MBHaxe/src/collision/CollisionEntity.hx
2021-07-02 12:07:32 +05:30

169 lines
4.7 KiB
Haxe

package collision;
import src.TimeState;
import src.GameObject;
import dif.math.Point3F;
import dif.math.PlaneF;
import h3d.col.Plane;
import octree.Octree;
import h3d.col.Ray;
import h3d.Vector;
import octree.IOctreeObject;
import h3d.Matrix;
import h3d.col.Bounds;
class CollisionEntity implements IOctreeObject {
public var boundingBox:Bounds;
public var octree:Octree;
public var surfaces:Array<CollisionSurface>;
public var priority:Int;
public var position:Int;
public var velocity:Vector = new Vector();
public var transform:Matrix;
public var go:GameObject;
public var userData:Int;
public function new(go:GameObject) {
this.go = go;
this.octree = new Octree();
this.surfaces = [];
this.transform = Matrix.I();
}
public function addSurface(surface:CollisionSurface) {
if (surface.points.length > 0) {
this.octree.insert(surface);
this.surfaces.push(surface);
}
}
public function setTransform(transform:Matrix) {
if (this.transform == transform)
return;
this.transform = transform;
generateBoundingBox();
}
public function generateBoundingBox() {
var boundingBox = new Bounds();
for (surface in this.surfaces) {
var tform = surface.boundingBox.clone();
tform.transform(transform);
boundingBox.add(tform);
}
this.boundingBox = boundingBox;
}
public function isIntersectedByRay(rayOrigin:Vector, rayDirection:Vector, intersectionPoint:Vector, intersectionNormal:Vector):Bool {
var invMatrix = transform.clone();
invMatrix.invert();
var rStart = rayOrigin.clone();
rStart.transform(invMatrix);
var rDir = rayDirection.transformed3x3(invMatrix);
var intersections = octree.raycast(rStart, rDir);
for (i in intersections) {
i.point.transform(transform);
i.normal.transform3x3(transform);
}
if (intersections.length > 0) {
intersectionPoint.load(intersections[0].point);
intersectionNormal.load(intersections[0].normal);
}
return intersections.length > 0;
}
public function getElementType() {
return 2;
}
public function setPriority(priority:Int) {
this.priority = priority;
}
public function sphereIntersection(collisionEntity:SphereCollisionEntity, timeState:TimeState) {
var position = collisionEntity.transform.getPosition();
var velocity = collisionEntity.velocity;
var radius = collisionEntity.radius;
var invMatrix = transform.clone();
invMatrix.invert();
var localpos = position.clone();
localpos.transform(invMatrix);
var sphereBounds = new Bounds();
sphereBounds.addSpherePos(localpos.x, localpos.y, localpos.z, radius * 1.1);
var surfaces = octree.boundingSearch(sphereBounds);
var tform = transform.clone();
// tform.setPosition(tform.getPosition().add(this.velocity.multiply(timeState.dt)));
function toDifPoint(pt:Vector) {
return new Point3F(pt.x, pt.y, pt.z);
}
function fromDifPoint(pt:Point3F) {
return new Vector(pt.x, pt.y, pt.z);
}
var contacts = [];
for (obj in surfaces) {
var surface:CollisionSurface = cast obj;
var surfaceBestContact:CollisionInfo = null;
var bestDot:Float = Math.NEGATIVE_INFINITY;
var i = 0;
while (i < surface.indices.length) {
var v0 = surface.points[surface.indices[i]].transformed(tform);
var v = surface.points[surface.indices[i + 1]].transformed(tform);
var v2 = surface.points[surface.indices[i + 2]].transformed(tform);
var surfacenormal = surface.normals[surface.indices[i]].transformed3x3(transform);
var res = Collision.IntersectTriangleSphere(v0, v, v2, surfacenormal, position, radius);
var closest = res.point;
// var closest = Collision.ClosestPtPointTriangle(position, radius, v0, v, v2, surfacenormal);
if (closest != null) {
if (position.sub(closest).lengthSq() <= radius * radius) {
var normal = res.normal;
if (position.sub(closest).dot(surfacenormal) > 0) {
normal.normalize();
// We find the normal that is closest to the surface normal, sort of fixes weird edge cases of when colliding with
var testDot = normal.dot(surfacenormal);
if (testDot > bestDot) {
bestDot = testDot;
var cinfo = new CollisionInfo();
cinfo.normal = normal;
cinfo.point = closest;
// cinfo.collider = this;
cinfo.velocity = this.velocity.clone();
cinfo.contactDistance = closest.distance(position);
cinfo.otherObject = this.go;
// cinfo.penetration = radius - (position.sub(closest).dot(normal));
cinfo.restitution = surface.restitution;
cinfo.force = surface.force;
cinfo.friction = surface.friction;
surfaceBestContact = cinfo;
}
}
}
}
i += 3;
}
if (surfaceBestContact != null)
contacts.push(surfaceBestContact);
}
return contacts;
}
}