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; }
/// <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; }