fix CCD and internal edges again this time by using mb methods, and other small lag fixes

This commit is contained in:
RandomityGuy 2022-12-13 23:40:18 +05:30
parent 61b37c04e9
commit e5fa86524f
10 changed files with 319 additions and 289 deletions

View file

@ -330,7 +330,7 @@ class DtsObject extends GameObject {
rootObject.scaleX = -1;
if (this.level != null) {
if (this.level != null && this.isBoundingBoxCollideable) {
var boundthing = new Bounds();
boundthing.addPoint(new h3d.col.Point(this.dts.bounds.minX, this.dts.bounds.minY, this.dts.bounds.minZ));
boundthing.addPoint(new h3d.col.Point(this.dts.bounds.maxX, this.dts.bounds.maxY, this.dts.bounds.maxZ));
@ -632,8 +632,10 @@ class DtsObject extends GameObject {
public override function setTransform(mat:Matrix) {
super.setTransform(mat);
this.boundingCollider.setTransform(mat);
this.level.collisionWorld.updateTransform(this.boundingCollider);
if (this.isBoundingBoxCollideable) {
this.boundingCollider.setTransform(mat);
this.level.collisionWorld.updateTransform(this.boundingCollider);
}
for (i in 0...this.dirtyTransforms.length) {
this.dirtyTransforms[i] = true;
}

View file

@ -11,7 +11,8 @@ class GameObject extends Object {
public var identifier:String;
public var currentOpacity:Float = 1;
public var isCollideable:Bool = false;
public var isBoundingBoxCollideable:Bool = true;
public var isBoundingBoxCollideable:Bool = false;
public var enableCollideCallbacks:Bool = false;
var textureResources:Array<Resource<Texture>> = [];
var soundResources:Array<Resource<Sound>> = [];

