示例#1
0
    public static void AABBOBBCollision(CollisionManager.HullCollision collision)
    {
        Matrix4x4 transformatA;
        Matrix4x4 transformatB;
        bool      flip = false;

        if (collision.a.GetComponent <Hull3D>().GetHullType() == CollisionHull3D.hullType.AABB)
        {
            transformatA = collision.a.GetComponent <Particle3D>().GetLocalToWorldtransform(false);
            transformatB = collision.b.GetComponent <Particle3D>().GetLocalToWorldtransform(false);
        }
        else
        {
            transformatA = collision.b.GetComponent <Particle3D>().GetLocalToWorldtransform(false);
            transformatB = collision.a.GetComponent <Particle3D>().GetLocalToWorldtransform(false);
        }


        Vector3 toCentre = collision.b.GetComponent <Particle3D>().position - collision.a.GetComponent <Particle3D>().position;

        List <Vector3> axis = new List <Vector3>();

        axis.Add(transformatB.GetColumn(0));
        axis.Add(transformatB.GetColumn(1));
        axis.Add(transformatB.GetColumn(2));

        float bestOverlap = float.MaxValue;
        int   bestIndex;
        bool  colStatus = true;

        for (int i = 0; i < axis.Count; i++)
        {
            if (axis[i].sqrMagnitude < 0.001f)
            {
                continue;
            }
            axis[i].Normalize();
            float overlap = -1f;
            if (!flip)
            {
                overlap = OverlapOnAxis(collision.a, collision.b, collision.a.GetComponent <AABBHull>().halfSize, collision.b.GetComponent <OBBHull>().halfSize, axis[i], toCentre);
            }
            if (flip)
            {
                overlap = OverlapOnAxis(collision.b, collision.a, collision.b.GetComponent <AABBHull>().halfSize, collision.a.GetComponent <OBBHull>().halfSize, axis[i], toCentre);
            }
            if (overlap < 0)
            {
                colStatus = false;
                return;
            }

            if (overlap < bestOverlap)
            {
                bestOverlap = overlap;
                bestIndex   = i;
            }
        }
        collision.status = colStatus;
    }
示例#2
0
    public static void SphereSphereCollision(CollisionManager.HullCollision col)
    {
        // *IMPORTANT* for circle and square the collision only wirks with obejct1 - object 2 and not viceversa, must be a prob in clollision resolution
        SphereHull hull1   = col.a.GetComponent <SphereHull>();
        SphereHull hull2   = col.b.GetComponent <SphereHull>();
        Vector3    range   = (hull2.transform.position + hull2.localCenter) - (hull1.transform.position + hull1.localCenter); // make sure offsets arent screwing things up
        float      overlap = (hull2.radius + hull1.radius) - range.magnitude;

        //HullCollision col = new CollisionManager.HullCollision();
        //col.a = hull1;
        //col.b = hull2;
        col.penetration = range * overlap;

        CollisionManager.HullCollision.Contact con0 = new CollisionManager.HullCollision.Contact();
        con0.point       = (range.normalized * hull1.radius) + hull1.transform.position;
        con0.normal      = range.normalized;
        con0.restitution = Mathf.Min(hull1.restitution, hull2.restitution);

        col.contacts[0] = con0;

        Particle3D c1 = hull1.GetComponentInParent <Particle3D>();
        Particle3D c2 = hull2.GetComponentInParent <Particle3D>();

        Vector3 closingVel = c2.velocity - c1.velocity; // started as c1 -c2

        col.closingVelocity = closingVel;

        if (overlap >= 0)
        {
            col.status = true;
            //Debug.Log("touch");
        }
        else
        {
            col.status = false;
        }
    }
示例#3
0
    public static void AABBAABBCollision(CollisionManager.HullCollision col)
    {
        Vector3 min0, max0, min1, max1;

        AABBHull A = col.a.GetComponent <AABBHull>();
        AABBHull B = col.b.GetComponent <AABBHull>();

        min0 = A.transform.position - A.halfSize + A.localCenter;
        max0 = A.transform.position + A.halfSize + A.localCenter;
        min1 = B.transform.position - B.halfSize + B.localCenter;
        max1 = B.transform.position + B.halfSize + B.localCenter;

