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我如何在立方体和平面之间进行碰撞,我可以在平面上做一个球体,但我无法在平面上找出立方体,我知道我必须找到立方体的 x、y、z 并进行检测飞机,但我想不通。

这是我的碰撞测试器代码。

public static bool sphereAndSphere(Sphere a, Sphere b, ref Contact contact)
    {
        // Get the vector from the centre of particle B to the centre of particle A
        Vector3 separationVector = b.Position - a.Position;
        float sumOfRadii = a.Radius + b.Radius;
        float distance = separationVector.Length();

        if (distance < sumOfRadii)
        {
            contact.contactPoint = a.Position + separationVector / 2f;
            separationVector.Normalize();
            contact.contactNormal = separationVector;
            contact.penetrationDepth = sumOfRadii - distance;

            return true;
        }

        return false;
    }

    // This assumes that the Origin is in the centre of world 
    // and that the planes are the boundaries of the world and that all rigid-bodies are within the boundaries
    public static bool sphereAndPlane(Sphere a, PlaneEntity b, ref Contact contact)
    {
        // Depth of sphere into plane (if negative, no collision)
        float depth = Vector3.Dot(a.Position, b.DirectionFromOrigin) + a.Radius + b.OffsetFromOrigin;

        if (depth > 0)
        {
            contact.contactPoint = a.Position + (a.Radius - depth) * b.DirectionFromOrigin;
            contact.contactNormal = -b.DirectionFromOrigin;
            contact.penetrationDepth = depth;

            return true;
        }

        return false;
    }

这里对盒子上的立方体进行测试

public static bool sphereAndBox(Sphere a, Cube b, ref Contact contact)
    {
        Vector3 relativePoint = Vector3.Transform(a.Position, Matrix.Invert(b.WorldTransform));

        // Early out check, based on separation axis theorem
        if (Math.Abs(relativePoint.X) - a.Radius > b.halfSize.X
            || Math.Abs(relativePoint.Y) - a.Radius > b.halfSize.Y
            || Math.Abs(relativePoint.Z) - a.Radius > b.halfSize.Z)
            return false;

        Vector3 closestPoint = Vector3.Zero;

        closestPoint.X = MathHelper.Clamp(relativePoint.X, -b.halfSize.X, b.halfSize.X);
        closestPoint.Y = MathHelper.Clamp(relativePoint.Y, -b.halfSize.Y, b.halfSize.Z);
        closestPoint.Z = MathHelper.Clamp(relativePoint.Z, -b.halfSize.Z, b.halfSize.Z);

        float distance = (closestPoint - relativePoint).LengthSquared();

        if (distance < a.Radius * a.Radius)
        {
            contact.contactPoint = Vector3.Transform(closestPoint, b.WorldTransform);
            contact.contactNormal = a.Position - contact.contactPoint;
            contact.contactNormal.Normalize();
            contact.penetrationDepth = a.Radius - (float)Math.Sqrt(distance);
            return true;
        }

        return false;
}
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1 回答 1

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如果平面或立方体不是轴对齐 - 或者 - 立方体(宽度、长度、高度)不相等,您会发现最容易单独测试立方体的每个角位置而不是整个立方体. 然后当第一个角穿过平面时,记录碰撞。

但是如果平面和立方体都是轴对齐的并且立方体是对称的(WLH),那么把立方体想象成一个球体,其半径是立方体宽度的一半。

于 2013-08-01T13:29:11.033 回答