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https://github.com/RandomityGuy/MBHaxe.git
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fix the collision bugs
This commit is contained in:
parent
472f868e64
commit
351a8d34d9
5 changed files with 141 additions and 155 deletions
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@ -135,156 +135,137 @@ class DifBuilder {
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var edges = [];
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var colliderSurfaces = [];
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for (i in 0...hulls.length) {
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var hullTris = [];
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var hull = hulls[i];
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for (j in hull.surfaceStart...(hull.surfaceStart + hull.surfaceCount)) {
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var surfaceindex = geo.hullSurfaceIndices[j];
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var surface = geo.surfaces[surfaceindex];
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if (surface == null)
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continue;
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var planeindex = surface.planeIndex;
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var planeFlipped = (planeindex & 0x8000) == 0x8000;
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if (planeFlipped)
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planeindex &= ~0x8000;
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var plane = geo.planes[planeindex];
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var normal = geo.normals[plane.normalIndex];
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if (planeFlipped)
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normal = normal.scalar(-1);
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var texture = geo.materialList[surface.textureIndex];
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if (!textures.contains(texture))
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textures.push(texture);
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var points = geo.points;
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var colliderSurface = new CollisionSurface();
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colliderSurface.points = [];
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colliderSurface.normals = [];
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colliderSurface.indices = [];
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colliderSurface.transformKeys = [];
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colliderSurface.originalIndices = [];
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colliderSurface.originalSurfaceIndex = surfaceindex;
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for (k in (surface.windingStart + 2)...(surface.windingStart + surface.windingCount)) {
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var p1, p2, p3;
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if ((k - (surface.windingStart + 2)) % 2 == 0) {
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p1 = points[geo.windings[k]];
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p2 = points[geo.windings[k - 1]];
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p3 = points[geo.windings[k - 2]];
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colliderSurface.originalIndices.push(geo.windings[k]);
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colliderSurface.originalIndices.push(geo.windings[k - 1]);
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colliderSurface.originalIndices.push(geo.windings[k - 2]);
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} else {
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p1 = points[geo.windings[k - 2]];
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p2 = points[geo.windings[k - 1]];
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p3 = points[geo.windings[k]];
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colliderSurface.originalIndices.push(geo.windings[k - 2]);
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colliderSurface.originalIndices.push(geo.windings[k - 1]);
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colliderSurface.originalIndices.push(geo.windings[k]);
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}
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var e1 = new TriangleEdge(geo.windings[k], geo.windings[k - 1], geo.windings[k - 2], surfaceindex);
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var e2 = new TriangleEdge(geo.windings[k - 1], geo.windings[k - 2], geo.windings[k], surfaceindex);
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var e3 = new TriangleEdge(geo.windings[k], geo.windings[k - 2], geo.windings[k - 1], surfaceindex);
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edges.push(e1);
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edges.push(e2);
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edges.push(e3);
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var texgen = geo.texGenEQs[surface.texGenIndex];
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var uv1 = new Point2F(p1.x * texgen.planeX.x
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+ p1.y * texgen.planeX.y
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+ p1.z * texgen.planeX.z
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+ texgen.planeX.d,
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p1.x * texgen.planeY.x
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+ p1.y * texgen.planeY.y
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+ p1.z * texgen.planeY.z
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+ texgen.planeY.d);
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var uv2 = new Point2F(p2.x * texgen.planeX.x
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+ p2.y * texgen.planeX.y
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+ p2.z * texgen.planeX.z
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+ texgen.planeX.d,
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p2.x * texgen.planeY.x
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+ p2.y * texgen.planeY.y
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+ p2.z * texgen.planeY.z
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+ texgen.planeY.d);
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var uv3 = new Point2F(p3.x * texgen.planeX.x
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+ p3.y * texgen.planeX.y
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+ p3.z * texgen.planeX.z
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+ texgen.planeX.d,
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p3.x * texgen.planeY.x
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+ p3.y * texgen.planeY.y
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+ p3.z * texgen.planeY.z
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+ texgen.planeY.d);
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var tri = new DifBuilderTriangle();
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tri.texture = texture;
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tri.normal1 = normal;
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tri.normal2 = normal;
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tri.normal3 = normal;
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tri.p1 = p1;
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tri.p2 = p2;
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tri.p3 = p3;
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tri.uv1 = uv1;
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tri.uv2 = uv2;
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tri.uv3 = uv3;
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triangles.push(tri);
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hullTris.push(tri);
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var materialName = stripTexName(texture);
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var hasMaterialInfo = materialDict.exists(materialName);
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if (hasMaterialInfo) {
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var minfo = materialDict.get(materialName);
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colliderSurface.friction = minfo.friction;
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colliderSurface.restitution = minfo.restitution;
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}
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colliderSurface.addPoint(-p1.x, p1.y, p1.z);
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colliderSurface.addPoint(-p2.x, p2.y, p2.z);
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colliderSurface.addPoint(-p3.x, p3.y, p3.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.transformKeys.push(0);
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colliderSurface.transformKeys.push(0);
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colliderSurface.transformKeys.push(0);
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for (v in [p1, p2, p3]) {
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var buckets = vertexBuckets.get(v);
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if (buckets == null) {
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buckets = [];
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vertexBuckets.set(v, buckets);
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}
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var bucket:VertexBucket = null;
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for (j in 0...buckets.length) {
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bucket = buckets[j];
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if (normal.dot(bucket.referenceNormal) > Math.cos(Math.PI / 12))
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break;
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bucket = null;
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}
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if (bucket == null) {
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bucket = {
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referenceNormal: normal,
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triangleIndices: [],
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normals: []
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};
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buckets.push(bucket);
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}
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bucket.triangleIndices.push(triangles.length - 1);
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bucket.normals.push(normal);
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}
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for (i in 0...geo.surfaces.length) {
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var surfaceindex = i;
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var surface = geo.surfaces[surfaceindex];
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if (surface == null)
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continue;
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var planeindex = surface.planeIndex;
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var planeFlipped = (planeindex & 0x8000) == 0x8000;
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if (planeFlipped)
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planeindex &= ~0x8000;
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var plane = geo.planes[planeindex];
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var normal = geo.normals[plane.normalIndex];
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if (planeFlipped)
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normal = normal.scalar(-1);
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var texture = geo.materialList[surface.textureIndex];
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if (!textures.contains(texture))
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textures.push(texture);
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var points = geo.points;
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var colliderSurface = new CollisionSurface();
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colliderSurface.points = [];
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colliderSurface.normals = [];
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colliderSurface.indices = [];
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colliderSurface.transformKeys = [];
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colliderSurface.originalIndices = [];
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colliderSurface.originalSurfaceIndex = surfaceindex;
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for (k in (surface.windingStart + 2)...(surface.windingStart + surface.windingCount)) {
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var p1, p2, p3;
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if ((k - (surface.windingStart + 2)) % 2 == 0) {
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p1 = points[geo.windings[k]];
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p2 = points[geo.windings[k - 1]];
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p3 = points[geo.windings[k - 2]];
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colliderSurface.originalIndices.push(geo.windings[k]);
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colliderSurface.originalIndices.push(geo.windings[k - 1]);
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colliderSurface.originalIndices.push(geo.windings[k - 2]);
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} else {
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p1 = points[geo.windings[k - 2]];
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p2 = points[geo.windings[k - 1]];
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p3 = points[geo.windings[k]];
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colliderSurface.originalIndices.push(geo.windings[k - 2]);
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colliderSurface.originalIndices.push(geo.windings[k - 1]);
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colliderSurface.originalIndices.push(geo.windings[k]);
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}
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var e1 = new TriangleEdge(geo.windings[k], geo.windings[k - 1], geo.windings[k - 2], surfaceindex);
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var e2 = new TriangleEdge(geo.windings[k - 1], geo.windings[k - 2], geo.windings[k], surfaceindex);
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var e3 = new TriangleEdge(geo.windings[k], geo.windings[k - 2], geo.windings[k - 1], surfaceindex);
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edges.push(e1);
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edges.push(e2);
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edges.push(e3);
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var texgen = geo.texGenEQs[surface.texGenIndex];
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var uv1 = new Point2F(p1.x * texgen.planeX.x
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+ p1.y * texgen.planeX.y
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+ p1.z * texgen.planeX.z
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+ texgen.planeX.d,
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p1.x * texgen.planeY.x
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+ p1.y * texgen.planeY.y
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+ p1.z * texgen.planeY.z
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+ texgen.planeY.d);
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var uv2 = new Point2F(p2.x * texgen.planeX.x
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+ p2.y * texgen.planeX.y
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+ p2.z * texgen.planeX.z
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+ texgen.planeX.d,
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p2.x * texgen.planeY.x
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+ p2.y * texgen.planeY.y
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+ p2.z * texgen.planeY.z
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+ texgen.planeY.d);
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var uv3 = new Point2F(p3.x * texgen.planeX.x
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+ p3.y * texgen.planeX.y
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+ p3.z * texgen.planeX.z
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+ texgen.planeX.d,
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p3.x * texgen.planeY.x
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+ p3.y * texgen.planeY.y
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+ p3.z * texgen.planeY.z
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+ texgen.planeY.d);
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var tri = new DifBuilderTriangle();
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tri.texture = texture;
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tri.normal1 = normal;
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tri.normal2 = normal;
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tri.normal3 = normal;
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tri.p1 = p1;
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tri.p2 = p2;
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tri.p3 = p3;
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tri.uv1 = uv1;