View file

@ -1,5 +1,7 @@
package src;
import h3d.shader.AlphaMult;
import shaders.DtsTexture;
import collision.gjk.GJK;
import collision.gjk.ConvexHull;
import hxd.snd.effect.Pitch;
@ -733,16 +735,7 @@ class Marble extends GameObject {
rPitch.value = pitch;
}
function testMove(velocity:Vector, position:Vector, deltaT:Float, radius:Float, testPIs:Bool):{position:Vector, t:Float} {
var velLen = velocity.length();
if (velLen < 0.001)
return {position: position, t: deltaT};
var velocityDir = velocity.normalized();
var deltaPosition = velocity.multiply(deltaT);
var finalPosition = position.add(deltaPosition);
function testMove(velocity:Vector, position:Vector, deltaT:Float, radius:Float, testPIs:Bool):{position:Vector, t:Float, found:Bool} {
var searchbox = new Bounds();
searchbox.addSpherePos(this.x, this.y, this.z, _radius);
searchbox.addSpherePos(this.x + velocity.x * deltaT * 2, this.y + velocity.y * deltaT * 2, this.z + velocity.z * deltaT * 2, _radius);
@ -750,8 +743,7 @@ class Marble extends GameObject {
var foundObjs = this.level.collisionWorld.boundingSearch(searchbox);
var finalT = deltaT;
var marbleCollisionTime = finalT;
var marbleCollisionNormal = new Vector(0, 0, 1);
var found = false;
var lastContactPos = new Vector();
@ -762,8 +754,6 @@ class Marble extends GameObject {
return new Vector(vec.x, vec.y, vec.z);
}
var contactPoly:{v0:Vector, v:Vector, v2:Vector};
for (obj in foundObjs) {
// Its an MP so bruh
@ -789,93 +779,141 @@ class Marble extends GameObject {
for (surf in surfaces) {
var surface:CollisionSurface = cast surf;
var currentFinalPos = localpos.add(relLocalVel.multiply(finalT));
var i = 0;
while (i < surface.indices.length) {
var v0 = surface.points[surface.indices[i]].transformed(obj.transform);
var v = surface.points[surface.indices[i + 1]].transformed(obj.transform);
var v2 = surface.points[surface.indices[i + 2]].transformed(obj.transform);
var v0 = surface.points[surface.indices[i]];
var v = surface.points[surface.indices[i + 1]];
var v2 = surface.points[surface.indices[i + 2]];
var polyPlane = PlaneF.ThreePoints(toDifPoint(v0), toDifPoint(v), toDifPoint(v2));
var surfaceNormal = surface.normals[surface.indices[i]];
var surfaceD = -surfaceNormal.dot(v0);
// If we're going the wrong direction or not going to touch the plane, ignore...
if (!(polyPlane.getNormal().dot(toDifPoint(velocityDir)) > -0.001
|| polyPlane.getNormal().dot(toDifPoint(finalPosition)) + polyPlane.d > radius)) {
// Time until collision with the plane
var collisionTime = (radius
- (polyPlane.getNormal().dot(toDifPoint(position)) + polyPlane.d)) / polyPlane.getNormal().dot(toDifPoint(velocity));
if (surfaceNormal.dot(relLocalVel) > -0.001 || surfaceNormal.dot(currentFinalPos) + surfaceD > radius) {
i += 3;
continue;
}
// Are we going to touch the plane during this time step?
if (collisionTime >= 0.0 && finalT >= collisionTime) {
var lastVertIndex = surface.indices[surface.indices.length - 1];
var lastVert = surface.points[lastVertIndex];
// Time until collision with the plane
var collisionTime = (-localpos.dot(surfaceNormal) - surfaceD + radius) / surfaceNormal.dot(relLocalVel);
var collisionPos = velocity.multiply(collisionTime).add(position);
var isOnEdge:Bool = false;
for (j in 0...surface.indices.length) {
var thisVert = surface.points[surface.indices[j]];
if (thisVert != lastVert) {
var edgePlane = PlaneF.ThreePoints(toDifPoint(thisVert).add(polyPlane.getNormal()), toDifPoint(thisVert),
toDifPoint(lastVert));
lastVert = thisVert;
// if we are on the far side of the edge
if (edgePlane.getNormal().dot(toDifPoint(collisionPos)) + edgePlane.d < 0.0)
break;
}
isOnEdge = j != surface.indices.length;
}
// If we're inside the poly, just get the position
if (!isOnEdge) {
finalT = collisionTime;
finalPosition = collisionPos;
lastContactPos = fromDifPoint(polyPlane.project(toDifPoint(collisionPos)));
contactPoly = {v0: v0, v: v, v2: v2};
i += 3;
continue;
// Are we going to touch the plane during this time step?
if (collisionTime > 0 && collisionTime < finalT) {
var collisionPoint = localpos.add(relLocalVel.multiply(collisionTime));
var lastPoint = v2;
var testPlane:h3d.col.Plane = null;
var j = 0;
while (j < 3) {
var testPoint = surface.points[surface.indices[i + j]];
if (testPoint != lastPoint) {
testPlane = h3d.col.Plane.fromPoints(testPoint.add(surfaceNormal).toPoint(), testPoint.toPoint(), lastPoint.toPoint());
lastPoint = testPoint;
// if we are on the far side of the edge
if (testPlane.distance(collisionPoint.toPoint()) < 0)
break;
}
j++;
}
// We *might* be colliding with an edge
var lastVert = surface.points[surface.indices[surface.indices.length - 1]];
if (surface.indices.length == 0) {
i += 3;
// If we're inside the poly, just get the position
if (j == 3) {
finalT = collisionTime;
currentFinalPos = localpos.add(relLocalVel.multiply(finalT));
found = true;
continue;
}
var radSq = radius * radius;
for (iter in 0...surface.indices.length) {
var thisVert = surface.points[surface.indices[iter]];
}
var vertDiff = lastVert.sub(thisVert);
var posDiff = position.sub(thisVert);
// We *might* be colliding with an edge
var velRejection = vertDiff.cross(velocity);
var posRejection = vertDiff.cross(posDiff);
var lastVert = v2;
// Build a quadratic equation to solve for the collision time
var a = velRejection.lengthSq();
var halfB = posRejection.dot(velRejection);
var b = halfB + halfB;
var radSq = radius * radius;
for (iter in 0...surface.indices.length) {
var thisVert = surface.points[surface.indices[iter]];
var discriminant = b * b - (posRejection.lengthSq() - vertDiff.lengthSq() * radSq) * (a * 4.0);
var vertDiff = lastVert.sub(thisVert);
var posDiff = localpos.sub(thisVert);
// If it's not quadratic or has no solution, ignore this edge.
if (a == 0.0 || discriminant < 0.0) {
var velRejection = vertDiff.cross(relLocalVel);
var posRejection = vertDiff.cross(posDiff);
// Build a quadratic equation to solve for the collision time
var a = velRejection.lengthSq();
var b = 2 * posRejection.dot(velRejection);
var c = (posRejection.lengthSq() - vertDiff.lengthSq() * radSq);
var discriminant = b * b - (4 * a * c);
// If it's not quadratic or has no solution, ignore this edge.
if (a == 0.0 || discriminant < 0.0) {
lastVert = thisVert;
continue;
}
var oneOverTwoA = 0.5 / a;
var discriminantSqrt = Math.sqrt(discriminant);
// Solve using the quadratic formula
var edgeCollisionTime = (discriminantSqrt - b) * oneOverTwoA;
var edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
// Make sure the 2 times are in ascending order
if (edgeCollisionTime2 < edgeCollisionTime) {
var temp = edgeCollisionTime2;
edgeCollisionTime2 = edgeCollisionTime;
edgeCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this edge.
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
lastVert = thisVert;
continue;
}
// Check if the collision hasn't already happened
if (edgeCollisionTime >= 0.0) {
var edgeLen = vertDiff.length();
var relativeCollisionPos = localpos.add(relLocalVel.multiply(edgeCollisionTime)).sub(thisVert);
var distanceAlongEdge = relativeCollisionPos.dot(vertDiff) / edgeLen;
// If the collision happens outside the boundaries of the edge, ignore this edge.
if (-radius > distanceAlongEdge || edgeLen + radius < distanceAlongEdge) {
lastVert = thisVert;
continue;
}
var oneOverTwoA = 0.5 / a;
var discriminantSqrt = Math.sqrt(discriminant);
// If the collision is within the edge, resolve the collision and continue.
if (distanceAlongEdge >= 0.0 && distanceAlongEdge <= edgeLen) {
finalT = edgeCollisionTime;
currentFinalPos = localpos.add(relLocalVel.multiply(finalT));
lastVert = thisVert;
found = true;
continue;
}
}
// This is what happens when we collide with a corner
a = relLocalVel.lengthSq();
// Build a quadratic equation to solve for the collision time
var posVertDiff = localpos.sub(thisVert);
b = 2 * posVertDiff.dot(relLocalVel);
c = posVertDiff.length() - 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);
// Solve using the quadratic formula
var edgeCollisionTime = (discriminantSqrt - b) * oneOverTwoA;
var edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
// Make sure the 2 times are in ascending order
if (edgeCollisionTime2 < edgeCollisionTime) {
@ -884,135 +922,60 @@ class Marble extends GameObject {
edgeCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this edge.
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
lastVert = thisVert;
continue;
}
// Check if the collision hasn't already happened
if (edgeCollisionTime >= 0.0) {
var edgeLen = vertDiff.length();
var relativeCollisionPos = velocity.multiply(edgeCollisionTime).add(position).sub(thisVert);
var distanceAlongEdge = relativeCollisionPos.dot(vertDiff) / edgeLen;
// If the collision happens outside the boundaries of the edge, ignore this edge.
if (-radius > distanceAlongEdge || edgeLen + radius < distanceAlongEdge) {
lastVert = thisVert;
continue;
}
// If the collision is within the edge, resolve the collision and continue.
if (distanceAlongEdge >= 0.0 && distanceAlongEdge <= edgeLen) {
finalT = edgeCollisionTime;
finalPosition = velocity.multiply(edgeCollisionTime).add(position);
lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
contactPoly = {v0: v0, v: v, v2: v2};
lastVert = thisVert;
continue;
}
}
// This is what happens when we collide with a corner
var speedSq = velocity.lengthSq();
// Build a quadratic equation to solve for the collision time
var posVertDiff = position.sub(thisVert);
var halfCornerB = posVertDiff.dot(velocity);
var cornerB = halfCornerB + halfCornerB;
var fourA = speedSq * 4.0;
var cornerDiscriminant = cornerB * cornerB - (posVertDiff.lengthSq() - radSq) * fourA;
// If it's quadratic and has a solution ...
if (speedSq != 0.0 && cornerDiscriminant >= 0.0) {
var oneOver2A = 0.5 / speedSq;
var cornerDiscriminantSqrt = Math.sqrt(cornerDiscriminant);
// Solve using the quadratic formula
var cornerCollisionTime = (cornerDiscriminantSqrt - cornerB) * oneOver2A;
var cornerCollisionTime2 = (-cornerB - cornerDiscriminantSqrt) * oneOver2A;
// Make sure the 2 times are in ascending order
if (cornerCollisionTime2 < cornerCollisionTime) {
var temp = cornerCollisionTime2;
cornerCollisionTime2 = cornerCollisionTime;
cornerCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this corner
if (cornerCollisionTime2 > 0.0001 && finalT > cornerCollisionTime) {
// Adjust to make sure very small negative times are counted as zero
if (cornerCollisionTime <= 0.0 && cornerCollisionTime > -0.0001)
cornerCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (cornerCollisionTime >= 0.0) {
// Resolve it and continue
finalT = cornerCollisionTime;
contactPoly = {v0: v0, v: v, v2: v2};
finalPosition = velocity.multiply(cornerCollisionTime).add(position);
lastContactPos = thisVert;
}
}
}
// We still need to check the other corner ...
// Build one last quadratic equation to solve for the collision time
var lastVertDiff = position.sub(lastVert);
var lastCornerHalfB = lastVertDiff.dot(velocity);
var lastCornerB = lastCornerHalfB + lastCornerHalfB;
var lastCornerDiscriminant = lastCornerB * lastCornerB - (lastVertDiff.lengthSq() - radSq) * fourA;
// If it's not quadratic or has no solution, then skip this corner
if (speedSq == 0.0 || lastCornerDiscriminant < 0.0) {
lastVert = thisVert;
continue;
}
var lastCornerOneOver2A = 0.5 / speedSq;
var lastCornerDiscriminantSqrt = Math.sqrt(lastCornerDiscriminant);
// Solve using the quadratic formula
var lastCornerCollisionTime = (lastCornerDiscriminantSqrt - lastCornerB) * lastCornerOneOver2A;
var lastCornerCollisionTime2 = (-lastCornerB - lastCornerDiscriminantSqrt) * lastCornerOneOver2A;
// Make sure the 2 times are in ascending order
if (lastCornerCollisionTime2 < lastCornerCollisionTime) {
var temp = lastCornerCollisionTime2;
lastCornerCollisionTime2 = lastCornerCollisionTime;
lastCornerCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this corner
if (lastCornerCollisionTime2 <= 0.0001 || finalT <= lastCornerCollisionTime) {
lastVert = thisVert;
continue;
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 >= 0.0) {
// Resolve it and continue
finalT = edgeCollisionTime;
currentFinalPos = localpos.add(relLocalVel.multiply(finalT));
lastContactPos = thisVert;
found = true;
}
}
}
// Adjust to make sure very small negative times are counted as zero
if (lastCornerCollisionTime <= 0.0 && lastCornerCollisionTime > -0.0001)
lastCornerCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (lastCornerCollisionTime < 0.0) {
lastVert = thisVert;
continue;
}
// Resolve it and continue
finalT = lastCornerCollisionTime;
finalPosition = velocity.multiply(lastCornerCollisionTime).add(position);
lastContactPos = lastVert;
contactPoly = {v0: v0, v: v, v2: v2};
// We still need to check the other corner ...
// Build one last quadratic equation to solve for the collision time
posVertDiff = localpos.sub(lastVert);
b = 2 * posVertDiff.dot(relLocalVel);
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 && edgeCollisionTime < finalT) {
if (edgeCollisionTime <= 0 && edgeCollisionTime > -0.0001) {
edgeCollisionTime = 0;
}
if (edgeCollisionTime >= 0) {
finalT = edgeCollisionTime;
currentFinalPos = localpos.add(relLocalVel.multiply(finalT));
lastVert = thisVert;
found = true;
}
}
}
@ -1020,10 +983,11 @@ class Marble extends GameObject {
}
}
}
var deltaPosition = velocity.multiply(finalT);
var finalPosition = position.add(deltaPosition);
position = finalPosition;
return {position: position, t: finalT};
return {position: position, t: finalT, found: found};
}
function getIntersectionTime(dt:Float, velocity:Vector) {
@ -1187,13 +1151,6 @@ class Marble extends GameObject {
var piTime = timeState.currentAttemptTime;
// if (this.controllable) {
// for (interior in pathedInteriors) {
// // interior.pushTickState();
// interior.recomputeVelocity(piTime + 0.032, 0.032);
// }
// }
_bounceYet = false;
var contactTime = 0.0;
@ -1214,21 +1171,9 @@ class Marble extends GameObject {
}
}
var intersectData = testMove(velocity, this.getAbsPos().getPosition(), timeStep, _radius, true); // this.getIntersectionTime(timeStep, velocity);
var intersectT = intersectData.t;
if (intersectT < timeStep && intersectT >= 0.0001) {
// trace('CCD AT t = ${intersectT}');
// intersectT *= 0.8; // We uh tick the shit to not actually at the contact time cause bruh
// intersectT /= 2;
var diff = timeStep - intersectT;
// this.velocity = this.velocity.sub(A.multiply(diff));
// this.omega = this.omega.sub(a.multiply(diff));
timeStep = intersectT;
// this.setPosition(intersectData.position.x, intersectData.position.y, intersectData.position.z);
}
var stoppedPaths = false;
var tempState = timeState.clone();
tempState.dt = timeStep;
it++;
@ -1257,6 +1202,21 @@ class Marble extends GameObject {
}
appliedImpulses = [];
var intersectData = testMove(velocity, this.getAbsPos().getPosition(), timeStep, _radius, true); // this.getIntersectionTime(timeStep, velocity);
var intersectT = intersectData.t;
if (intersectData.found && intersectT > 0.001) {
var diff = timeStep - intersectT;
this.velocity = this.velocity.sub(A.multiply(diff));
this.omega = this.omega.sub(a.multiply(diff));
// var mo = new h3d.prim.Sphere();
// mo.addNormals();
// mo.scale(_radius);
// var mCol = new h3d.scene.Mesh(mo);
// mCol.setPosition(intersectData.position.x, intersectData.position.y, intersectData.position.z);
// this.level.scene.addChild(mCol);
timeStep = intersectT;
}
piTime += timeStep;
if (this.controllable) {
for (interior in pathedInteriors) {

View file

@ -1115,8 +1115,6 @@ class MarbleWorld extends Scheduler {
// spherebounds.addSpherePos(gjkCapsule.p2.x, gjkCapsule.p2.y, gjkCapsule.p2.z, gjkCapsule.radius);
// var contacts = this.collisionWorld.radiusSearch(marble.getAbsPos().getPosition(), marble._radius);
var contacts = marble.contactEntities;
var newImmunity = [];
var calledShapes = [];
var inside = [];
var contactsphere = new SphereCollisionEntity(marble);
@ -1127,18 +1125,6 @@ class MarbleWorld extends Scheduler {
if (contact.go is DtsObject) {
var shape:DtsObject = cast contact.go;
var contacttest = shape.colliders.filter(x -> x != null).map(x -> x.sphereIntersection(contactsphere, timeState));
var contactlist:Array<collision.CollisionInfo> = [];
for (l in contacttest) {
contactlist = contactlist.concat(l);
}
if (!calledShapes.contains(shape) && !this.shapeImmunity.contains(shape) && contactlist.length != 0) {
calledShapes.push(shape);
newImmunity.push(shape);
shape.onMarbleContact(timeState);
}
shape.onMarbleInside(timeState);
if (!this.shapeOrTriggerInside.contains(contact.go)) {
this.shapeOrTriggerInside.push(contact.go);
@ -1182,7 +1168,6 @@ class MarbleWorld extends Scheduler {
}
}
}
this.shapeImmunity = newImmunity;
}
function touchFinish() {

