathUtil.InvSafe(bone.CollisionRadius + otherBone.CollisionRadius);
                                    bone.Instance.PositionSpring.Value      += pushRatio * push;
                                    otherBone.Instance.PositionSpring.Value -= (1.0f - pushRatio) * push;

                                    bone.Instance.PositionSpring.Velocity      -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                                    otherBone.Instance.PositionSpring.Velocity -= Vector3.Project(otherBone.Instance.PositionSpring.Velocity, push);
                                }
                            }
                        }
                    }
                } // end: foreach bone chain
            }
Пример #6
0
                public void PullResults(BoingBones bones)
                {
                    for (int iChain = 0; iChain < bones.BoneData.Length; ++iChain)
                    {
                        var chain = bones.BoneChains[iChain];
                        var aBone = bones.BoneData[iChain];

                        if (aBone == null)
                        {
                            continue;
                        }

                        // must cache before manipulating bone transforms
                        // otherwise, we'd cache delta propagated down from parent bones
                        foreach (var bone in aBone)
                        {
                            bone.CachedPositionWs = bone.Transform.position;
                            bone.CachedPositionLs = bone.Transform.localPosition;
                            bone.CachedRotationWs = bone.Transform.rotation;
                            bone.CachedRotationLs = bone.Transform.localRotation;
                        }

                        // blend bone position
                        for (int iBone = 0; iBone < aBone.Length; ++iBone)
                        {
                            var bone = aBone[iBone];

                            // skip fixed root
                            if (iBone == 0 && !chain.LooseRoot)
                            {
                                bone.BlendedPositionWs = bone.CachedPositionWs;
                                continue;
                            }

                            bone.BlendedPositionWs =
                                Vector3.Lerp
                                (
                                    bone.Instance.PositionSpring.Value,
                                    bone.CachedPositionWs,
                                    bone.AnimationBlend
                                );
                        }

                        // rotation delta back-propagation
                        if (bones.EnableRotationEffect)
                        {
                            for (int iBone = 0; iBone < aBone.Length; ++iBone)
                            {
                                var bone = aBone[iBone];

                                // skip fixed root
                                if (iBone == 0 && !chain.LooseRoot)
                                {
                                    bone.BlendedRotationWs = bone.CachedRotationWs;
                                    continue;
                                }

                                if (bone.ChildIndices == null)
                                {
                                    if (bone.ParentIndex >= 0)
                                    {
                                        var parentBone = aBone[bone.ParentIndex];
                                        bone.BlendedRotationWs = parentBone.BlendedRotationWs * (parentBone.RotationInverseWs * bone.CachedRotationWs);
                                    }

                                    continue;
                                }

                                Vector3    bonePos        = bone.CachedPositionWs;
                                Vector3    boneBlendedPos = bone.BlendedPositionWs;
                                Quaternion boneRot        = bone.CachedRotationWs;
                                Quaternion boneRotInv     = Quaternion.Inverse(boneRot);

                                Vector4 childRotDeltaPsVecAccumulator = Vector3.zero;
                                float   totalWeight = 0.0f;
                                foreach (int iChild in bone.ChildIndices)
                                {
                                    var childBone = aBone[iChild];

                                    Vector3 childPos         = childBone.CachedPositionWs;
                                    Vector3 childPosDelta    = childPos - bonePos;
                                    Vector3 childPosDeltaDir = VectorUtil.NormalizeSafe(childPosDelta, Vector3.zero);

                                    Vector3 childBlendedPos         = childBone.BlendedPositionWs;
                                    Vector3 childBlendedPosDelta    = childBlendedPos - boneBlendedPos;
                                    Vector3 childBlendedPosDeltaDir = VectorUtil.NormalizeSafe(childBlendedPosDelta, Vector3.zero);

                                    Quaternion childRotDelta   = Quaternion.FromToRotation(childPosDeltaDir, childBlendedPosDeltaDir);
                                    Quaternion childRotDeltaPs = boneRotInv * childRotDelta;

                                    Vector4 childRotDeltaPsVec = QuaternionUtil.ToVector4(childRotDeltaPs);
                                    float   weight             = Mathf.Max(MathUtil.Epsilon, chain.MaxLengthFromRoot - childBone.LengthFromRoot);
                                    childRotDeltaPsVecAccumulator += weight * childRotDeltaPsVec;
                                    totalWeight += weight;
                                }

                                if (totalWeight > 0.0f)
                                {
                                    Vector4 avgChildRotDeltaPsVec = childRotDeltaPsVecAccumulator / totalWeight;
                                    bone.RotationBackPropDeltaPs = QuaternionUtil.FromVector4(avgChildRotDeltaPsVec);
                                    bone.BlendedRotationWs       = (boneRot * bone.RotationBackPropDeltaPs) * boneRot;
                                }
                                else if (bone.ParentIndex >= 0)
                                {
                                    var parentBone = aBone[bone.ParentIndex];
                                    bone.BlendedRotationWs = parentBone.BlendedRotationWs * (parentBone.RotationInverseWs * bone.CachedRotationWs);
                                }
                            }
                        }

