示例#1
0
        public static Vector3 ComputeNewTailPosition(Circle3 intersection, Vector3 tailPosition)
        {
            // http://stackoverflow.com/questions/300871/best-way-to-find-a-point-on-a-circle-closest-to-a-given-point
            // Project child's position onto the plane
            var newTailPosition = tailPosition
                                  - Vector3.Dot(intersection.upVector, tailPosition - intersection.origin) * intersection.upVector;
            var v           = newTailPosition - intersection.origin;
            var newPosition = intersection.origin + intersection.radius * v.normalized;

            return(newPosition);
        }
示例#2
0
        public static SpringBone.CollisionStatus CheckForCollisionAndReact
        (
            Vector3 localHeadPosition,
            ref Vector3 localTailPosition,
            float localTailRadius,
            Vector3 sphereLocalOrigin,
            float sphereRadius
        )
        {
            var combinedRadius = sphereRadius + localTailRadius;

            if ((localTailPosition - sphereLocalOrigin).sqrMagnitude >= combinedRadius * combinedRadius)
            {
                // Not colliding
                return(SpringBone.CollisionStatus.NoCollision);
            }

            var originToHead = localHeadPosition - sphereLocalOrigin;

            if (originToHead.sqrMagnitude <= sphereRadius * sphereRadius)
            {
                // The head is inside the sphere, so just try to push the tail out
                localTailPosition =
                    sphereLocalOrigin + (localTailPosition - sphereLocalOrigin).normalized * combinedRadius;
                return(SpringBone.CollisionStatus.HeadIsEmbedded);
            }

            var localHeadRadius = (localTailPosition - localHeadPosition).magnitude;
            var intersection    = new Circle3();

            if (ComputeIntersection(
                    localHeadPosition,
                    localHeadRadius,
                    sphereLocalOrigin,
                    combinedRadius,
                    ref intersection))
            {
                localTailPosition = ComputeNewTailPosition(intersection, localTailPosition);
            }

            return(SpringBone.CollisionStatus.TailCollision);
        }
示例#3
0
        // private

        // http://mathworld.wolfram.com/Sphere-SphereIntersection.html
        public static bool ComputeIntersection
        (
            Vector3 originA,
            float radiusA,
            Vector3 originB,
            float radiusB,
            ref Circle3 intersection
        )
        {
            var aToB = originB - originA;
            var dSqr = aToB.sqrMagnitude;
            var d    = Mathf.Sqrt(dSqr);

            if (d <= 0f)
            {
                return(false);
            }

            var radiusASqr = radiusA * radiusA;
            var radiusBSqr = radiusB * radiusB;

            // Assume a is at the origin and b is at (d, 0 0)
            var denominator        = 0.5f / d;
            var subTerm            = dSqr - radiusBSqr + radiusASqr;
            var x                  = subTerm * denominator;
            var squaredTerm        = subTerm * subTerm;
            var intersectionRadius = Mathf.Sqrt(4f * dSqr * radiusASqr - squaredTerm) * denominator;

            var upVector = aToB / d;
            var origin   = originA + x * upVector;

            intersection.origin   = origin;
            intersection.upVector = upVector;
            intersection.radius   = intersectionRadius;

            return(true);
        }
示例#4
0
        public SpringBone.CollisionStatus CheckForCollisionAndReact
        (
            Vector3 moverHeadPosition,
            ref Vector3 moverPosition,
            float moverRadius,
            ref Vector3 hitNormal
        )
        {
            const float RadiusThreshold = 0.0001f;

            if ((linkedRenderer != null && !linkedRenderer.enabled) ||
                radius <= RadiusThreshold)
            {
                return(SpringBone.CollisionStatus.NoCollision);
            }

            var worldToLocal = transform.worldToLocalMatrix;
            var radiusScale  = worldToLocal.MultiplyVector(new Vector3(1f, 0f, 0f)).magnitude;

            // Lower than start cap
            var localHeadPosition  = worldToLocal.MultiplyPoint3x4(moverHeadPosition);
            var localMoverPosition = worldToLocal.MultiplyPoint3x4(moverPosition);
            var localMoverRadius   = moverRadius * radiusScale;

            var moverIsAboveTop = localMoverPosition.y >= height;
            var useSphereCheck  = (localMoverPosition.y <= 0f) | moverIsAboveTop;

            if (useSphereCheck)
            {
                var sphereOrigin   = new Vector3(0f, moverIsAboveTop ? height : 0f, 0f);
                var combinedRadius = localMoverRadius + radius;
                if ((localMoverPosition - sphereOrigin).sqrMagnitude >= combinedRadius * combinedRadius)
                {
                    // Not colliding
                    return(SpringBone.CollisionStatus.NoCollision);
                }

                var originToHead   = localHeadPosition - sphereOrigin;
                var isHeadEmbedded = originToHead.sqrMagnitude <= radius * radius;

#if UNITY_EDITOR
                RecordSphereCollision(
                    sphereOrigin,
                    localMoverPosition,
                    moverRadius,
                    isHeadEmbedded ?
                    SpringBone.CollisionStatus.HeadIsEmbedded :
                    SpringBone.CollisionStatus.TailCollision);
#endif

                if (isHeadEmbedded)
                {
                    // The head is inside the sphere, so just try to push the tail out
                    var localHitNormal = (localMoverPosition - sphereOrigin).normalized;
                    localMoverPosition = sphereOrigin + localHitNormal * combinedRadius;
                    moverPosition      = transform.TransformPoint(localMoverPosition);
                    hitNormal          = transform.TransformDirection(localHitNormal).normalized;
                    return(SpringBone.CollisionStatus.HeadIsEmbedded);
                }

                var localHeadRadius = (localMoverPosition - localHeadPosition).magnitude;
                var intersection    = new Circle3();
                if (SpringSphereCollider.ComputeIntersection(
                        localHeadPosition,
                        localHeadRadius,
                        sphereOrigin,
                        combinedRadius,
                        ref intersection))
                {
                    localMoverPosition = SpringSphereCollider.ComputeNewTailPosition(intersection, localMoverPosition);
                    moverPosition      = transform.TransformPoint(localMoverPosition);
                    var localHitNormal = (localMoverPosition - sphereOrigin).normalized;
                    hitNormal = transform.TransformDirection(localHitNormal).normalized;
                }

                return(SpringBone.CollisionStatus.TailCollision);
            }

            // Cylinder
            var collisionStatus = CheckForCylinderCollisionAndReact(
                localHeadPosition, ref moverPosition, localMoverRadius, localMoverPosition, ref hitNormal);
            return(collisionStatus);
        }