        Vector3 range = (B.transform.position + B.localCenter) - (A.transform.position + A.localCenter); // make sure offsets arent screwing things up

        float xOverlap = A.halfSize.x + B.halfSize.x - Mathf.Abs(range.x);
        float yOverlap = A.halfSize.y + B.halfSize.y - Mathf.Abs(range.y);
        float zOverlap = A.halfSize.z + B.halfSize.z - Mathf.Abs(range.z); // was math.abs

        col.penetration = new Vector3(xOverlap, yOverlap);

        //Vector3 closingVel = A.velocity - B.velocity;
        Vector3 closingVel = B.GetComponent <Particle3D>().velocity - A.GetComponent <Particle3D>().velocity;

        col.closingVelocity = closingVel;

        CollisionManager.HullCollision.Contact con0 = new CollisionManager.HullCollision.Contact();
        con0.point       = new Vector3(Mathf.Clamp(range.x, -A.halfSize.x, A.halfSize.x), Mathf.Clamp(range.y, -A.halfSize.y, A.halfSize.y), Mathf.Clamp(range.z, -A.halfSize.z, A.halfSize.z));
        con0.restitution = Mathf.Min(A.restitution, B.restitution);

        if (max0.x >= min1.x && max1.x >= min0.x)
        {
            if (max0.y >= min1.y && max1.y >= min0.y)
            {
                Vector3 collisionNormal = new Vector3();

                if (con0.point.x == A.halfSize.x)//added mathf
                {
                    collisionNormal = new Vector3(1.0f, 0.0f, 0.0f);
                }
                if (con0.point.x == -A.halfSize.x)//added mathf
                {
                    collisionNormal = new Vector3(-1.0f, 0.0f, 0.0f);
                }
                if (con0.point.y == A.halfSize.y)
                {
                    collisionNormal = new Vector3(0.0f, 1.0f, 0.0f);
                }
                if (con0.point.y == -A.halfSize.y)
                {
                    collisionNormal = new Vector3(0.0f, -1.0f, 0.0f);
                }
                if (con0.point.z == A.halfSize.z)
                {
                    collisionNormal = new Vector3(0.0f, 0.0f, 1.0f);
                }
                if (con0.point.z == -A.halfSize.z)
                {
                    collisionNormal = new Vector3(0.0f, 0.0f, -1.0f);
                }

                con0.normal = collisionNormal;

                col.status = true;
            }
        }
        else
        {
            col.status = false;
        }
        col.contacts[0] = con0;
    }
示例#4
0
    public static void SphereOBBCollision(CollisionManager.HullCollision col)
    {
        Particle3D sphereParticle;
        Particle3D boxParticle;
        OBBHull    obbHull;
        SphereHull sphereHull;
        bool       flip = false;

        if (col.a.GetComponent <Hull3D>().GetHullType() == CollisionHull3D.hullType.Sphere)
        {
            // Debug.Log("unflipped");

            obbHull    = col.b.GetComponent <OBBHull>();
            sphereHull = col.a.GetComponent <SphereHull>();

            boxParticle    = col.b.GetComponent <Particle3D>();
            sphereParticle = col.a.GetComponent <Particle3D>();
        }
        else
        {
            flip = true;
            //Debug.Log("flipped");

            obbHull    = col.a.GetComponent <OBBHull>();
            sphereHull = col.b.GetComponent <SphereHull>();

            boxParticle    = col.a.GetComponent <Particle3D>();
            sphereParticle = col.b.GetComponent <Particle3D>();
        }

        Vector3 closestPoint;
        Vector3 localRange = boxParticle.GetWorldToLocaltransform(false).MultiplyPoint(sphereParticle.position) - boxParticle.GetWorldToLocaltransform(false).MultiplyPoint(boxParticle.position);

        //Vector3 range =  (sphereParticle.position) - (boxParticle.position);


        closestPoint = new Vector3(Mathf.Clamp(localRange.x, -obbHull.halfSize.x, obbHull.halfSize.x),
                                   Mathf.Clamp(localRange.y, -obbHull.halfSize.y, obbHull.halfSize.y),
                                   Mathf.Clamp(localRange.z, -obbHull.halfSize.z, obbHull.halfSize.z));

        col.contacts[0].point = boxParticle.GetLocalToWorldtransform(false).MultiplyPoint(closestPoint);
        Vector3 closingVel = sphereParticle.GetComponent <Particle3D>().velocity - boxParticle.GetComponent <Particle3D>().velocity; // swapped

        col.closingVelocity = closingVel;
        //if(closingVel.magnitude < 0f)

