示例#1
0
 bool CheckBoxBoxQuick(Box one, Box two)
 {
     // TODO fix this Code |
     //                    v
     List<Vector3> intersectedCorners1 = new List<Vector3>();
     intersectedCorners1.RemoveAll((corner) => (false /* add prediction code */));
     if (intersectedCorners1.Count > 2)
     {
         Vector3 a = intersectedCorners1[0] - intersectedCorners1[1];
         Vector3 b = intersectedCorners1[2] - intersectedCorners1[0];
         Vector3 axis = Vector3.Cross(a,b);
         axis.Normalize();
         Vector3 cp = Vector3.Lerp(intersectedCorners1[1],intersectedCorners1[2],0.5f);
         ContactPoint = cp;
         ContactNormal = axis;
         return true;
     }
     return false;
 }
示例#2
0
        void fillPointFaceBoxBox(Box one, Box two, Vector3 toCentre,
            int best, float pen)
        {
            // This method is called when we know that a vertex from
            // box two is in contact with box one.

            // We know which axis the collision is on (i.e. best),
            // but we need to work out which of the two faces on
            // this axis.
            Vector3 normal = one.GetAxis(best);
            if (Vector3.Dot(one.GetAxis(best), toCentre) > 0)
            {
                normal *= -1f;
            }

            // Work out which vertex of box two we're colliding with.
            // Using toCentre doesn't work!
            Vector3 vertex = two.HalfSize;
            if (Vector3.Dot(two.GetAxis(0), normal) < 0)
                vertex.X = -vertex.X;
            if (Vector3.Dot(two.GetAxis(1), normal) < 0)
                vertex.Y = -vertex.Y;
            if (Vector3.Dot(two.GetAxis(2), normal) < 0)
                vertex.Z = -vertex.Z;

            // Create the contact data
            _ContactNormal = normal;
            _Penetration = pen;
            _ContactPoint = Vector3.Transform(vertex, two.TransformMatrix);
        }
示例#3
0
 private static float transformToAxis(Box box, Vector3 axis)
 {
     return
         box.HalfSize.X * Math.Abs(Vector3.Dot(axis, box.GetAxis(0))) +
         box.HalfSize.Y * Math.Abs(Vector3.Dot(axis, box.GetAxis(1))) +
         box.HalfSize.Z * Math.Abs(Vector3.Dot(axis, box.GetAxis(2)));
 }
示例#4
0
 bool CheckBoxAndCheck(Box one, Box two)
 {
     //#define TEST_OVERLAP(axis) overlapOnAxis(one, two, (axis), toCentre)
     Vector3 toCentre = two.Position - one.Position;
     bool first = true, second = true, third = true;
     for (int i = 0; i < 3; i++)
     {
         first = first && overlapOnAxis(one, two, one.GetAxis(i), toCentre);
         second = second && overlapOnAxis(one, two, two.GetAxis(i), toCentre);
     }
     for (int i = 0,j=0, k=0; i < 9; i++, j++)
     {
         if (i % 3 == 0 && i != 0)
         {
             j = 0;
             k++;
         }
         third = third && overlapOnAxis(one, two, Vector3.Cross(one.GetAxis(k), two.GetAxis(j)),toCentre);
     }
     return first && second && third;
 }
示例#5
0
        /// <summary>
        /// fill contact data between box and point
        /// </summary>
        /// <param name="box"></param>
        /// <param name="point"></param>
        /// <returns></returns>
        //public bool BoxAndPoint(Box box, Vector3 point)
        public void BoxAndPoint(Box box, Vector3 point)
        {
            // Transform the point into box coordinates.
            Vector3 pointToBoxCor = Vector3.Transform(point, Matrix.Invert(box.TransformMatrix));

            Vector3 normal;

            // Check each axis looking for the axis on which the penetration is least deep.
            #region X axis
            float minDepth = box.HalfSize.X - Math.Abs(pointToBoxCor.X);

            if (minDepth < 0)
                //return false;
                return;

            normal = box.GetAxis(0) * ((pointToBoxCor.X < 0) ? -1 : 1);
            #endregion
            #region Y axis
            float depth = box.HalfSize.Y - Math.Abs(pointToBoxCor.Y);

            if (depth < 0)
                //return false;
                return;
            else if (depth < minDepth)
            {
                minDepth = depth;
                normal = box.GetAxis(1) * ((pointToBoxCor.Y < 0) ? -1 : 1);
            }
            #endregion
            #region Z axis
            depth = box.HalfSize.Z - Math.Abs(pointToBoxCor.Z);

            if (depth < 0)
                //return false;
                return;
            else if (depth < minDepth)
            {
                minDepth = depth;
                normal = box.GetAxis(2) * ((pointToBoxCor.Z < 0) ? -1 : 1);
            }
            #endregion

            //filling data
            _ContactNormal = normal;
            _ContactPoint = point;
            _Penetration = minDepth;

            body[0] = box;

            // Note that we don’t know what rigid body the point
            // belongs to, so we just use NULL. Where this is called
            // this value can be left, or filled in.
            body[1] = null;

            //TODO
            //restitution = TODO;
            //friction    = TODO;
            //return true;
        }
示例#6
0
        public static float penetrationOnAxis(Box one, Box two, Vector3 axis, Vector3 toCentre)
        {
            // Project the half-size of one onto axis
            float oneProject = transformToAxis(one, axis);
            float twoProject = transformToAxis(two, axis);

            // Project this onto the axis
            float distance = Math.Abs(Vector3.Dot(toCentre, axis));

            // Return the overlap (i.e. positive indicates
            // overlap, negative indicates separation).
            return oneProject + twoProject - distance;
        }
示例#7
0
 private bool tryAxis(Box one, Box two, Vector3 axis, Vector3 toCentre, int index,
     // These values may be updated
     ref float smallestPenetration, ref int smallestCase)
 {
     if (axis.LengthSquared() < 0.0001) return true;
     axis.Normalize();
     float penetration = penetrationOnAxis(one, two, axis, toCentre);
     if (penetration < 0) // there is no Contact
         return false;
     if (penetration < smallestPenetration) // Set the Smallest
     {
         smallestPenetration = penetration;
         smallestCase = index;
     }
     return true;
 }
示例#8
0
 /// <summary>
 ///  return true if the two boxes are overlaping in each other
 /// </summary>
 /// <param name="one"></param>
 /// <param name="two"></param>
 /// <param name="axis"></param>
 /// <returns></returns>
 bool OverlapOnAxis(Box one, Box two, Vector3 axis)
 {
     // Project the half-size of one onto axis.
     float oneProject = TransformToAxis(one, axis);
     float twoProject = TransformToAxis(two, axis);
     // Find the vector between the two centers.
     Vector3 toCenter = two.GetAxis(3) - one.GetAxis(3);
     // Project this onto the axis.
     float distance = Vector3.Dot(toCenter, axis);
     // Check for overlap.
     return (distance < oneProject + twoProject);
 }
示例#9
0
        bool overlapOnAxis(Box one, Box two, Vector3 axis, Vector3 toCentre)
        {
            // Project the half-size of one onto axis
            float oneProject = transformToAxis(one, axis);
            float twoProject = transformToAxis(two, axis);

            // Project this onto the axis
            float distance = Math.Abs(Vector3.Dot(toCentre, axis));

            // Check for overlap
            return (distance < oneProject + twoProject);
        }