import { Nullable, IndicesArray } from "types"; import { Vector3, Plane } from "Math"; import { AbstractMesh } from "Mesh"; var intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => { if (boxMin.x > sphereCenter.x + sphereRadius) { return false; } if (sphereCenter.x - sphereRadius > boxMax.x) { return false; } if (boxMin.y > sphereCenter.y + sphereRadius) { return false; } if (sphereCenter.y - sphereRadius > boxMax.y) { return false; } if (boxMin.z > sphereCenter.z + sphereRadius) { return false; } if (sphereCenter.z - sphereRadius > boxMax.z) { return false; } return true; }; var getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number, found: boolean } = (function() { var result = { root: 0, found: false }; return function(a: number, b: number, c: number, maxR: number) { result.root = 0; result.found = false; var determinant = b * b - 4.0 * a * c; if (determinant < 0) { return result; } var sqrtD = Math.sqrt(determinant); var r1 = (-b - sqrtD) / (2.0 * a); var r2 = (-b + sqrtD) / (2.0 * a); if (r1 > r2) { var temp = r2; r2 = r1; r1 = temp; } if (r1 > 0 && r1 < maxR) { result.root = r1; result.found = true; return result; } if (r2 > 0 && r2 < maxR) { result.root = r2; result.found = true; return result; } return result; }; } )(); /** @hidden */ export class Collider { /** Define if a collision was found */ public collisionFound: boolean; /** * Define last intersection point in local space */ public intersectionPoint: Vector3; /** * Define last collided mesh */ public collidedMesh: Nullable; private _collisionPoint = Vector3.Zero(); private _planeIntersectionPoint = Vector3.Zero(); private _tempVector = Vector3.Zero(); private _tempVector2 = Vector3.Zero(); private _tempVector3 = Vector3.Zero(); private _tempVector4 = Vector3.Zero(); private _edge = Vector3.Zero(); private _baseToVertex = Vector3.Zero(); private _destinationPoint = Vector3.Zero(); private _slidePlaneNormal = Vector3.Zero(); private _displacementVector = Vector3.Zero(); /** @hidden */ public _radius = Vector3.One(); /** @hidden */ public _retry = 0; private _velocity: Vector3; private _basePoint: Vector3; private _epsilon: number; /** @hidden */ public _velocityWorldLength: number; /** @hidden */ public _basePointWorld = Vector3.Zero(); private _velocityWorld = Vector3.Zero(); private _normalizedVelocity = Vector3.Zero(); /** @hidden */ public _initialVelocity: Vector3; /** @hidden */ public _initialPosition: Vector3; private _nearestDistance: number; private _collisionMask = -1; public get collisionMask(): number { return this._collisionMask; } public set collisionMask(mask: number) { this._collisionMask = !isNaN(mask) ? mask : -1; } /** * Gets the plane normal used to compute the sliding response (in local space) */ public get slidePlaneNormal(): Vector3 { return this._slidePlaneNormal; } // Methods /** @hidden */ public _initialize(source: Vector3, dir: Vector3, e: number): void { this._velocity = dir; Vector3.NormalizeToRef(dir, this._normalizedVelocity); this._basePoint = source; source.multiplyToRef(this._radius, this._basePointWorld); dir.multiplyToRef(this._radius, this._velocityWorld); this._velocityWorldLength = this._velocityWorld.length(); this._epsilon = e; this.collisionFound = false; } /** @hidden */ public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean { pa.subtractToRef(point, this._tempVector); pb.subtractToRef(point, this._tempVector2); Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4); var d = Vector3.Dot(this._tempVector4, n); if (d < 0) { return false; } pc.subtractToRef(point, this._tempVector3); Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4); d = Vector3.Dot(this._tempVector4, n); if (d < 0) { return false; } Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4); d = Vector3.Dot(this._tempVector4, n); return d >= 0; } /** @hidden */ public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean { var distance = Vector3.Distance(this._basePointWorld, sphereCenter); var max = Math.max(this._radius.x, this._radius.y, this._radius.z); if (distance > this._velocityWorldLength + max + sphereRadius) { return false; } if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) { return false; } return true; } /** @hidden */ public _testTriangle(faceIndex: number, trianglePlaneArray: Array, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void { var t0; var embeddedInPlane = false; //defensive