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https://github.com/RandomityGuy/MBHaxe.git
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move DTS collision to use CollisionEntity
This commit is contained in:
parent
69199b9da7
commit
964aa9aefb
4 changed files with 237 additions and 246 deletions
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@ -532,17 +532,21 @@ class DtsObject extends GameObject {
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}
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function generateCollisionGeometry(dtsMesh:dts.Mesh, vertices:Array<Vector>, vertexNormals:Array<Vector>, node:Int) {
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var hulls:Array<CollisionEntity> = [];
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var hulls:Array<CollisionEntity> = [new CollisionEntity(cast this)];
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var ent = hulls[0];
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ent.userData = node;
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for (primitive in dtsMesh.primitives) {
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var k = 0;
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var chull = new CollisionHull(cast this);
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chull.userData = node;
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// var chull = new CollisionEntity(cast this); // new CollisionHull(cast this);
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// chull.userData = node;
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var hs = new CollisionSurface();
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hs.points = [];
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hs.normals = [];
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hs.indices = [];
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hs.transformKeys = [];
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hs.edgeConcavities = [];
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hs.edgeData = [];
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var material = this.dts.matNames[primitive.matIndex & TSDrawPrimitive.MaterialMask];
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if (dtsMaterials.exists(material) && !this.isTSStatic) {
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@ -581,11 +585,22 @@ class DtsObject extends GameObject {
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}
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hs.generateBoundingBox();
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chull.addSurface(hs);
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chull.generateBoundingBox();
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chull.finalize();
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hulls.push(chull);
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ent.addSurface(hs);
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// chull.generateBoundingBox();
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// chull.finalize();
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// hulls.push(chull);
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}
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for (colliderSurface in ent.surfaces) {
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var i = 0;
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while (i < colliderSurface.indices.length) {
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var edgeData = 0;
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colliderSurface.edgeConcavities.push(false);
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colliderSurface.edgeData.push(edgeData);
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i += 3;
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}
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}
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ent.generateBoundingBox();
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ent.finalize();
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return hulls;
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}
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449
src/Marble.hx
449
src/Marble.hx
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@ -1029,248 +1029,178 @@ class Marble extends GameObject {
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Math.max(Math.max(sphereRadius.x, sphereRadius.y), sphereRadius.z) * 2);
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var currentFinalPos = position.add(relVel.multiply(finalT)); // localpos.add(relLocalVel.multiply(finalT));
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var surfaces = obj.bvh == null ? obj.octree.boundingSearch(boundThing).map(x -> cast x) : obj.bvh.boundingSearch(boundThing);
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if (obj.go is DtsObject) {
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var chull = cast(obj, CollisionHull);
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var rayisecs = chull.rayCast(position, velocity);
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if (rayisecs.length != 0) {
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var raymax = rayisecs[0];
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var mindist = raymax.point.distanceSq(position);
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if (rayisecs.length > 1) {
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for (i in 0...rayisecs.length) {
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var dd = rayisecs[i].point.distanceSq(position);
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if (dd < mindist) {
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mindist = dd;
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raymax = rayisecs[i];
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}
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for (surf in surfaces) {
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var surface:CollisionSurface = cast surf;
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currentFinalPos = position.add(relVel.multiply(finalT));
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var i = 0;
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while (i < surface.indices.length) {
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var verts = surface.transformTriangle(i, obj.transform, invTform, @:privateAccess obj._transformKey);
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// var v0 = surface.points[surface.indices[i]].transformed(tform);
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// var v = surface.points[surface.indices[i + 1]].transformed(tform);
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// var v2 = surface.points[surface.indices[i + 2]].transformed(tform);
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var v0 = verts.v1;
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var v = verts.v2;
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var v2 = verts.v3;
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// var v0 = surface.points[surface.indices[i]].transformed(obj.transform);
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// var v = surface.points[surface.indices[i + 1]].transformed(obj.transform);
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// var v2 = surface.points[surface.indices[i + 2]].transformed(obj.transform);
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var triangleVerts = [v0, v, v2];
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var surfaceNormal = verts.n; // surface.normals[surface.indices[i]].transformed3x3(obj.transform).normalized();
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if (obj is DtsObject)
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surfaceNormal.multiply(-1);
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var surfaceD = -surfaceNormal.dot(v0);
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// If we're going the wrong direction or not going to touch the plane, ignore...
