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어떻게하면 큐브와 비행기 사이의 충돌을 할 수 있습니까? 비행기에서 구를 할 수는 있지만 비행기에서 큐브를 계산할 수는 없지만 x, y, z의 입방체와 비행기에서 탐지를 할 수 있지만 그것을 파악할 수 없습니다.비행기 엔티티에서 큐브 엔티티 충돌
여기 내 충돌 테스터 코드입니다. 여기
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;
}
상자
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;
}
모든 꼭지점이 평면의 같은면에 있으면 충돌이 없음 – Blau
ok..i 내 평면이 vector3 (0, -2,0)이고 내 큐브가 vector3 (0 , 5,0), 그 공중에 그리고 드롭 다운 .. 어떻게 비행기 충돌 테스트를 큐브 안타 때? – user2640299