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tri.uv2 = uv2;
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tri.uv3 = uv3;
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triangles.push(tri);
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var materialName = stripTexName(texture).toLowerCase();
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var hasMaterialInfo = materialDict.exists(materialName);
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if (hasMaterialInfo) {
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var minfo = materialDict.get(materialName);
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colliderSurface.friction = minfo.friction;
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colliderSurface.restitution = minfo.restitution;
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}
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colliderSurface.addPoint(-p1.x, p1.y, p1.z);
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colliderSurface.addPoint(-p2.x, p2.y, p2.z);
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colliderSurface.addPoint(-p3.x, p3.y, p3.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.addNormal(-normal.x, normal.y, normal.z);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.indices.push(colliderSurface.indices.length);
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colliderSurface.transformKeys.push(0);
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colliderSurface.transformKeys.push(0);
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colliderSurface.transformKeys.push(0);
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for (v in [p1, p2, p3]) {
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var buckets = vertexBuckets.get(v);
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if (buckets == null) {
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buckets = [];
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vertexBuckets.set(v, buckets);
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}
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var bucket:VertexBucket = null;
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for (j in 0...buckets.length) {
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bucket = buckets[j];
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if (normal.dot(bucket.referenceNormal) > Math.cos(Math.PI / 12))
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break;
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bucket = null;
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}
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if (bucket == null) {
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bucket = {
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referenceNormal: normal,
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triangleIndices: [],
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normals: []
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};
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buckets.push(bucket);
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}
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bucket.triangleIndices.push(triangles.length - 1);
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bucket.normals.push(normal);
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}
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colliderSurface.generateBoundingBox();
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collider.addSurface(colliderSurface);
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colliderSurfaces.push(colliderSurface);
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}
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colliderSurface.generateBoundingBox();
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collider.addSurface(colliderSurface);
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colliderSurfaces.push(colliderSurface);
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}
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var edgeMap:Map<Int, TriangleEdge> = new Map();
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@ -1131,10 +1131,14 @@ class Marble extends GameObject {
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continue;
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}
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var tsi = Collision.TriangleSphereIntersection(testTri.v[0], testTri.v[1], testTri.v[2], testTri.n, position, radius);
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if (tsi.result) {
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var separatingDistance = position.sub(tsi.point).normalized();
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var distToContactPlane = tsi.point.distance(position);
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// Intersection with plane of testTri and current position
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var t = (testTri.v[0].sub(position)).dot(testTri.n) / testTri.n.lengthSq();
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var intersect = position.add(testTri.n.multiply(t));
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var tsi = Collision.PointInTriangle(intersect, testTri.v[0], testTri.v[1], testTri.v[2]);
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if (tsi) {
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var separatingDistance = position.sub(intersect).normalized();
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var distToContactPlane = intersect.distance(position);
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if (radius - 0.005 - distToContactPlane > 0.0001) {
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// Nudge to the surface of the contact plane
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position = position.add(separatingDistance.multiply(radius - distToContactPlane - 0.005));
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@ -139,6 +139,7 @@ class PathedInterior extends InteriorObject {
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stopped = false;
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if (currentTime == targetTime) {
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velocity.set(0, 0, 0);
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this.collider.velocity.set(0, 0, 0);
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} else {
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var delta = 0.0;
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if (targetTime < 0) {
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@ -164,7 +164,7 @@ class CollisionEntity implements IOctreeObject implements IBVHObject {
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public function sphereIntersection(collisionEntity:SphereCollisionEntity, timeState:TimeState) {
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var position = collisionEntity.transform.getPosition();
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var radius = collisionEntity.radius;
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var radius = collisionEntity.radius + 0.001;
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var invMatrix = invTransform;
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if (this.go is PathedInterior)
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@ -221,7 +221,7 @@ class CollisionEntity implements IOctreeObject implements IBVHObject {
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// var closest = Collision.ClosestPtPointTriangle(position, radius, v0, v, v2, surfacenormal);
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if (closest != null) {
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var contactDist = closest.distanceSq(position);
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if (contactDist <= radius * radius) {
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if (contactDist <= radius * radius && contactDist > 0.0225) {
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var normal = res.normal;
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if (position.sub(closest).dot(surfacenormal) > 0) {
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@ -27,7 +27,7 @@ class MainMenuGui extends GuiImage {
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versionText.vertSizing = Top;
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versionText.position = new Vector(289, 450);
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versionText.extent = new Vector(62, 18);
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versionText.text.text = "1.1.11";
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versionText.text.text = "1.1.12";
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versionText.text.textColor = 0;
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this.addChild(versionText);
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