mirror of
https://github.com/RandomityGuy/MBHaxe.git
synced 2026-01-14 03:02:10 +00:00
fix minor bugs and improve moving platform broadphase
This commit is contained in:
parent
76a26db37d
commit
7228dcfa8d
9 changed files with 245 additions and 189 deletions
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@ -1307,7 +1307,7 @@ class Marble extends GameObject {
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var tempTimeState = timeState.clone();
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tempState.currentAttemptTime = piTime;
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tempState.dt = timeStep;
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this.level.callCollisionHandlers(cast this, tempTimeState);
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this.level.callCollisionHandlers(cast this, tempTimeState, pos, newPos, rot, quat);
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}
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if (contacts.length != 0)
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@ -1063,6 +1063,8 @@ class MarbleWorld extends Scheduler {
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val = Util.getKeyForButton(Settings.controlsSettings.powerup);
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if (funcdata[1] == "freelook")
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val = Util.getKeyForButton(Settings.controlsSettings.freelook);
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if (funcdata[1] == "useblast")
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val = Util.getKeyForButton(Settings.controlsSettings.blast);
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}
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start = val.length + pos;
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text = pre + val + post;
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@ -1106,13 +1108,18 @@ class MarbleWorld extends Scheduler {
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this.playGui.formatGemCounter(this.gemCount, this.totalGems);
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}
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public function callCollisionHandlers(marble:Marble, timeState:TimeState) {
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var gjkSphere = new collision.gjk.Sphere();
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gjkSphere.position = marble.getAbsPos().getPosition();
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gjkSphere.radius = marble._radius;
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public function callCollisionHandlers(marble:Marble, timeState:TimeState, start:Vector, end:Vector, startQuat:Quat, endQuat:Quat) {
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var expansion = marble._radius + 0.2;
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var minP = new Vector(Math.min(start.x, end.x) - expansion, Math.min(start.y, end.y) - expansion, Math.min(start.z, end.z) - expansion);
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var maxP = new Vector(Math.max(start.x, end.x) + expansion, Math.max(start.y, end.y) + expansion, Math.max(start.z, end.z) + expansion);
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var box = Bounds.fromPoints(minP.toPoint(), maxP.toPoint());
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var marbleHitbox = new Bounds();
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marbleHitbox.addSpherePos(0, 0, 0, marble._radius);
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marbleHitbox.transform(startQuat.toMatrix());
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marbleHitbox.transform(endQuat.toMatrix());
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marbleHitbox.offset(end.x, end.y, end.z);
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var spherebounds = new Bounds();
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spherebounds.addSpherePos(gjkSphere.position.x, gjkSphere.position.y, gjkSphere.position.z, gjkSphere.radius);
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// spherebounds.addSpherePos(gjkCapsule.p2.x, gjkCapsule.p2.y, gjkCapsule.p2.z, gjkCapsule.radius);
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// var contacts = this.collisionWorld.radiusSearch(marble.getAbsPos().getPosition(), marble._radius);
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var contacts = marble.contactEntities;
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@ -1123,18 +1130,20 @@ class MarbleWorld extends Scheduler {
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if (contact.go is DtsObject) {
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var shape:DtsObject = cast contact.go;
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shape.onMarbleInside(timeState);
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if (!this.shapeOrTriggerInside.contains(contact.go)) {
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this.shapeOrTriggerInside.push(contact.go);
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shape.onMarbleEnter(timeState);
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if (contact.boundingBox.collide(marbleHitbox)) {
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shape.onMarbleInside(timeState);
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if (!this.shapeOrTriggerInside.contains(contact.go)) {
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this.shapeOrTriggerInside.push(contact.go);
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shape.onMarbleEnter(timeState);
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}
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inside.push(contact.go);
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}
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inside.push(contact.go);
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}
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if (contact.go is Trigger) {
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var trigger:Trigger = cast contact.go;
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var triggeraabb = trigger.collider.boundingBox;
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if (triggeraabb.collide(spherebounds)) {
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if (triggeraabb.collide(marbleHitbox)) {
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trigger.onMarbleInside(timeState);
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if (!this.shapeOrTriggerInside.contains(contact.go)) {
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this.shapeOrTriggerInside.push(contact.go);
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@ -1154,11 +1163,11 @@ class MarbleWorld extends Scheduler {
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}
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if (this.finishTime == null) {
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if (spherebounds.collide(this.endPad.finishBounds)) {
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if (marbleHitbox.collide(this.endPad.finishBounds)) {
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var padUp = this.endPad.getAbsPos().up();
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padUp = padUp.multiply(10);
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var checkBounds = spherebounds.clone();
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var checkBounds = box.clone();
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checkBounds.zMin -= 10;
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checkBounds.zMax += 10;
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var checkBoundsCenter = checkBounds.getCenter();
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@ -1,183 +1,233 @@
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package collision;
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import h3d.col.Bounds;
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import h3d.Vector;
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// https://github.com/Sopiro/DynamicBVH/blob/master/src/aabbtree.ts
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interface IBVHObject {
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var boundingBox:Bounds;
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function rayCast(rayOrigin:Vector, rayDirection:Vector):Array<octree.IOctreeObject.RayIntersectionData>;
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}
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@:publicFields
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class BVHNode {
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class BVHNode<T:IBVHObject> {
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var id:Int;
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var parent:BVHNode<T>;
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var child1:BVHNode<T>;
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var child2:BVHNode<T>;
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var isLeaf:Bool;
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var bounds:Bounds;
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var objects:Array<CollisionSurface>;
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var objectBounds:Bounds; // total bounds for objects stored in THIS node
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var left:BVHNode;
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var right:BVHNode;
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var surfaceArea:Float;
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var object:T;
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public function new(bounds:Bounds) {
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this.bounds = bounds.clone();
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surfaceArea = this.bounds.xSize * this.bounds.ySize + this.bounds.xSize * this.bounds.zSize + this.bounds.ySize * this.bounds.zSize;
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}
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function getSplitCost(objs:Array<{obj:CollisionSurface, centroid:h3d.col.Point}>, axis:Int) {
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// Pick best axis to split
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switch (axis) {
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case 0:
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objs.sort((x, y) -> x.centroid.x > y.centroid.x ? 1 : -1);
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case 1:
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objs.sort((x, y) -> x.centroid.y > y.centroid.y ? 1 : -1);
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case 2:
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objs.sort((x, y) -> x.centroid.z > y.centroid.z ? 1 : -1);
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};
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class BVHTree<T:IBVHObject> {
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var nodeId:Int = 0;
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var root:BVHNode<T>;
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var leftObjects = objs.slice(0, Math.ceil(objs.length / 2));
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var rightObjects = objs.slice(Math.ceil(objs.length / 2));
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var leftAABB = new Bounds();
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var rightAABB = new Bounds();
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for (o in leftObjects)
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leftAABB.add(o.obj.boundingBox);
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for (o in rightObjects)
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rightAABB.add(o.obj.boundingBox);
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var leftSA = leftAABB.xSize * leftAABB.ySize + leftAABB.xSize * leftAABB.zSize + leftAABB.ySize * leftAABB.zSize;
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var rightSA = rightAABB.xSize * rightAABB.ySize + rightAABB.xSize * rightAABB.zSize + rightAABB.ySize * rightAABB.zSize;
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var splitCost = leftSA + rightSA;
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var bestSplit = {
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cost: splitCost,
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left: leftObjects,
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right: rightObjects,
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leftBounds: leftAABB,
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rightBounds: rightAABB,
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axis: axis
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};
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return bestSplit;
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}
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public function new() {}
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public function split() {
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// Splitting first time
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// Calculate the centroids of all objects
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var objs = objects.map(x -> {
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x.generateBoundingBox();
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return {obj: x, centroid: x.boundingBox.getCenter()};
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});
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function update() {
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var invalidNodes = [];
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this.traverse(node -> {
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if (node.isLeaf) {
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var entity = node.object;
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var tightAABB = entity.boundingBox;
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// Find the best split cost
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var costs = [getSplitCost(objs, 0), getSplitCost(objs, 1), getSplitCost(objs, 2)];
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costs.sort((x, y) -> x.cost > y.cost ? 1 : -1);
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var bestSplit = costs[0];
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if (node.bounds.containsBounds(tightAABB)) {
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return;
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}
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// Sort the objects according to where they should go
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var leftObjs = [];
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var rightObjs = [];
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var intersectObjs = [];
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for (o in bestSplit.left.concat(bestSplit.right)) {
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var inleft = bestSplit.leftBounds.containsBounds(o.obj.boundingBox);
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var inright = bestSplit.rightBounds.containsBounds(o.obj.boundingBox);