        Vector3 collisionNormal = new Vector3();

        /*
         * if (closestPoint.x == obbHull.halfSize.x)//added mathf
         *  collisionNormal = new Vector3(1.0f, 0.0f, 0.0f);
         * if (closestPoint.x == -obbHull.halfSize.x)//added mathf
         *  collisionNormal = new Vector3(-1.0f, 0.0f, 0.0f);
         * if (closestPoint.y == obbHull.halfSize.y)
         *  collisionNormal = new Vector3(0.0f, 1.0f, 0.0f);
         * if (closestPoint.y == -obbHull.halfSize.y)
         *  collisionNormal = new Vector3(0.0f, -1.0f, 0.0f);
         * if (closestPoint.z == obbHull.halfSize.z)
         *  collisionNormal = new Vector3(0.0f, 0.0f, 1.0f);
         * if (closestPoint.z == -obbHull.halfSize.z)
         *  collisionNormal =  new Vector3(0.0f, 0.0f, -1.0f);
         */
        if (closestPoint.x == obbHull.halfSize.x)//added mathf
        {
            collisionNormal.x = 1.0f;
        }
        if (closestPoint.x == -obbHull.halfSize.x)//added mathf
        {
            collisionNormal.x = -1.0f;
        }
        if (closestPoint.y == obbHull.halfSize.y)
        {
            collisionNormal.y = 1.0f;
        }
        if (closestPoint.y == -obbHull.halfSize.y)
        {
            collisionNormal.y = -1.0f;
        }
        if (closestPoint.z == obbHull.halfSize.z)
        {
            collisionNormal.z = 1.0f;
        }
        if (closestPoint.z == -obbHull.halfSize.z)
        {
            collisionNormal.z = -1.0f;
        }

        collisionNormal.Normalize();

        Vector3 penetration = localRange - closestPoint;

        col.penetration        = penetration;
        col.contacts[0].normal = (boxParticle.GetLocalToWorldtransform(false).MultiplyPoint(collisionNormal)).normalized;

        //Debug.DrawLine(col.contacts[0].point, boxParticle.GetLocalToWorldtransform(false).MultiplyPoint(collisionNormal));

        col.contacts[0].restitution = Mathf.Min(obbHull.restitution, sphereHull.restitution);

        /*
         * if (flip)
         * {
         *  CollisionManager.HullCollision swapCol = new CollisionManager.HullCollision();
         *  swapCol.a = col.a;
         *  swapCol.b = col.b;
         *  col.b = swapCol.a;
         *  col.a = swapCol.b;
         * }
         */
        //Debug.DrawLine(col.contacts[0].point, boxParticle.GetLocalToWorldtransform(false).MultiplyPoint(penetration) );
        if (penetration.magnitude <= sphereParticle.GetComponent <SphereHull>().radius)
        {
            col.status = true;
        }
        else
        {
            col.status = false;
        }
    }
示例#5
0
    //public hullType hull;



    public static void ResolveCollision(CollisionManager.HullCollision col)
    {
        //Debug.Log("Trying to resolve collision");

        Particle3D A = col.a.GetComponent <Particle3D>();
        Particle3D B = col.b.GetComponent <Particle3D>();

        /*
         * if(col.a.GetHullType() == hullType.OBB && col.b.GetHullType() == hullType.Sphere)
         * {
         *  A = col.a.GetComponent<Particle3D>();
         *  B = col.b.GetComponent<Particle3D>();
         * }
         * else if (col.a.GetHullType() == hullType.Sphere && col.b.GetHullType() == hullType.OBB)
         * {
         *  A = col.b.GetComponent<Particle3D>();
         *  B = col.a.GetComponent<Particle3D>();
         * }*/
        float invAMass;
        float invBMass;

        if (A.mass == 0)
        {
            invAMass = 0;
        }
        else
        {
            invAMass = 1 / A.mass;
        }
        if (B.mass == 0)
        {
            invBMass = 0;
        }
        else
        {
            invBMass = 1 / B.mass;
        }


        float velAlongNormal = Vector3.Dot(col.contacts[0].normal, col.closingVelocity.normalized);

