make trigger collision detection more accurate

This commit is contained in:
RandomityGuy 2024-11-02 14:20:49 +05:30
parent a7ade37670
commit a92b0eb1b6

View file

@ -1933,6 +1933,14 @@ class Marble extends GameObject {
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);
var box = Bounds.fromPoints(minP.toPoint(), maxP.toPoint());
var marbleAABB = new Bounds();
marbleAABB.xMin = end.x - this._radius;
marbleAABB.xMax = end.x + this._radius;
marbleAABB.yMin = end.y - this._radius;
marbleAABB.yMax = end.y + this._radius;
marbleAABB.zMin = end.z - this._radius;
marbleAABB.zMax = end.z + this._radius;
// var marbleHitbox = new Bounds();
// marbleHitbox.addSpherePos(0, 0, 0, marble._radius);
// marbleHitbox.transform(startQuat.toMatrix());
@ -1962,7 +1970,7 @@ class Marble extends GameObject {
var trigger:Trigger = cast contact.go;
var triggeraabb = trigger.collider.boundingBox;
if (triggeraabb.collide(box)) {
if (triggeraabb.collide(marbleAABB)) {
trigger.onMarbleInside(cast this, timeState);
if (!this.shapeOrTriggerInside.contains(contact.go)) {
this.shapeOrTriggerInside.push(contact.go);