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if (surfaceNormal.dot(relVel) > -0.001 || surfaceNormal.dot(currentFinalPos) + surfaceD > radius) {
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i += 3;
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continue;
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}
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// var v0T = v0.transformed(obj.transform);
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// var vT = v.transformed(obj.transform);
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// var v2T = v2.transformed(obj.transform);
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// var vN = surfaceNormal.transformed3x3(obj.transform);
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testTriangles.push({
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v: [v0, v, v2],
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n: surfaceNormal,
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edge: surf.edgeData != null ? surf.edgeData[Math.floor(i / 3)] : 0,
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concavity: surface.edgeConcavities != null ? surface.edgeConcavities.slice(Math.floor(i / 3),
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Math.floor(i / 3) + 3) : [false, false, false],
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});
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// Time until collision with the plane
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var collisionTime = (radius - position.dot(surfaceNormal) - surfaceD) / surfaceNormal.dot(relVel);
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// Are we going to touch the plane during this time step?
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if (collisionTime >= 0.000001 && finalT >= collisionTime) {
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var collisionPoint = position.add(relVel.multiply(collisionTime));
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// var lastPoint = v2;
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// var j = 0;
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// while (j < 3) {
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// var testPoint = surface.points[surface.indices[i + j]];
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// if (testPoint != lastPoint) {
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// var a = surfaceNormal;
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// var b = lastPoint.sub(testPoint);
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// var planeNorm = b.cross(a);
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// var planeD = -planeNorm.dot(testPoint);
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// lastPoint = testPoint;
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// // if we are on the far side of the edge
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// if (planeNorm.dot(collisionPoint) + planeD >= 0.0)
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// break;
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// }
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// j++;
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// }
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// If we're inside the poly, just get the position
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if (Collision.PointInTriangle(collisionPoint, v0, v, v2)) {
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finalT = collisionTime;
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currentFinalPos = position.add(relVel.multiply(finalT));
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found = true;
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// iterationFound = true;
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i += 3;
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// Debug.drawSphere(currentFinalPos, radius);
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continue;
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}
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}
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var collidePoint = raymax.point;
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var collideT = (collidePoint.sub(velocity.normalized().multiply(radius)).sub(position).length()) / velocity.length();
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if (collideT < finalT && collideT > 0.0001) {
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finalT = collideT;
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currentFinalPos = position.add(relVel.multiply(finalT));
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}
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}
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} else {
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var surfaces = obj.bvh == null ? obj.octree.boundingSearch(boundThing).map(x -> cast x) : obj.bvh.boundingSearch(boundThing);
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// We *might* be colliding with an edge
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for (surf in surfaces) {
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var surface:CollisionSurface = cast surf;
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var lastVert = v2;
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currentFinalPos = position.add(relVel.multiply(finalT));
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var radSq = radius * radius;
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for (iter in 0...3) {
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var thisVert = triangleVerts[iter];
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var i = 0;
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while (i < surface.indices.length) {
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var verts = surface.transformTriangle(i, obj.transform, invTform, @:privateAccess obj._transformKey);
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// var v0 = surface.points[surface.indices[i]].transformed(tform);
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// var v = surface.points[surface.indices[i + 1]].transformed(tform);
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// var v2 = surface.points[surface.indices[i + 2]].transformed(tform);
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var v0 = verts.v1;
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var v = verts.v2;
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var v2 = verts.v3;
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// var v0 = surface.points[surface.indices[i]].transformed(obj.transform);
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// var v = surface.points[surface.indices[i + 1]].transformed(obj.transform);
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// var v2 = surface.points[surface.indices[i + 2]].transformed(obj.transform);
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var vertDiff = lastVert.sub(thisVert);
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var posDiff = position.sub(thisVert);
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var triangleVerts = [v0, v, v2];
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var velRejection = vertDiff.cross(relVel);
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var posRejection = vertDiff.cross(posDiff);
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var surfaceNormal = verts.n; // surface.normals[surface.indices[i]].transformed3x3(obj.transform).normalized();
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if (obj is DtsObject)
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surfaceNormal.multiply(-1);
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var surfaceD = -surfaceNormal.dot(v0);
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// Build a quadratic equation to solve for the collision time
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var a = velRejection.lengthSq();
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var b = 2 * posRejection.dot(velRejection);
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var c = (posRejection.lengthSq() - vertDiff.lengthSq() * radSq);
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// If we're going the wrong direction or not going to touch the plane, ignore...
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if (surfaceNormal.dot(relVel) > -0.001 || surfaceNormal.dot(currentFinalPos) + surfaceD > radius) {
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i += 3;
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var discriminant = b * b - (4 * a * c);
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// If it's not quadratic or has no solution, ignore this edge.
