Пример #1
0
        public static bool sphereAndHalfSpace(
            SphereRigid sphere,
            CollisionPlane plane,
            ref CollisionData data
            )
        {
            // Make sure we have contacts
            if (data.contactsLeft <= 0)
            {
                return(false);
            }

            // Cache the sphere position
            Vector3 position = sphere.PositionCenterEngine;

            // Find the distance from the plane
            float ballDistance =
                Vector3.Dot(plane.Direction, position) -
                sphere.Radius - plane.Offset;

            if (ballDistance >= 0)
            {
                return(false);
            }

            Contact c = new Contact();

            c.ContactNormal = plane.Direction;
            c.Penetration   = -ballDistance;
            c.ContactPoint  =
                position - plane.Direction * (ballDistance + sphere.Radius);
            c.SetBodyData(sphere, null,
                          data.friction, data.restitution);


            c.ContactToWorld.M11 = plane.Direction.X;
            c.ContactToWorld.M12 = -plane.Direction.Y;
            c.ContactToWorld.M21 = plane.Direction.Y;
            c.ContactToWorld.M22 = plane.Direction.X;

            data.contacts.Add(c);

            sphere.SetCanSleep(true);

            data.addContacts(1);

            return(true);
        }
Пример #2
0
        static bool IntersectionTestboxAndHalfSpace(
            BoxRigid box,
            CollisionPlane plane
            )
        {
            // Work out the projected radius of the box onto the plane direction
            float projectedRadius = transformToAxis(box, plane.Direction);

            // Work out how far the box is from the origin
            float boxDistance =
                Vector3.Dot(plane.Direction,
                            box.PositionCenterEngine) -
                projectedRadius;

            // Check for the intersection
            return(boxDistance <= plane.Offset);
        }
Пример #3
0
        public static bool boxAndHalfSpace(
            BoxRigid box,
            CollisionPlane plane,
            ref CollisionData data
            )
        {
            // Make sure we have contacts
            if (data.contactsLeft <= 0)
            {
                return(false);
            }

            // Check for intersection
            if (!IntersectionTestboxAndHalfSpace(box, plane))
            {
                return(false);
            }

            bool b            = false;
            int  contactsUsed = 0;

            for (int i = 0; i < 4; i++)
            {
                Vector3 vertexPos = ((BoxRigid)box).vertices[i].Position;

                // Calculate the distance from the plane
                float vertexDistance = Vector3.Dot(vertexPos, plane.Direction);

                // Compare this to the plane's distance
                if (vertexDistance <= plane.Offset)
                {
                    b = true;
                    // Create the contact data.

                    // The contact point is halfway between the vertex and the
                    // plane - we multiply the direction by half the separation
                    // distance and add the vertex location.

                    Contact c = new Contact();
                    c.ContactPoint  = plane.Direction;
                    c.ContactPoint *= (0.5f * (plane.Offset - vertexDistance));
                    c.ContactPoint  = vertexPos;
                    c.ContactNormal = plane.Direction;
                    c.Penetration   = plane.Offset - vertexDistance;

                    c.Particle[0] = box;
                    c.Particle[1] = null;
                    c.Friction    = data.friction;
                    c.Restitution = data.restitution;

                    c.Friction    = StaticData.FrictionTable[(int)plane.Material][(int)box.GetMaterial()];
                    c.Restitution = StaticData.RestitutionTable[(int)plane.Material][(int)box.GetMaterial()];


                    c.ContactToWorld.M11 = plane.Direction.X;
                    c.ContactToWorld.M12 = -plane.Direction.Y;
                    c.ContactToWorld.M21 = plane.Direction.Y;
                    c.ContactToWorld.M22 = plane.Direction.X;

                    data.contacts.Add(c);

                    box.SetCanSleep(true);

                    data.index++;
                    data.contactsLeft--;
                    data.contactCount++;


                    contactsUsed++;
                }
            }
            return(b);
        }