                        // write blended position & adjusted rotation into final transforms
                        for (int iBone = 0; iBone < aBone.Length; ++iBone)
                        {
                            var bone = aBone[iBone];

                            // skip fixed root
                            if (iBone == 0 && !chain.LooseRoot)
                            {
                                bone.Instance.PositionSpring.Reset(bone.CachedPositionWs);
                                bone.Instance.RotationSpring.Reset(bone.CachedRotationWs);
                                continue;
                            }

                            bone.Transform.position   = bone.BlendedPositionWs;
                            bone.Transform.rotation   = bone.BlendedRotationWs;
                            bone.Transform.localScale = bone.BlendedScaleLs;
                        }
                    }
                }
Пример #7
0
                public void AccumulateTarget(ref Params p, ref BoingEffector.Params effector)
                {
                    Vector3 effectRefPos =
                        effector.Bits.IsBitSet(BoingWork.EffectorFlags.ContinuousMotion)
              ? VectorUtil.GetClosestPointOnSegment(PositionOrigin, effector.PrevPosition, effector.CurrPosition)
              : effector.CurrPosition;

                    Vector3 deltaPos = PositionOrigin - effectRefPos;

                    Vector3 deltaPos3D = deltaPos;

                    if (p.Bits.IsBitSet(ReactorFlags.TwoDDistanceCheck))
                    {
                        switch (p.TwoDPlane)
                        {
                        case TwoDPlaneEnum.XY: deltaPos.z = 0.0f; break;

                        case TwoDPlaneEnum.XZ: deltaPos.y = 0.0f; break;

                        case TwoDPlaneEnum.YZ: deltaPos.x = 0.0f; break;
                        }
                    }

                    bool inRange =
                        Mathf.Abs(deltaPos.x) <= effector.Radius &&
                        Mathf.Abs(deltaPos.y) <= effector.Radius &&
                        Mathf.Abs(deltaPos.z) <= effector.Radius &&
                        deltaPos.sqrMagnitude <= effector.Radius * effector.Radius;

                    if (!inRange)
                    {
                        return;
                    }

                    float deltaDist  = deltaPos.magnitude;
                    float tDeltaDist =
                        effector.Radius - effector.FullEffectRadius > MathUtil.Epsilon
            ? 1.0f - Mathf.Clamp01((deltaDist - effector.FullEffectRadius) / (effector.Radius - effector.FullEffectRadius))
            : 1.0f;

                    Vector3 upWsPos     = m_upWs;
                    Vector3 upWsRot     = m_upWs;
                    Vector3 deltaDirPos = VectorUtil.NormalizeSafe(deltaPos3D, m_upWs);
                    Vector3 deltaDirRot = deltaDirPos;

                    if (p.Bits.IsBitSet(ReactorFlags.TwoDPositionInfluence))
                    {
                        switch (p.TwoDPlane)
                        {
                        case TwoDPlaneEnum.XY: deltaDirPos.z = 0.0f; upWsPos.z = 0.0f; break;

                        case TwoDPlaneEnum.XZ: deltaDirPos.y = 0.0f; upWsPos.y = 0.0f; break;

                        case TwoDPlaneEnum.YZ: deltaDirPos.x = 0.0f; upWsPos.x = 0.0f; break;
                        }

                        if (upWsPos.sqrMagnitude < MathUtil.Epsilon)
                        {
                            switch (p.TwoDPlane)
                            {
                            case TwoDPlaneEnum.XY: upWsPos = Vector3.up; break;

                            case TwoDPlaneEnum.XZ: upWsPos = Vector3.forward; break;

                            case TwoDPlaneEnum.YZ: upWsPos = Vector3.up; break;
                            }
                        }
                        else
                        {
                            upWsPos.Normalize();
                        }

                        deltaDirPos = VectorUtil.NormalizeSafe(deltaDirPos, upWsPos);
                    }

                    if (p.Bits.IsBitSet(ReactorFlags.TwoDRotationInfluence))
                    {
                        switch (p.TwoDPlane)
                        {
                        case TwoDPlaneEnum.XY: deltaDirRot.z = 0.0f; upWsRot.z = 0.0f; break;

                        case TwoDPlaneEnum.XZ: deltaDirRot.y = 0.0f; upWsRot.y = 0.0f; break;

                        case TwoDPlaneEnum.YZ: deltaDirRot.x = 0.0f; upWsRot.x = 0.0f; break;
                        }

                        if (upWsRot.sqrMagnitude < MathUtil.Epsilon)
                        {
                            switch (p.TwoDPlane)
                            {
                            case TwoDPlaneEnum.XY: upWsRot = Vector3.up;      break;

                            case TwoDPlaneEnum.XZ: upWsRot = Vector3.forward; break;

                            case TwoDPlaneEnum.YZ: upWsRot = Vector3.up;      break;
                            }
                        }
                        else
                        {
                            upWsRot.Normalize();
                        }

                        deltaDirRot = VectorUtil.NormalizeSafe(deltaDirRot, upWsRot);
                    }

                    if (p.Bits.IsBitSet(ReactorFlags.EnablePositionEffect))
                    {
                        Vector3 moveVec = tDeltaDist * p.MoveReactionMultiplier * effector.MoveDistance * deltaDirPos;
                        PositionTarget += moveVec;

                        PositionSpring.Velocity += tDeltaDist * p.LinearImpulseMultiplier * effector.LinearImpulse * effector.LinearVelocityDir;
                    }

                    if (p.Bits.IsBitSet(ReactorFlags.EnableRotationEffect))
                    {
                        Vector3 rotAxis = VectorUtil.NormalizeSafe(Vector3.Cross(upWsRot, deltaDirRot), VectorUtil.FindOrthogonal(upWsRot));
                        Vector3 rotVec  = tDeltaDist * p.RotationReactionMultiplier * effector.RotateAngle * rotAxis;
                        RotationTarget += QuaternionUtil.ToVector4(QuaternionUtil.FromAngularVector(rotVec));

                        Vector3 angularImpulseDir     = VectorUtil.NormalizeSafe(Vector3.Cross(effector.LinearVelocityDir, deltaDirRot - 0.01f * Vector3.up), rotAxis);
                        float   angularImpulseMag     = tDeltaDist * p.AngularImpulseMultiplier * effector.AngularImpulse;
                        Vector4 angularImpulseDirQuat = QuaternionUtil.ToVector4(QuaternionUtil.FromAngularVector(angularImpulseDir));
                        RotationSpring.VelocityVec += angularImpulseMag * angularImpulseDirQuat;
                    }

                    ++m_numEffectors;
                }
Пример #8
0
        public static bool SphereBox(Vector3 centerOffsetA, float radiusA, Vector3 halfExtentB, out Vector3 push)
        {
            push = Vector3.zero;

            Vector3 closestOnB =
                new Vector3
                (
                    Mathf.Clamp(centerOffsetA.x, -halfExtentB.x, halfExtentB.x),
                    Mathf.Clamp(centerOffsetA.y, -halfExtentB.y, halfExtentB.y),
                    Mathf.Clamp(centerOffsetA.z, -halfExtentB.z, halfExtentB.z)
                );

            Vector3 vec = centerOffsetA - closestOnB;
            float   dd  = vec.sqrMagnitude;

            if (dd > radiusA * radiusA)
            {
                return(false);
            }

            int numInBoxAxes =
                ((centerOffsetA.x <-halfExtentB.x || centerOffsetA.x> halfExtentB.x) ? 0 : 1)
                + ((centerOffsetA.y <-halfExtentB.y || centerOffsetA.y> halfExtentB.y) ? 0 : 1)
                + ((centerOffsetA.z <-halfExtentB.z || centerOffsetA.z> halfExtentB.z) ? 0 : 1);

            switch (numInBoxAxes)
            {
            case 0: // hit corner
            case 1: // hit edge
            case 2: // hit face
            {
                push = VectorUtil.NormalizeSafe(vec, Vector3.right) * (radiusA - Mathf.Sqrt(dd));
            }
            break;

            case 3: // inside
            {
                Vector3 penetration =
                    new Vector3
                    (
                        halfExtentB.x - Mathf.Abs(centerOffsetA.x) + radiusA,
                        halfExtentB.y - Mathf.Abs(centerOffsetA.y) + radiusA,
                        halfExtentB.z - Mathf.Abs(centerOffsetA.z) + radiusA
                    );

                if (penetration.x < penetration.y)
                {
                    if (penetration.x < penetration.z)
                    {
                        push = new Vector3(Mathf.Sign(centerOffsetA.x) * penetration.x, 0.0f, 0.0f);
                    }
                    else
                    {
                        push = new Vector3(0.0f, 0.0f, Mathf.Sign(centerOffsetA.z) * penetration.z);
                    }
                }
                else
                {
                    if (penetration.y < penetration.z)
                    {
                        push = new Vector3(0.0f, Mathf.Sign(centerOffsetA.y) * penetration.y, 0.0f);
                    }
                    else
                    {
                        push = new Vector3(0.0f, 0.0f, Mathf.Sign(centerOffsetA.z) * penetration.z);
                    }
                }
            }
            break;
            }

            return(true);
        }