public ColisionInfo GetColisiones(TgcBoundingAxisAlignBox colisionable)
        {
            ColisionInfo colisionInfo = new ColisionInfo();

            foreach (IColisionablePelota obstaculo in this.obstaculos)
            {
                TgcCollisionUtils.BoxBoxResult result = TgcCollisionUtils.classifyBoxBox(colisionable, obstaculo.GetTgcBoundingBox());

                if (result == TgcCollisionUtils.BoxBoxResult.Adentro || result == TgcCollisionUtils.BoxBoxResult.Atravesando)
                {
                    colisionInfo.Add(obstaculo);
                }
            }

            return(colisionInfo);
        }
        public ColisionInfo GetColisiones(TgcBoundingAxisAlignBox colisionable)
        {
            ColisionInfo colisionInfo = new ColisionInfo();

            foreach (IColisionablePelota obstaculo in this.obstaculos)
            {
                TgcCollisionUtils.BoxBoxResult result = TgcCollisionUtils.classifyBoxBox(colisionable, obstaculo.GetTgcBoundingBox());

                if (result == TgcCollisionUtils.BoxBoxResult.Adentro || result == TgcCollisionUtils.BoxBoxResult.Atravesando)
                {
                    colisionInfo.Add(obstaculo);
                }
            }

            return colisionInfo;
        }
        /// <summary>
        /// Detección de colisiones recursiva
        /// </summary>
        public void doCollideWithWorld(TgcBoundingSphere characterSphere, Vector3 movementVector, List<IColisionable> obstaculos, int recursionDepth, ColisionInfo colisionInfo)
        {
            //Limitar recursividad
            if (recursionDepth > 5)
            {
                return;
            }

            //Ver si la distancia a recorrer es para tener en cuenta
            float distanceToTravelSq = movementVector.LengthSq();

            if (distanceToTravelSq < EPSILON)
            {
                return;
            }

            //Posicion deseada
            Vector3 originalSphereCenter = characterSphere.Center;
            Vector3 nextSphereCenter = originalSphereCenter + movementVector;

            //Buscar el punto de colision mas cercano de todos los objetos candidatos
            float minCollisionDistSq = float.MaxValue;
            Vector3 realMovementVector = movementVector;
            TgcBoundingAxisAlignBox.Face collisionFace = null;
            IColisionable collisionObstacle = null;
            Vector3 nearestPolygonIntersectionPoint = Vector3.Empty;
            foreach (IColisionable obstaculoBB in obstaculos)
            {
                //Obtener los polígonos que conforman las 6 caras del BoundingBox
                TgcBoundingAxisAlignBox.Face[] bbFaces = obstaculoBB.GetTgcBoundingBox().computeFaces();

                foreach (TgcBoundingAxisAlignBox.Face bbFace in bbFaces)
                {
                    Vector3 pNormal = TgcCollisionUtils.getPlaneNormal(bbFace.Plane);

                    TgcRay movementRay = new TgcRay(originalSphereCenter, movementVector);
                    float brutePlaneDist;
                    Vector3 brutePlaneIntersectionPoint;
                    if (!TgcCollisionUtils.intersectRayPlane(movementRay, bbFace.Plane, out brutePlaneDist, out brutePlaneIntersectionPoint))
                    {
                        continue;
                    }

                    float movementRadiusLengthSq = Vector3.Multiply(movementVector, characterSphere.Radius).LengthSq();
                    if (brutePlaneDist * brutePlaneDist > movementRadiusLengthSq)
                    {
                        continue;
                    }

                    //Obtener punto de colisión en el plano, según la normal del plano
                    float pDist;
                    Vector3 planeIntersectionPoint;
                    Vector3 sphereIntersectionPoint;
                    TgcRay planeNormalRay = new TgcRay(originalSphereCenter, -pNormal);
                    bool embebbed = false;
                    bool collisionFound = false;
                    if (TgcCollisionUtils.intersectRayPlane(planeNormalRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                    {
                        //Ver si el plano está embebido en la esfera
                        if (pDist <= characterSphere.Radius)
                        {
                            embebbed = true;