View file

@ -139,50 +139,124 @@ class Collision {
return res;
}
return res;
}
// var r1 = IntersectLineSphere(v0, v1, center, radius);
// if (r1 != null) {
// res.result = true;
// res.point = r1;
// res.normal = center.sub(r1).normalized();
// return res;
// }
// var r2 = IntersectLineSphere(v1, v2, center, radius);
// if (r2 != null) {
// res.result = true;
// res.point = r2;
// res.normal = center.sub(r2).normalized();
// return res;
// }
// var r3 = IntersectLineSphere(v2, v0, center, radius);
// if (r3 != null) {
// res.result = true;
// res.point = r3;
// res.normal = center.sub(r3).normalized();
// return res;
// }
// Check points
// if (center.sub(v0).lengthSq() < radiusSq) {
// res.result = true;
// res.point = v0;
// res.normal = center.sub(v0).normalized();
// // center.sub(v0).normalized();
// return res;
// }
// if (center.sub(v1).lengthSq() < radiusSq) {
// res.result = true;
// res.point = v1;
// res.normal = center.sub(v1).normalized();
// return res;
// }
// if (center.sub(v2).lengthSq() < radiusSq) {
// res.result = true;
// res.point = v2;
// res.normal = center.sub(v2).normalized();
// return res;
// }
// Check plane
// var p = PlaneF.ThreePoints(toDifPoint(v0), toDifPoint(v1), toDifPoint(v2));
public static function TriangleSphereIntersection(A:Vector, B:Vector, C:Vector, N:Vector, P:Vector, r:Float, edgeData:Int, edgeConcavities:Array<Bool>) {
var res:ITSResult = {
result: false,
point: null,
normal: null
};
var v0 = A;
var v1 = B;
var v2 = C;
A = A.sub(P);
B = B.sub(P);
C = C.sub(P);
var ca = C.sub(A);
var ba = B.sub(A);
var radiusSq = r * r;
var cp = ba.cross(ca);
var aDotCp = A.dot(cp);
var cpLenSq = cp.lengthSq();
if (aDotCp * aDotCp > radiusSq * cpLenSq) {
return res;
}
var aSq = A.dot(A);
var aDotB = A.dot(B);
var aDotC = A.dot(C);
var bSq = B.dot(B);
var bDotC = B.dot(C);
var cSq = C.dot(C);
if (aSq > radiusSq && aDotB > aSq && aDotC > aSq) {
return res;
}
if (bSq > radiusSq && aDotB > bSq && bDotC > bSq) {
return res;
}
if (cSq > radiusSq && aDotC > cSq && bDotC > cSq) {
return res;
}
var cSubB = C.sub(B);
var aSubC = A.sub(C);
var baSq = ba.lengthSq();
var cSubBSq = cSubB.lengthSq();
var aSubCSq = aSubC.lengthSq();
var aTest = A.multiply(baSq).sub(ba.multiply(aDotB - aSq));
var bTest = B.multiply(cSubBSq).sub(cSubB.multiply(bDotC - bSq));
var cTest = C.multiply(aSubCSq).sub(aSubC.multiply(aDotC - cSq));
var rhs = C.multiply(baSq).sub(aTest);
var rhs2 = A.multiply(cSubBSq).sub(bTest);
var rhs3 = B.multiply(aSubCSq).sub(cTest);
if (aTest.dot(aTest) > radiusSq * baSq * baSq && aTest.dot(rhs) > 0) {
return res;
}
if (bTest.dot(bTest) > radiusSq * cSubBSq * cSubBSq && bTest.dot(rhs2) > 0) {
return res;
}
if (cTest.dot(cTest) > radiusSq * aSubCSq * aSubCSq && cTest.dot(rhs3) > 0) {
return res;
}
var lhs = P.sub(v0);
var baca = ba.dot(ca);
var caSq = ca.lengthSq();
var lhsBa = lhs.dot(ba);
var lhsCa = lhs.dot(ca);
var len = baSq * caSq - baca * baca;
var d1 = (caSq * lhsBa - baca * lhsCa) / len;
var d2 = (baSq * lhsCa - baca * lhsBa) / len;
if (1 - d1 - d2 >= 0 && d1 >= 0 && d2 >= 0) {
res.result = true;
res.normal = N.clone();
res.point = P.sub(N.multiply(P.sub(v0).dot(N)));
} else {
var closestPt = P.sub(N.multiply(P.sub(v0).dot(N)));
var r1 = ClosestPointLine(v0, v1, closestPt);
var r2 = ClosestPointLine(v1, v2, closestPt);
var r3 = ClosestPointLine(v2, v0, closestPt);
var chosenEdge = 0; // Bitfield
var chosenPt:Vector;
if (r1.distanceSq(P) < r2.distanceSq(P)) {
chosenPt = r1;
chosenEdge = 1;
} else {
chosenPt = r2;
chosenEdge = 2;
}
if (chosenPt.distanceSq(P) < r3.distanceSq(P))
res.point = chosenPt;
else {
chosenEdge = 4;
res.point = r3;
}
res.normal = P.sub(res.point).normalized();
res.result = true;
if (res.normal.dot(N) > 0.8) {
// Internal edge
if (chosenEdge & edgeData > 0) {
chosenEdge -= 1;
if (chosenEdge > 2)
chosenEdge--;
// if (edgeNormals[chosenEdge].length() < 0.5) {
// res.normal = center.sub(res.point).normalized();
// } else
if (edgeConcavities[chosenEdge]) { // Our edge is concave
res.normal = N.clone();
}
}
}
}
return res;
}