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if (inleft && inright) {
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intersectObjs.push(o.obj);
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} else if (inleft) {
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leftObjs.push(o.obj);
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} else if (inright) {
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rightObjs.push(o.obj);
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}
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}
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public function split() {
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// Splitting first time
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// Calculate the centroids of all objects
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var objs = objects.map(x -> {
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x.generateBoundingBox();
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return {obj: x, centroid: x.boundingBox.getCenter()};
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});
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for (node in invalidNodes) {
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this.remove(node);
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this.add(node.object);
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}
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// Only one side has objects, egh
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if (leftObjs.length == 0 || rightObjs.length == 0) {
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var thisobjs = leftObjs.concat(rightObjs).concat(intersectObjs);
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this.objects = thisobjs;
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this.objectBounds = new Bounds();
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for (o in thisobjs)
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this.objectBounds.add(o.boundingBox);
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return;
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}
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public function add(entity:T) {
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// Enlarged AABB
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var aabb = entity.boundingBox;
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// Make the child nodes
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var leftBounds = new Bounds();
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var rightBounds = new Bounds();
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for (o in leftObjs)
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leftBounds.add(o.boundingBox);
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for (o in rightObjs)
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rightBounds.add(o.boundingBox);
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left = new BVHNode(leftBounds);
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right = new BVHNode(rightBounds);
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left.objects = leftObjs;
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right.objects = rightObjs;
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this.objects = intersectObjs;
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this.objectBounds = new Bounds();
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for (o in intersectObjs)
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this.objectBounds.add(o.boundingBox);
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var newNode = new BVHNode();
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newNode.id = this.nodeId++;
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newNode.bounds = aabb;
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newNode.object = entity;
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newNode.isLeaf = true;
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left.split();
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right.split();
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}
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if (this.root == null) {
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this.root = newNode;
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return newNode;
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}
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public function boundingSearch(searchbox:Bounds) {
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if (this.bounds.containsBounds(searchbox) || this.bounds.collide(searchbox)) {
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var intersects = [];
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if (this.left != null && this.right != null) {
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intersects = intersects.concat(this.left.boundingSearch(searchbox));
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intersects = intersects.concat(this.right.boundingSearch(searchbox));
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}
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if (this.objectBounds.collide(searchbox) || this.objectBounds.containsBounds(searchbox)) {
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for (o in this.objects) {
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if (o.boundingBox.containsBounds(searchbox) || o.boundingBox.collide(searchbox))
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intersects.push(o);
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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// Make the child nodes
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var leftBounds = new Bounds();
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var rightBounds = new Bounds();
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for (o in leftObjs)
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leftBounds.add(o.boundingBox);
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for (o in rightObjs)
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rightBounds.add(o.boundingBox);
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left = new BVHNode(leftBounds);
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right = new BVHNode(rightBounds);
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left.objects = leftObjs;
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right.objects = rightObjs;
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this.objects = intersectObjs;
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this.objectBounds = new Bounds();
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for (o in intersectObjs)
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this.objectBounds.add(o.boundingBox);
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public function rayCast(origin:Vector, direction:Vector) {
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var ray = h3d.col.Ray.fromValues(origin.x, origin.y, origin.z, direction.x, direction.y, direction.z);
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if (ray.collide(this.bounds)) {
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var intersects = [];
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if (this.left != null && this.right != null) {
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intersects = intersects.concat(this.left.rayCast(origin, direction));
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intersects = intersects.concat(this.right.rayCast(origin, direction));
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}