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if (a == 0.0 || discriminant < 0.0) {
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lastVert = thisVert;
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continue;
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}
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// var v0T = v0.transformed(obj.transform);
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// var vT = v.transformed(obj.transform);
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// var v2T = v2.transformed(obj.transform);
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// var vN = surfaceNormal.transformed3x3(obj.transform);
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testTriangles.push({
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v: [v0, v, v2],
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n: surfaceNormal,
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edge: surf.edgeData != null ? surf.edgeData[Math.floor(i / 3)] : 0,
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concavity: surface.edgeConcavities != null ? surface.edgeConcavities.slice(Math.floor(i / 3),
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Math.floor(i / 3) + 3) : [false, false, false],
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});
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var oneOverTwoA = 0.5 / a;
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var discriminantSqrt = Math.sqrt(discriminant);
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// Time until collision with the plane
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var collisionTime = (radius - position.dot(surfaceNormal) - surfaceD) / surfaceNormal.dot(relVel);
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// Solve using the quadratic formula
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var edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
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var edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
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// Are we going to touch the plane during this time step?
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if (collisionTime >= 0.000001 && finalT >= collisionTime) {
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var collisionPoint = position.add(relVel.multiply(collisionTime));
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// var lastPoint = v2;
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// var j = 0;
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// while (j < 3) {
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// var testPoint = surface.points[surface.indices[i + j]];
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// if (testPoint != lastPoint) {
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// var a = surfaceNormal;
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// var b = lastPoint.sub(testPoint);
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// var planeNorm = b.cross(a);
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// var planeD = -planeNorm.dot(testPoint);
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// lastPoint = testPoint;
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// // if we are on the far side of the edge
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// if (planeNorm.dot(collisionPoint) + planeD >= 0.0)
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// break;
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// }
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// j++;
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// Make sure the 2 times are in ascending order
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if (edgeCollisionTime2 < edgeCollisionTime) {
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var temp = edgeCollisionTime2;
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edgeCollisionTime2 = edgeCollisionTime;
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edgeCollisionTime = temp;
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}
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// If the collision doesn't happen on this time step, ignore this edge.
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if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
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lastVert = thisVert;
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continue;
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}
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// Check if the collision hasn't already happened
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if (edgeCollisionTime >= 0.000001) {
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// if (edgeCollisionTime < 0.000001) {
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// edgeCollisionTime = edgeCollisionTime2;
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// }
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// If we're inside the poly, just get the position
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if (Collision.PointInTriangle(collisionPoint, v0, v, v2)) {
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finalT = collisionTime;
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// if (edgeCollisionTime < 0.00001)
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// continue;
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// if (edgeCollisionTime > finalT)
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// continue;
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var edgeLen = vertDiff.length();
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var relativeCollisionPos = position.add(relVel.multiply(edgeCollisionTime)).sub(thisVert);
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var distanceAlongEdge = relativeCollisionPos.dot(vertDiff) / edgeLen;
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// If the collision happens outside the boundaries of the edge, ignore this edge.
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if (-radius > distanceAlongEdge || edgeLen + radius < distanceAlongEdge) {
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lastVert = thisVert;
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continue;
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}
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// If the collision is within the edge, resolve the collision and continue.
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if (distanceAlongEdge >= 0.0 && distanceAlongEdge <= edgeLen) {
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finalT = edgeCollisionTime;
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currentFinalPos = position.add(relVel.multiply(finalT));
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lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
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lastVert = thisVert;
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found = true;
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// iterationFound = true;
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i += 3;
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// Debug.drawSphere(currentFinalPos, radius);
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// iterationFound = true;
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continue;
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}
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}
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// We *might* be colliding with an edge
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var lastVert = v2;
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// This is what happens when we collide with a corner
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var radSq = radius * radius;
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for (iter in 0...3) {
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var thisVert = triangleVerts[iter];
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a = relVel.lengthSq();
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var vertDiff = lastVert.sub(thisVert);
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var posDiff = position.sub(thisVert);
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var velRejection = vertDiff.cross(relVel);
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var posRejection = vertDiff.cross(posDiff);
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// Build a quadratic equation to solve for the collision time
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var a = velRejection.lengthSq();
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var b = 2 * posRejection.dot(velRejection);
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var c = (posRejection.lengthSq() - vertDiff.lengthSq() * radSq);
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var discriminant = b * b - (4 * a * c);
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// If it's not quadratic or has no solution, ignore this edge.