                            //TODO: REVISAR ESTO, caso embebido a analizar con más detalle
                            sphereIntersectionPoint = originalSphereCenter - pNormal * characterSphere.Radius;
                        }
                        //Esta fuera de la esfera
                        else
                        {
                            //Obtener punto de colisión del contorno de la esfera según la normal del plano
                            sphereIntersectionPoint = originalSphereCenter - Vector3.Multiply(pNormal, characterSphere.Radius);

                            //Disparar un rayo desde el contorno de la esfera hacia el plano, con el vector de movimiento
                            TgcRay sphereMovementRay = new TgcRay(sphereIntersectionPoint, movementVector);
                            if (!TgcCollisionUtils.intersectRayPlane(sphereMovementRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                            {
                                //no hay colisión
                                continue;
                            }
                        }

                        //Ver si planeIntersectionPoint pertenece al polígono
                        Vector3 newMovementVector;
                        float newMoveDistSq;
                        Vector3 polygonIntersectionPoint;
                        if (pointInBounbingBoxFace(planeIntersectionPoint, bbFace))
                        {
                            if (embebbed)
                            {
                                //TODO: REVISAR ESTO, nunca debería pasar
                                //throw new Exception("El polígono está dentro de la esfera");
                            }

                            polygonIntersectionPoint = planeIntersectionPoint;
                            collisionFound = true;
                        }
                        else
                        {
                            //Buscar el punto mas cercano planeIntersectionPoint que tiene el polígono real de esta cara
                            polygonIntersectionPoint = TgcCollisionUtils.closestPointRectangle3d(planeIntersectionPoint,
                                bbFace.Extremes[0], bbFace.Extremes[1], bbFace.Extremes[2]);

                            //Revertir el vector de velocidad desde el nuevo polygonIntersectionPoint para ver donde colisiona la esfera, si es que llega
                            Vector3 reversePointSeg = polygonIntersectionPoint - movementVector;
                            if (TgcCollisionUtils.intersectSegmentSphere(polygonIntersectionPoint, reversePointSeg, characterSphere, out pDist, out sphereIntersectionPoint))
                            {
                                collisionFound = true;
                            }
                        }

                        if (collisionFound)
                        {
                            //Nuevo vector de movimiento acotado
                            newMovementVector = polygonIntersectionPoint - sphereIntersectionPoint;
                            newMoveDistSq = newMovementVector.LengthSq();

                            //se colisiono con algo, lo agrego a la lista
                            colisionInfo.Add(obstaculoBB);

                            if (newMoveDistSq <= distanceToTravelSq && newMoveDistSq < minCollisionDistSq)
                            {
                                minCollisionDistSq = newMoveDistSq;
                                realMovementVector = newMovementVector;
                                nearestPolygonIntersectionPoint = polygonIntersectionPoint;
                                collisionFace = bbFace;
                                collisionObstacle = obstaculoBB;

                            }
                        }
                    }
                }
            }

            //Si nunca hubo colisión, avanzar todo lo requerido
            if (collisionFace == null)
            {
                //Avanzar hasta muy cerca
                float movementLength = movementVector.Length();
                movementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(movementVector);
                return;
            }

            //Solo movernos si ya no estamos muy cerca
            if (minCollisionDistSq >= EPSILON)
            {
                //Mover el BoundingSphere hasta casi la nueva posición real
                float movementLength = realMovementVector.Length();
                realMovementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(realMovementVector);
            }

            //Calcular plano de Sliding
            Vector3 slidePlaneOrigin = nearestPolygonIntersectionPoint;
            Vector3 slidePlaneNormal = characterSphere.Center - nearestPolygonIntersectionPoint;
            slidePlaneNormal.Normalize();

            Plane slidePlane = Plane.FromPointNormal(slidePlaneOrigin, slidePlaneNormal);

            //Proyectamos el punto original de destino en el plano de sliding
            TgcRay slideRay = new TgcRay(nearestPolygonIntersectionPoint + Vector3.Multiply(movementVector, slideFactor), slidePlaneNormal);
            float slideT;
            Vector3 slideDestinationPoint;

            if (TgcCollisionUtils.intersectRayPlane(slideRay, slidePlane, out slideT, out slideDestinationPoint))
            {
                //Nuevo vector de movimiento
                Vector3 slideMovementVector = slideDestinationPoint - nearestPolygonIntersectionPoint;

                if (slideMovementVector.LengthSq() < EPSILON)
                {
                    return;
                }

                //Recursividad para aplicar sliding
                doCollideWithWorld(characterSphere, slideMovementVector, obstaculos, recursionDepth + 1, colisionInfo);
            }

            return;
        }
示例#4
0
        /// <summary>
        /// Detección de colisiones recursiva
        /// </summary>
        public void doCollideWithWorld(TgcBoundingSphere characterSphere, Vector3 movementVector, List <IColisionable> obstaculos, int recursionDepth, ColisionInfo colisionInfo)
        {
            //Limitar recursividad
            if (recursionDepth > 5)
            {
                return;
            }

            //Ver si la distancia a recorrer es para tener en cuenta
            float distanceToTravelSq = movementVector.LengthSq();


            if (distanceToTravelSq < EPSILON)
            {
                return;
            }

            //Posicion deseada
            Vector3 originalSphereCenter = characterSphere.Center;
            Vector3 nextSphereCenter     = originalSphereCenter + movementVector;

            //Buscar el punto de colision mas cercano de todos los objetos candidatos
            float   minCollisionDistSq = float.MaxValue;
            Vector3 realMovementVector = movementVector;

            TgcBoundingAxisAlignBox.Face collisionFace    = null;
            IColisionable collisionObstacle               = null;
            Vector3       nearestPolygonIntersectionPoint = Vector3.Empty;

            foreach (IColisionable obstaculoBB in obstaculos)
            {
                //Obtener los polígonos que conforman las 6 caras del BoundingBox
                TgcBoundingAxisAlignBox.Face[] bbFaces = obstaculoBB.GetTgcBoundingBox().computeFaces();

                foreach (TgcBoundingAxisAlignBox.Face bbFace in bbFaces)
                {
                    Vector3 pNormal = TgcCollisionUtils.getPlaneNormal(bbFace.Plane);

                    TgcRay  movementRay = new TgcRay(originalSphereCenter, movementVector);
                    float   brutePlaneDist;
                    Vector3 brutePlaneIntersectionPoint;
                    if (!TgcCollisionUtils.intersectRayPlane(movementRay, bbFace.Plane, out brutePlaneDist, out brutePlaneIntersectionPoint))
                    {
                        continue;
                    }

                    float movementRadiusLengthSq = Vector3.Multiply(movementVector, characterSphere.Radius).LengthSq();
                    if (brutePlaneDist * brutePlaneDist > movementRadiusLengthSq)
                    {
                        continue;
                    }

                    //Obtener punto de colisión en el plano, según la normal del plano
                    float   pDist;
                    Vector3 planeIntersectionPoint;
                    Vector3 sphereIntersectionPoint;
                    TgcRay  planeNormalRay = new TgcRay(originalSphereCenter, -pNormal);
                    bool    embebbed       = false;
                    bool    collisionFound = false;
                    if (TgcCollisionUtils.intersectRayPlane(planeNormalRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                    {
                        //Ver si el plano está embebido en la esfera
                        if (pDist <= characterSphere.Radius)
                        {
                            embebbed = true;

                            //TODO: REVISAR ESTO, caso embebido a analizar con más detalle
                            sphereIntersectionPoint = originalSphereCenter - pNormal * characterSphere.Radius;
                        }
                        //Esta fuera de la esfera
                        else
                        {
                            //Obtener punto de colisión del contorno de la esfera según la normal del plano
                            sphereIntersectionPoint = originalSphereCenter - Vector3.Multiply(pNormal, characterSphere.Radius);

                            //Disparar un rayo desde el contorno de la esfera hacia el plano, con el vector de movimiento
                            TgcRay sphereMovementRay = new TgcRay(sphereIntersectionPoint, movementVector);
                            if (!TgcCollisionUtils.intersectRayPlane(sphereMovementRay, bbFace.Plane, out pDist, out planeIntersectionPoint))
                            {
                                //no hay colisión
                                continue;
                            }
                        }