View file

@ -199,7 +199,7 @@ class CollisionEntity implements IOctreeObject {
var surfacenormal = surface.normals[surface.indices[i]].transformed3x3(transform).normalized();
var res = Collision.IntersectTriangleSphere(v0, v, v2, surfacenormal, position, radius, edgeData, edgeConcavities);
var res = Collision.TriangleSphereIntersection(v0, v, v2, surfacenormal, position, radius, edgeData, edgeConcavities);
var closest = res.point;
// var closest = Collision.ClosestPtPointTriangle(position, radius, v0, v, v2, surfacenormal);
if (closest != null) {

View file

@ -8,6 +8,11 @@ import src.Util;
class AbstractBumper extends DtsObject {
var lastContactTime = Math.NEGATIVE_INFINITY;
public function new() {
super();
this.enableCollideCallbacks = true;
}
override function update(timeState:src.TimeState) {
// Override the keyframe
var currentCompletion = getCurrentCompletion(timeState);

View file

@ -15,6 +15,7 @@ class Gem extends DtsObject {
dtsPath = "data/shapes/items/gem.dts";
ambientRotate = true;
isCollideable = false;
this.isBoundingBoxCollideable = true;
pickedUp = false;
useInstancing = true;
showSequences = false; // Gems actually have an animation for the little shiny thing, but the actual game ignores that. I get it, it was annoying as hell.

View file

@ -37,6 +37,7 @@ abstract class PowerUp extends DtsObject {
public function new(element:MissionElementItem) {
super();
this.isBoundingBoxCollideable = true;
this.isCollideable = false;
this.ambientRotate = true;
this.element = element;

View file

@ -24,6 +24,7 @@ class Trapdoor extends DtsObject {
this.isTSStatic = false;
this.identifier = "Trapdoor";
this.hasNonVisualSequences = true;
this.enableCollideCallbacks = true;
}
public override function init(level:MarbleWorld, onFinish:Void->Void) {