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if (a == 0.0 || discriminant < 0.0) {
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lastVert = thisVert;
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continue;
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}
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var oneOverTwoA = 0.5 / a;
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var discriminantSqrt = Math.sqrt(discriminant);
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// Solve using the quadratic formula
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var edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
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var edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
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// Make sure the 2 times are in ascending order
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if (edgeCollisionTime2 < edgeCollisionTime) {
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var temp = edgeCollisionTime2;
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edgeCollisionTime2 = edgeCollisionTime;
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edgeCollisionTime = temp;
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}
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// If the collision doesn't happen on this time step, ignore this edge.
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if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
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lastVert = thisVert;
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continue;
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}
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// Check if the collision hasn't already happened
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if (edgeCollisionTime >= 0.000001) {
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// if (edgeCollisionTime < 0.000001) {
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// edgeCollisionTime = edgeCollisionTime2;
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// }
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// if (edgeCollisionTime < 0.00001)
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// continue;
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// if (edgeCollisionTime > finalT)
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// continue;
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var edgeLen = vertDiff.length();
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var relativeCollisionPos = position.add(relVel.multiply(edgeCollisionTime)).sub(thisVert);
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var distanceAlongEdge = relativeCollisionPos.dot(vertDiff) / edgeLen;
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// If the collision happens outside the boundaries of the edge, ignore this edge.
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if (-radius > distanceAlongEdge || edgeLen + radius < distanceAlongEdge) {
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lastVert = thisVert;
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continue;
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}
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// If the collision is within the edge, resolve the collision and continue.
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if (distanceAlongEdge >= 0.0 && distanceAlongEdge <= edgeLen) {
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finalT = edgeCollisionTime;
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currentFinalPos = position.add(relVel.multiply(finalT));
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lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
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lastVert = thisVert;
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found = true;
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// Debug.drawSphere(currentFinalPos, radius);
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// iterationFound = true;
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continue;
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}
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}
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// This is what happens when we collide with a corner
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a = relVel.lengthSq();
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// Build a quadratic equation to solve for the collision time
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var posVertDiff = position.sub(thisVert);
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b = 2 * posVertDiff.dot(relVel);
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c = posVertDiff.lengthSq() - radSq;
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discriminant = b * b - (4 * a * c);
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// If it's quadratic and has a solution ...
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if (a != 0.0 && discriminant >= 0.0) {
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oneOverTwoA = 0.5 / a;
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discriminantSqrt = Math.sqrt(discriminant);
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// Solve using the quadratic formula
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edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
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edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
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// Make sure the 2 times are in ascending order
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if (edgeCollisionTime2 < edgeCollisionTime) {
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var temp = edgeCollisionTime2;
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edgeCollisionTime2 = edgeCollisionTime;
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edgeCollisionTime = temp;
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}
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// If the collision doesn't happen on this time step, ignore this corner
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if (edgeCollisionTime2 > 0.0001 && finalT > edgeCollisionTime) {
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// Adjust to make sure very small negative times are counted as zero
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if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
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edgeCollisionTime = 0.0;
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// Check if the collision hasn't already happened
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if (edgeCollisionTime >= 0.000001) {
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// Resolve it and continue
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finalT = edgeCollisionTime;
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currentFinalPos = position.add(relVel.multiply(finalT));
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lastContactPos = thisVert;
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found = true;
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// Debug.drawSphere(currentFinalPos, radius);
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// iterationFound = true;
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}
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}
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}
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// We still need to check the other corner ...
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// Build one last quadratic equation to solve for the collision time
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posVertDiff = position.sub(lastVert);
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b = 2 * posVertDiff.dot(relVel);
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c = posVertDiff.lengthSq() - radSq;
|
||||
discriminant = b * b - (4 * a * c);
|
||||
|
||||
// If it's not quadratic or has no solution, then skip this corner
|
||||
if (a == 0.0 || discriminant < 0.0) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
}
|
||||
// Build a quadratic equation to solve for the collision time
|
||||
var posVertDiff = position.sub(thisVert);
|
||||
b = 2 * posVertDiff.dot(relVel);
|
||||
c = posVertDiff.lengthSq() - radSq;
|
||||
discriminant = b * b - (4 * a * c);
|
||||
|
||||
// If it's quadratic and has a solution ...