        //Debug.Log("velAlongNormal " + velAlongNormal);

        if (velAlongNormal > 0)
        {
            return;                     // > makes square work properly
        }
        //Debug.Log(velAlongNormal);
        // restitustion
        float e = col.contacts[0].restitution;
        // impulse scalar
        float j = -(1 + e) * velAlongNormal;

        j /= invAMass + invBMass;
        //Debug.Log(j);

        Vector3 impulse = j * col.contacts[0].normal;

        //Debug.Log("impules = " + impulse);

        // Positional Correction

        if (col.status)
        {
            //A.velocity = new Vector3(0.0f, 0.0f, 0.0f);
            //B.velocity = new Vector3(0.0f, 0.0f, 0.0f);

            A.velocity -= invAMass * impulse;
            B.velocity += invBMass * impulse;
            float   percent    = 0.2f;
            float   slop       = 0.01f;
            Vector3 correction = Mathf.Max(velAlongNormal - slop, 0) / (invAMass + invBMass) * percent * col.contacts[0].normal;
            A.position -= invAMass * correction; // started -
            B.position += invBMass * correction; // started +


            //col.resolved = true;
        }

        if (col.wasStatus && !col.status)
        {
            col.resolved = true;
        }
        col.wasStatus = col.status;
    }
示例#6
0
    public static void SphereAABBCollision(CollisionManager.HullCollision collision)
    {
        AABBHull   boxHull;
        SphereHull sphere;

        if (collision.a.GetHullType() == hullType.AABB)
        {
            boxHull = collision.a.GetComponent <AABBHull>();
            sphere  = collision.b.GetComponent <SphereHull>();
        }
        else
        {
            //Debug.Log("flipped");
            boxHull = collision.b.GetComponent <AABBHull>();
            sphere  = collision.a.GetComponent <SphereHull>();
        }

        Vector3 closestPoint;
        Vector3 range = (boxHull.transform.position + boxHull.localCenter) - (sphere.transform.position + sphere.localCenter);

        closestPoint = new Vector3(Mathf.Clamp(range.x, -boxHull.halfSize.x, boxHull.halfSize.x), Mathf.Clamp(range.y, -boxHull.halfSize.y, boxHull.halfSize.y), Mathf.Clamp(range.z, -boxHull.halfSize.z, boxHull.halfSize.z));

        Vector3 closingVel  = sphere.GetComponent <Particle3D>().velocity - boxHull.GetComponent <Particle3D>().velocity; // swapped
        Vector3 penetration = closestPoint - range;                                                                       // swapped

        collision.closingVelocity = closingVel;
        collision.penetration     = penetration;

        CollisionManager.HullCollision.Contact con0 = new CollisionManager.HullCollision.Contact();
        con0.point       = closestPoint;
        con0.restitution = Mathf.Min(boxHull.restitution, sphere.restitution);

        if (penetration.magnitude <= sphere.radius)
        {
            Vector3 collisionNormal = new Vector3();

            if (closestPoint.x == boxHull.halfSize.x)//added mathf
            {
                collisionNormal.x = 1.0f;
            }
            if (closestPoint.x == -boxHull.halfSize.x)//added mathf
            {
                collisionNormal.x = -1.0f;
            }
            if (closestPoint.y == boxHull.halfSize.y)
            {
                collisionNormal.y = 1.0f;
            }
            if (closestPoint.y == -boxHull.halfSize.y)
            {
                collisionNormal.y = -1.0f;
            }
            if (closestPoint.z == boxHull.halfSize.z)
            {
                collisionNormal.z = 1.0f;
            }
            if (closestPoint.z == -boxHull.halfSize.z)
            {
                collisionNormal.z = -1.0f;
            }

            collisionNormal.Normalize();

            con0.normal = -collisionNormal;

            //Debug.Log(con0.normal);

            collision.status      = true;
            collision.contacts[0] = con0;
        }
        else
        {
            collision.status = false;
        }
    }