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Improve box-into-plane and box-into-poly collisions, add interior/surface points
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@ -408,14 +408,19 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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LVector3 from_extents = box->get_dimensions() * 0.5f;
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PN_stdfloat dist = _plane.dist_to_plane(from_center);
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LVecBase3 box_x = wrt_mat.get_row3(0);
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LVecBase3 box_y = wrt_mat.get_row3(1);
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LVecBase3 box_z = wrt_mat.get_row3(2);
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// Determine the basis vectors describing the box.
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LVecBase3 box_x = wrt_mat.get_row3(0) * from_extents[0];
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LVecBase3 box_y = wrt_mat.get_row3(1) * from_extents[1];
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LVecBase3 box_z = wrt_mat.get_row3(2) * from_extents[2];
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if (cabs(dist) >
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cabs(box_x.dot(_plane.get_normal()) * from_extents[0]) +
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cabs(box_y.dot(_plane.get_normal()) * from_extents[1]) +
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cabs(box_z.dot(_plane.get_normal()) * from_extents[2])) {
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// Project the box onto the normal vector of the plane to determine
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// whether there is a separating axis.
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PN_stdfloat dx = box_x.dot(_plane.get_normal());
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PN_stdfloat dy = box_y.dot(_plane.get_normal());
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PN_stdfloat dz = box_z.dot(_plane.get_normal());
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PN_stdfloat depth = dist - (cabs(dx) + cabs(dy) + cabs(dz));
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if (depth > 0) {
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// No collision.
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return NULL;
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}
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@ -428,9 +433,18 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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LVector3 normal = (has_effective_normal() && box->get_respect_effective_normal()) ? get_effective_normal() : get_normal();
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new_entry->set_surface_normal(normal);
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new_entry->set_surface_point(from_center - get_normal() * dist);
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// Determine which point on the cube will be the interior point. If
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// the points are equally close, this chooses their center instead.
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LPoint3 interior_point = from_center +
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box_x * ((dx < 0) - (dx > 0)) +
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box_y * ((dy < 0) - (dy > 0)) +
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box_z * ((dz < 0) - (dz > 0));
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// The surface point is the interior point projected onto the plane.
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new_entry->set_surface_point(interior_point - get_normal() * depth);
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new_entry->set_interior_point(interior_point);
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return new_entry;
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}
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@ -907,39 +907,55 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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// To make things easier, transform the box into the coordinate
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// space of the plane.
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LMatrix4 wrt_mat = entry.get_wrt_mat() * _to_2d_mat;
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const LMatrix4 &wrt_mat = entry.get_wrt_mat();
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LMatrix4 plane_mat = wrt_mat * _to_2d_mat;
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LPoint3 from_center = box->get_center() * wrt_mat;
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LPoint3 from_center = box->get_center() * plane_mat;
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LVector3 from_extents = box->get_dimensions() * 0.5f;
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LVecBase3 box_x = wrt_mat.get_row3(0);
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LVecBase3 box_y = wrt_mat.get_row3(1);
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LVecBase3 box_z = wrt_mat.get_row3(2);
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// Determine the basis vectors describing the box.
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LVecBase3 box_x = plane_mat.get_row3(0) * from_extents[0];
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LVecBase3 box_y = plane_mat.get_row3(1) * from_extents[1];
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LVecBase3 box_z = plane_mat.get_row3(2) * from_extents[2];
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// Is there a separating axis between the plane and the box?
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if (cabs(from_center[1]) >
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cabs(box_x[1] * from_extents[0]) +
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cabs(box_y[1] * from_extents[1]) +
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cabs(box_z[1] * from_extents[2])) {
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if (cabs(from_center[1]) > cabs(box_x[1]) + cabs(box_y[1]) + cabs(box_z[1])) {
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// There is one. No collision.
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return NULL;
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}
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// Now do the same for each of the box' primary axes.
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PN_stdfloat r1, center, r2;
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r1 = cabs(box_x.dot(box_x)) + cabs(box_y.dot(box_x)) + cabs(box_z.dot(box_x));
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project(box_x, center, r2);
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if (cabs(from_center.dot(box_x) - center) > r1 + r2) {
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return NULL;
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}
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r1 = cabs(box_x.dot(box_y)) + cabs(box_y.dot(box_y)) + cabs(box_z.dot(box_y));
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project(box_y, center, r2);
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if (cabs(from_center.dot(box_y) - center) > r1 + r2) {
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return NULL;
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}
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r1 = cabs(box_x.dot(box_z)) + cabs(box_y.dot(box_z)) + cabs(box_z.dot(box_z));
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project(box_z, center, r2);
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if (cabs(from_center.dot(box_z) - center) > r1 + r2) {
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return NULL;
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}
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// Now do the same check for the cross products between the box axes
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// and the polygon edges.
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Points::const_iterator pi;
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for (pi = _points.begin(); pi != _points.end(); ++pi) {
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const PointDef &pd = *pi;
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LVector3 axis;
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PN_stdfloat r1, center, r2;
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axis.set(-box_x[1] * pd._v[1],
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box_x[0] * pd._v[1] - box_x[2] * pd._v[0],
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box_x[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis) * from_extents[0]) +
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cabs(box_y.dot(axis) * from_extents[1]) +
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cabs(box_z.dot(axis) * from_extents[2]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return NULL;
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@ -948,9 +964,7 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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axis.set(-box_y[1] * pd._v[1],
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box_y[0] * pd._v[1] - box_y[2] * pd._v[0],
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box_y[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis) * from_extents[0]) +
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cabs(box_y.dot(axis) * from_extents[1]) +
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cabs(box_z.dot(axis) * from_extents[2]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return NULL;
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@ -959,9 +973,7 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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axis.set(-box_z[1] * pd._v[1],
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box_z[0] * pd._v[1] - box_z[2] * pd._v[0],
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box_z[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis) * from_extents[0]) +
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cabs(box_y.dot(axis) * from_extents[1]) +
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cabs(box_z.dot(axis) * from_extents[2]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return NULL;
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@ -978,6 +990,18 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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LVector3 normal = (has_effective_normal() && box->get_respect_effective_normal()) ? get_effective_normal() : get_normal();
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new_entry->set_surface_normal(normal);
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// Determine which point on the cube will be the interior point. This
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// is the calculation that is also used for the plane, which is not
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// perfectly applicable, but I suppose it's better than nothing.
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LPoint3 interior_point = box->get_center() * wrt_mat +
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wrt_mat.get_row3(0) * from_extents[0] * ((box_x[1] > 0) - (box_x[1] < 0)) +
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wrt_mat.get_row3(1) * from_extents[1] * ((box_y[1] > 0) - (box_y[1] < 0)) +
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wrt_mat.get_row3(2) * from_extents[2] * ((box_z[1] > 0) - (box_z[1] < 0));
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// The surface point is the interior point projected onto the plane.
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new_entry->set_surface_point(get_plane().project(interior_point));
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new_entry->set_interior_point(interior_point);
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return new_entry;
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}
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