|
||||
if (a != 0.0 && discriminant >= 0.0) {
|
||||
oneOverTwoA = 0.5 / a;
|
||||
discriminantSqrt = Math.sqrt(discriminant);
|
||||
|
||||
|
|
@ -1285,30 +1215,75 @@ class Marble extends GameObject {
|
|||
edgeCollisionTime = temp;
|
||||
}
|
||||
|
||||
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
// If the collision doesn't happen on this time step, ignore this corner
|
||||
if (edgeCollisionTime2 > 0.0001 && finalT > edgeCollisionTime) {
|
||||
// Adjust to make sure very small negative times are counted as zero
|
||||
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
|
||||
edgeCollisionTime = 0.0;
|
||||
|
||||
// Check if the collision hasn't already happened
|
||||
if (edgeCollisionTime >= 0.000001) {
|
||||
// Resolve it and continue
|
||||
finalT = edgeCollisionTime;
|
||||
currentFinalPos = position.add(relVel.multiply(finalT));
|
||||
lastContactPos = thisVert;
|
||||
found = true;
|
||||
// Debug.drawSphere(currentFinalPos, radius);
|
||||
// iterationFound = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
|
||||
edgeCollisionTime = 0;
|
||||
|
||||
if (edgeCollisionTime < 0.000001) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
}
|
||||
|
||||
finalT = edgeCollisionTime;
|
||||
currentFinalPos = position.add(relVel.multiply(finalT));
|
||||
// Debug.drawSphere(currentFinalPos, radius);
|
||||
|
||||
lastVert = thisVert;
|
||||
found = true;
|
||||
// iterationFound = true;
|
||||
}
|
||||
|
||||
i += 3;
|
||||
// We still need to check the other corner ...
|
||||
// Build one last quadratic equation to solve for the collision time
|
||||
posVertDiff = position.sub(lastVert);
|
||||
b = 2 * posVertDiff.dot(relVel);
|
||||
c = posVertDiff.lengthSq() - radSq;
|
||||
discriminant = b * b - (4 * a * c);
|
||||
|
||||
// If it's not quadratic or has no solution, then skip this corner
|
||||
if (a == 0.0 || discriminant < 0.0) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
}
|
||||
|
||||
oneOverTwoA = 0.5 / a;
|
||||
discriminantSqrt = Math.sqrt(discriminant);
|
||||
|
||||
// Solve using the quadratic formula
|
||||
edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
|
||||
edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
|
||||
|
||||
// Make sure the 2 times are in ascending order
|
||||
if (edgeCollisionTime2 < edgeCollisionTime) {
|
||||
var temp = edgeCollisionTime2;
|
||||
edgeCollisionTime2 = edgeCollisionTime;
|
||||
edgeCollisionTime = temp;
|
||||
}
|
||||
|
||||
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
|
||||
edgeCollisionTime = 0;
|
||||
|
||||
if (edgeCollisionTime < 0.000001) {
|
||||
lastVert = thisVert;
|
||||
continue;
|
||||
}
|
||||
|
||||
finalT = edgeCollisionTime;
|
||||
currentFinalPos = position.add(relVel.multiply(finalT));
|
||||
// Debug.drawSphere(currentFinalPos, radius);
|
||||
|
||||
lastVert = thisVert;
|
||||
found = true;
|
||||
// iterationFound = true;
|
||||
}
|
||||
|
||||
i += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1447,7 +1447,7 @@ class MarbleWorld extends Scheduler {
|
|||
var found = false;
|
||||
for (collider in endpadBB) {
|
||||
if (collider.go == this.endPad) {
|
||||
var chull = cast(collider, collision.CollisionHull);
|
||||
var chull = cast(collider, collision.CollisionEntity);
|
||||
var chullinvT = @:privateAccess chull.invTransform.clone();
|
||||
chullinvT.clone();
|
||||
chullinvT.transpose();
|
||||
|
|
|
|||
|
|
@ -77,7 +77,7 @@ class CollisionEntity implements IOctreeObject implements IBVHObject {
|
|||
var oldPos = this.transform.getPosition();
|
||||
var newPos = transform.getPosition();
|
||||
this.transform.setPosition(newPos);
|
||||
this.invTransform.setPosition(newPos.multiply(-1));
|
||||
this.invTransform = this.transform.getInverse();
|
||||
if (this.boundingBox == null)
|
||||
generateBoundingBox();
|
||||
else {
|
||||
|
|
@ -244,6 +244,7 @@ class CollisionEntity implements IOctreeObject implements IBVHObject {
|
|||
cinfo.force = surface.force;
|
||||
cinfo.friction = surface.friction;
|
||||
contacts.push(cinfo);
|
||||
this.go.onMarbleContact(timeState, cinfo);
|
||||
// surfaceBestContact = cinfo;
|
||||
// }
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue