feat: Collision cube sphere
feat: + Ajout des collisions entre une sphere et un cube bug: + Les collisions impliquant les spheres sont imparfaites, il y aura un fort clipping
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@@ -91,10 +91,25 @@ bool Physics::IsColliding(Object* object1, Object* object2)
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{
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return SpheresOverlap(object1, object2);
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}
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if (type1 == "cube" && type2 == "sphere" || (type1 == "sphere" && type2 == "cube"))
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{
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if (type1 == "cube")
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{
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return SphereCubeOverlap(object1, object2);
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}
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else if (type1 == "sphere")
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{
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return SphereCubeOverlap(object2, object1);
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}
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}
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return false;
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}
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/////////////////////////////////////////
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// AABB method for collision detection //
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/////////////////////////////////////////
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bool Physics::CubesOverlap(Object* cube1, Object* cube2)
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{
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XMVECTOR position1 = cube1->GetPosition();
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@@ -118,8 +133,8 @@ bool Physics::SpheresOverlap(Object* sphere1, Object* sphere2)
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XMVECTOR position1 = sphere1->GetPosition();
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XMVECTOR position2 = sphere2->GetPosition();
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XMVECTOR scale1 = sphere1->GetScale();
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XMVECTOR scale2 = sphere2->GetScale();
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XMVECTOR scale1 = sphere1->GetScale() / 2;
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XMVECTOR scale2 = sphere2->GetScale() / 2;
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float distance = sqrt(
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(position1.m128_f32[0] - position2.m128_f32[0]) * (position1.m128_f32[0] - position2.m128_f32[0]) +
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@@ -128,7 +143,36 @@ bool Physics::SpheresOverlap(Object* sphere1, Object* sphere2)
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);
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float radius1 = XMVectorGetX(XMVector3Length(scale1));
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float radius2 = XMVectorGetX(XMVector3Length(scale2) / 2);
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float radius2 = XMVectorGetX(XMVector3Length(scale2));
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return distance < radius1 + radius2;
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}
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bool Physics::SphereCubeOverlap(Object* cube, Object* sphere)
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{
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XMVECTOR position1 = cube->GetPosition();
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XMVECTOR position2 = sphere->GetPosition();
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XMVECTOR scale1 = cube->GetScale();
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XMVECTOR scale2 = sphere->GetScale() / 2;
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XMVECTOR min1 = position1 - scale1;
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XMVECTOR max1 = position1 + scale1;
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// Get box closest point to sphere center by clamping
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float x = max(min1.m128_f32[0], min(position2.m128_f32[0], max1.m128_f32[0]));
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float y = max(min1.m128_f32[1], min(position2.m128_f32[1], max1.m128_f32[1]));
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float z = max(min1.m128_f32[2], min(position2.m128_f32[2], max1.m128_f32[2]));
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// This is the same as SpheresOverlap
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float distance = sqrt(
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(x - position2.m128_f32[0]) * (x - position2.m128_f32[0]) +
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(y - position2.m128_f32[1]) * (y - position2.m128_f32[1]) +
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(z - position2.m128_f32[2]) * (z - position2.m128_f32[2])
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);
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float radius = XMVectorGetX(XMVector3Length(scale2));
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return distance < radius;
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}
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