                        //Ver si planeIntersectionPoint pertenece al polígono
                        Vector3 newMovementVector;
                        float   newMoveDistSq;
                        Vector3 polygonIntersectionPoint;
                        if (pointInBounbingBoxFace(planeIntersectionPoint, bbFace))
                        {
                            if (embebbed)
                            {
                                //TODO: REVISAR ESTO, nunca debería pasar
                                //throw new Exception("El polígono está dentro de la esfera");
                            }

                            polygonIntersectionPoint = planeIntersectionPoint;
                            collisionFound           = true;
                        }
                        else
                        {
                            //Buscar el punto mas cercano planeIntersectionPoint que tiene el polígono real de esta cara
                            polygonIntersectionPoint = TgcCollisionUtils.closestPointRectangle3d(planeIntersectionPoint,
                                                                                                 bbFace.Extremes[0], bbFace.Extremes[1], bbFace.Extremes[2]);

                            //Revertir el vector de velocidad desde el nuevo polygonIntersectionPoint para ver donde colisiona la esfera, si es que llega
                            Vector3 reversePointSeg = polygonIntersectionPoint - movementVector;
                            if (TgcCollisionUtils.intersectSegmentSphere(polygonIntersectionPoint, reversePointSeg, characterSphere, out pDist, out sphereIntersectionPoint))
                            {
                                collisionFound = true;
                            }
                        }

                        if (collisionFound)
                        {
                            //Nuevo vector de movimiento acotado
                            newMovementVector = polygonIntersectionPoint - sphereIntersectionPoint;
                            newMoveDistSq     = newMovementVector.LengthSq();

                            //se colisiono con algo, lo agrego a la lista
                            colisionInfo.Add(obstaculoBB);

                            if (newMoveDistSq <= distanceToTravelSq && newMoveDistSq < minCollisionDistSq)
                            {
                                minCollisionDistSq = newMoveDistSq;
                                realMovementVector = newMovementVector;
                                nearestPolygonIntersectionPoint = polygonIntersectionPoint;
                                collisionFace     = bbFace;
                                collisionObstacle = obstaculoBB;
                            }
                        }
                    }
                }
            }

            //Si nunca hubo colisión, avanzar todo lo requerido
            if (collisionFace == null)
            {
                //Avanzar hasta muy cerca
                float movementLength = movementVector.Length();
                movementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(movementVector);
                return;
            }

            //Solo movernos si ya no estamos muy cerca
            if (minCollisionDistSq >= EPSILON)
            {
                //Mover el BoundingSphere hasta casi la nueva posición real
                float movementLength = realMovementVector.Length();
                realMovementVector.Multiply((movementLength - EPSILON) / movementLength);
                characterSphere.moveCenter(realMovementVector);
            }

            //Calcular plano de Sliding
            Vector3 slidePlaneOrigin = nearestPolygonIntersectionPoint;
            Vector3 slidePlaneNormal = characterSphere.Center - nearestPolygonIntersectionPoint;

            slidePlaneNormal.Normalize();

            Plane slidePlane = Plane.FromPointNormal(slidePlaneOrigin, slidePlaneNormal);

            //Proyectamos el punto original de destino en el plano de sliding
            TgcRay  slideRay = new TgcRay(nearestPolygonIntersectionPoint + Vector3.Multiply(movementVector, slideFactor), slidePlaneNormal);
            float   slideT;
            Vector3 slideDestinationPoint;

            if (TgcCollisionUtils.intersectRayPlane(slideRay, slidePlane, out slideT, out slideDestinationPoint))
            {
                //Nuevo vector de movimiento
                Vector3 slideMovementVector = slideDestinationPoint - nearestPolygonIntersectionPoint;

                if (slideMovementVector.LengthSq() < EPSILON)
                {
                    return;
                }

                //Recursividad para aplicar sliding
                doCollideWithWorld(characterSphere, slideMovementVector, obstaculos, recursionDepth + 1, colisionInfo);
            }

            return;
        }