立方体と平面の間の衝突を行うにはどうすればよいですか。平面上で球体を作成することはできますが、平面上で立方体を見つけることはできません。立方体の x、y、z を見つけて検出を行う必要があることはわかっています。飛行機ですが、わかりません。
これが私の衝突テスターコードです。
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;
}
ボックス上のキューブのテスト
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;
}