programming, actually not needed. if (!trianglePlaneArray) { trianglePlaneArray = []; } if (!trianglePlaneArray[faceIndex]) { trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0); trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3); } var trianglePlane = trianglePlaneArray[faceIndex]; if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) { return; } var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint); var normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity); if (normalDotVelocity == 0) { if (Math.abs(signedDistToTrianglePlane) >= 1.0) { return; } embeddedInPlane = true; t0 = 0; } else { t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity; var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity; if (t0 > t1) { var temp = t1; t1 = t0; t0 = temp; } if (t0 > 1.0 || t1 < 0.0) { return; } if (t0 < 0) { t0 = 0; } if (t0 > 1.0) { t0 = 1.0; } } this._collisionPoint.copyFromFloats(0, 0, 0); var found = false; var t = 1.0; if (!embeddedInPlane) { this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint); this._velocity.scaleToRef(t0, this._tempVector); this._planeIntersectionPoint.addInPlace(this._tempVector); if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) { found = true; t = t0; this._collisionPoint.copyFrom(this._planeIntersectionPoint); } } if (!found) { var velocitySquaredLength = this._velocity.lengthSquared(); var a = velocitySquaredLength; this._basePoint.subtractToRef(p1, this._tempVector); var b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector)); var c = this._tempVector.lengthSquared() - 1.0; var lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p1); } this._basePoint.subtractToRef(p2, this._tempVector); b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector)); c = this._tempVector.lengthSquared() - 1.0; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p2); } this._basePoint.subtractToRef(p3, this._tempVector); b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector)); c = this._tempVector.lengthSquared() - 1.0; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p3); } p2.subtractToRef(p1, this._edge); p1.subtractToRef(this._basePoint, this._baseToVertex); var edgeSquaredLength = this._edge.lengthSquared(); var edgeDotVelocity = Vector3.Dot(this._edge, this._velocity); var edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p1.addToRef(this._edge, this._collisionPoint); } } p3.subtractToRef(p2, this._edge); p2.subtractToRef(this._basePoint, this._baseToVertex); edgeSquaredLength = this._edge.lengthSquared(); edgeDotVelocity = Vector3.Dot(this._edge, this._velocity); edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p2.addToRef(this._edge, this._collisionPoint); } } p1.subtractToRef(p3, this._edge); p3.subtractToRef(this._basePoint, this._baseToVertex); edgeSquaredLength = this._edge.lengthSquared(); edgeDotVelocity = Vector3.Dot(this._edge, this._velocity); edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p3.addToRef(this._edge, this._collisionPoint); } } } if (found) { var distToCollision = t * this._velocity.length(); if (!this.collisionFound || distToCollision < this._nearestDistance) { if (!this.intersectionPoint) { this.intersectionPoint = this._collisionPoint.clone(); } else { this.intersectionPoint.copyFrom(this._collisionPoint); } this._nearestDistance = distToCollision; this.collisionFound = true; } } } /** @hidden */ public _collide(trianglePlaneArray: Array, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void { for (var i = indexStart; i < indexEnd; i += 3) { var p1 = pts[indices[i] - decal]; var p2 = pts[indices[i + 1] - decal]; var p3 = pts[indices[i + 2] - decal]; this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial); } } /** @hidden */ public _getResponse(pos: Vector3, vel: Vector3): void { pos.addToRef(vel, this._destinationPoint); vel.scaleInPlace((this._nearestDistance / vel.length())); this._basePoint.addToRef(vel, pos); pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal); this._slidePlaneNormal.normalize(); this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector); pos.addInPlace(this._displacementVector); this.intersectionPoint.addInPlace(this._displacementVector); this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint)); this._destinationPoint.subtractInPlace(this._slidePlaneNormal); this._destinationPoint.subtractToRef(this.intersectionPoint, vel); } }