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if (ray.collide(this.objectBounds)) {
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for (o in this.objects) {
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if (ray.collide(o.boundingBox))
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intersects = intersects.concat(o.rayCast(origin, direction));
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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}
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left.split();
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right.split();
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}
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class BVHTree {
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public var bounds:Bounds;
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public function boundingSearch(searchbox:Bounds) {
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if (this.bounds.containsBounds(searchbox) || this.bounds.collide(searchbox)) {
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var intersects = [];
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if (this.left != null && this.right != null) {
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intersects = intersects.concat(this.left.boundingSearch(searchbox));
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intersects = intersects.concat(this.right.boundingSearch(searchbox));
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}
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if (this.objectBounds.collide(searchbox) || this.objectBounds.containsBounds(searchbox)) {
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for (o in this.objects) {
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if (o.boundingBox.containsBounds(searchbox) || o.boundingBox.collide(searchbox))
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intersects.push(o);
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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var surfaces:Array<CollisionSurface> = [];
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function reset() {
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this.nodeId = 0;
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this.root = null;
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}
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var root:BVHNode;
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// BFS tree traversal
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function traverse(callback:(node:BVHNode<T>) -> Void) {
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var q = [this.root];
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public function new(bounds:Bounds) {
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this.bounds = bounds.clone();
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}
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while (q.length != 0) {
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var current = q.shift();
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if (current == null) {
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break;
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}
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public function insert(surf:CollisionSurface) {
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surfaces.push(surf);
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}
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callback(current);
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public function build() {
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root = new BVHNode(bounds);
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// Add all children
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root.objects = this.surfaces;
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root.split();
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}
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if (!current.isLeaf) {
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if (current.child1 != null)
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q.push(current.child1);
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if (current.child2 != null)
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q.push(current.child2);
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}
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}
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}
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public function boundingSearch(searchbox:Bounds) {
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return this.root.boundingSearch(searchbox);
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}
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public function remove(node:BVHNode<T>) {
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var parent = node.parent;
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public function rayCast(origin:Vector, direction:Vector) {
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return this.root.rayCast(origin, direction);
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}
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}
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if (parent != null) {
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var sibling = parent.child1 == node ? parent.child2 : parent.child1;
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if (parent.parent != null) {
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sibling.parent = parent.parent;
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if (parent.parent.child1 == parent) {
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parent.parent.child1 = sibling;
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} else {
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parent.parent.child2 = sibling;
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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function rotate(node:BVHNode<T>) {
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if (node.parent == null) {
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return;
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}
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var parent = node.parent;
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var sibling = parent.child1 == node ? parent.child2 : parent.child1;
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var costDiffs = [];
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var nodeArea = node.bounds.xSize * node.bounds.ySize + node.bounds.zSize * node.bounds.ySize
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+ node.bounds.xSize * node.bounds.zSize;
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class BVHTree {
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public var bounds:Bounds;
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var surfaces:Array<CollisionSurface> = [];
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var root:BVHNode;
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public function new(bounds:Bounds) {
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this.bounds = bounds.clone();
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}
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public function insert(surf:CollisionSurface) {
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surfaces.push(surf);
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}
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public function build() {
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root = new BVHNode(bounds);
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// Add all children
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root.objects = this.surfaces;
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root.split();
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}
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public function boundingSearch(searchbox:Bounds) {
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var res = [];
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if (this.root == null)
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return res;
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var q = [this.root];
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while (q.length != 0) {
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var current = q.shift();
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if (current.bounds.containsBounds(searchbox) || current.bounds.collide(searchbox)) {
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if (current.isLeaf) {
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res.push(current.object);
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} else {
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if (current.child1 != null)
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q.push(current.child1);
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if (current.child2 != null)
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q.push(current.child2);
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}
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}
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}
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return res;
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}
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public function rayCast(origin:Vector, direction:Vector) {
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var res = [];
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if (this.root == null)
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return res;
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var ray = h3d.col.Ray.fromValues(origin.x, origin.y, origin.z, direction.x, direction.y, direction.z);
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||||
var q = [this.root];
|
||||
while (q.length != 0) {
|
||||
var current = q.shift();
|
||||
if (ray.collide(current.bounds)) {
|
||||
if (current.isLeaf) {
|
||||
res = res.concat(current.object.rayCast(origin, direction));
|
||||
} else {
|
||||
if (current.child1 != null)
|
||||
q.push(current.child1);
|
||||
if (current.child2 != null)
|
||||
q.push(current.child2);
|
||||
}
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
package collision;
|
||||
|
||||
import collision.BVHTree.IBVHObject;
|
||||
import src.MarbleGame;
|
||||
import src.TimeState;
|
||||
import h3d.Matrix;
|
||||
|
|
@ -10,7 +11,7 @@ import h3d.Vector;
|
|||
import h3d.col.Sphere;
|
||||
import h3d.col.Bounds;
|
||||
|
||||
class BoxCollisionEntity extends CollisionEntity {
|
||||
class BoxCollisionEntity extends CollisionEntity implements IBVHObject {
|
||||
var bounds:Bounds;
|
||||
|
||||
var _dbgEntity:h3d.scene.Object;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
package collision;
|
||||
|
||||
import collision.BVHTree.IBVHObject;
|
||||
import src.TimeState;
|
||||
import src.GameObject;
|
||||
import dif.math.Point3F;
|
||||
|
|
@ -14,12 +15,12 @@ import h3d.col.Bounds;
|
|||
import src.PathedInterior;
|
||||
import src.Util;
|
||||
|
||||
class CollisionEntity implements IOctreeObject {
|
||||
class CollisionEntity implements IOctreeObject implements IBVHObject {
|
||||
public var boundingBox:Bounds;
|
||||
|
||||
public var octree:Octree;
|
||||
|
||||
public var bvh:BVHTree;
|
||||
public var bvh:BVHTree<CollisionSurface>;
|
||||
|
||||
public var surfaces:Array<CollisionSurface>;
|
||||
|
||||
|
|
|
|||
|
|
@ -4,28 +4,22 @@ import h3d.Matrix;
|
|||
import h3d.col.Bounds;
|
||||
import octree.IOctreeObject;
|
||||
import h3d.Vector;
|
||||
import collision.BVHTree.IBVHObject;
|
||||
|
||||
class CollisionSurface implements IOctreeObject {
|
||||
class CollisionSurface implements IOctreeObject implements IBVHObject {
|
||||
public var priority:Int;
|
||||
public var position:Int;
|
||||
|
||||
public var boundingBox:Bounds;
|
||||
|
||||
public var points:Array<Vector>;
|
||||
public var normals:Array<Vector>;
|
||||
public var indices:Array<Int>;
|
||||
|
||||
public var friction:Float = 1;
|
||||
public var restitution:Float = 1;
|
||||
public var force:Float = 0;
|
||||
|
||||
public var edgeData:Array<Int>;
|
||||
|
||||
public var edgeConcavities:Array<Bool>;
|
||||
public var originalIndices:Array<Int>;
|
||||
|
||||
public var originalSurfaceIndex:Int;
|
||||
|
||||
public var key:Bool = false;
|
||||
|
||||
public function new() {}
|
||||
|
|
|
|||
|
|
@ -11,9 +11,11 @@ class CollisionWorld {
|
|||
public var octree:Octree;
|
||||
public var entities:Array<CollisionEntity> = [];
|
||||
public var dynamicEntities:Array<CollisionEntity> = [];
|
||||
public var dynamicBVH:BVHTree<CollisionEntity>;
|
||||
|
||||
public function new() {
|
||||
this.octree = new Octree();
|
||||
this.dynamicBVH = new BVHTree();
|
||||
}
|
||||
|
||||
public function sphereIntersection(spherecollision:SphereCollisionEntity, timeState:TimeState) {
|
||||
|
|
@ -44,7 +46,8 @@ class CollisionWorld {
|
|||
}
|
||||
}
|
||||
|
||||
for (obj in dynamicEntities) {
|
||||
var dynSearch = dynamicBVH.boundingSearch(box);
|
||||
for (obj in dynSearch) {
|
||||
if (obj != spherecollision) {
|
||||
if (obj.boundingBox.collide(box) && obj.go.isCollideable)
|
||||
contacts = contacts.concat(obj.sphereIntersection(spherecollision, timeState));
|
||||
|
|
@ -72,20 +75,14 @@ class CollisionWorld {
|
|||
contacts.push(entity);
|
||||
}
|
||||
|
||||
for (obj in dynamicEntities) {
|
||||
if (obj.boundingBox.collide(box))
|
||||
contacts.push(obj);
|
||||
}
|
||||
contacts = contacts.concat(dynamicBVH.boundingSearch(box));
|
||||
|
||||
return contacts;
|
||||
}
|
||||
|
||||
public function boundingSearch(bounds:Bounds, useCache:Bool = true) {
|
||||
var contacts = this.octree.boundingSearch(bounds, useCache).map(x -> cast(x, CollisionEntity));
|
||||
for (obj in dynamicEntities) {
|
||||
if (obj.boundingBox.collide(bounds))
|
||||
contacts.push(obj);
|
||||
}
|
||||
contacts = contacts.concat(dynamicBVH.boundingSearch(bounds));
|
||||
return contacts;
|
||||
}
|
||||
|
||||
|
|
@ -117,6 +114,7 @@ class CollisionWorld {
|
|||
|
||||
public function addMovingEntity(entity:CollisionEntity) {
|
||||
this.dynamicEntities.push(entity);
|
||||
this.dynamicBVH.add(entity);
|
||||
}
|
||||
|
||||
public function updateTransform(entity:CollisionEntity) {
|
||||
|
|
|
|||
|
|
@ -411,6 +411,9 @@ class PlayGui {
|
|||
} else if (powerupIdentifier == "Helicopter") {
|
||||
powerupImageObject = new DtsObject();
|
||||
powerupImageObject.dtsPath = "data/shapes/images/helicopter.dts";
|
||||
} else if (powerupIdentifier == "MegaMarble") {
|
||||
powerupImageObject = new DtsObject();
|
||||
powerupImageObject.dtsPath = "data/shapes/items/megamarble.dts";
|
||||
} else {
|
||||
powerupIdentifier = "";
|
||||
this.powerupImageObject = null;
|
||||
|
|
|
|||
|
|
@ -139,7 +139,7 @@ class Octree {
|
|||
return intersections;
|
||||
}
|
||||
|
||||
public function boundingSearch(bounds:Bounds, useCache:Bool = true) {
|
||||
public function boundingSearch(bounds:Bounds, useCache:Bool = false) {
|
||||
var intersections = [];
|
||||
if (useCache) {
|
||||
if (this.prevBoundSearch != null) {
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue