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Capsule.cpp
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307 lines (224 loc) · 7.39 KB
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#include "Capsule.h"
#include "Circle.h"
#include "AABB.h"
#include "OBB.h"
#include "ConvexHull.h"
#include "Geometric.h"
Capsule::Capsule(Vector2D *pt, Vector2D dir, double radius)
: ColliderShape(pt, Vector2D(radius, dir.GetLength()))
, _direction(dir)
, _radius(radius)
{
}
Capsule::~Capsule()
{
}
double Capsule::GetMinX() const
{
double minPointX = min(GetEdgeA()._x, GetEdgeB()._x);
return minPointX - _radius;
}
double Capsule::GetMaxX() const
{
double maxPointX = max(GetEdgeA()._x, GetEdgeB()._x);
return maxPointX + _radius;
}
double Capsule::GetMinY() const
{
double minPointY = min(GetEdgeA()._y, GetEdgeB()._y);
return minPointY - _radius;
}
double Capsule::GetMaxY() const
{
double maxPointY = max(GetEdgeA()._y, GetEdgeB()._y);
return maxPointY + _radius;
}
Vector2D Capsule::GetCenter() const
{
return *_center;
}
bool Capsule::CollisionWith(const ColliderShape *collider) const
{
return collider->CollisionDetection(this);
}
bool Capsule::CollisionDetection(const Circle *collider) const
{
auto edgeA = GetEdgeA();
auto edgeB = GetEdgeB();
//カプセルの軸上との最近接点が
auto closest = GetClosestPointSegmentToPoint(edgeA, edgeB, collider->GetCenter());
_closestCache = closest - collider->GetCenter();
//半径より近いところにあれば当たった
double sqDist = _closestCache.GetSqLength();
double radius = collider->GetRadius() + _radius;
return (sqDist <= radius * radius);
}
bool Capsule::CollisionDetection(const AABB *collider) const
{
auto vertexes = collider->GetVertexes();
Vector2D edgeA = GetEdgeA();
Vector2D edgeB = GetEdgeB();
Vector2D dir = edgeB - edgeA;
Vector2D closest;
Vector2D closestOnLine;
//一番近い点を、Cross積をもとに見つける
closestOnLine = vertexes[0];
double d = fabs(Vector2D::Cross(dir.GetNormalized(), vertexes[0] - edgeA));
for (size_t i = 1; i < 4; ++i)
{
double temp = fabs(Vector2D::Cross(dir.GetNormalized(), vertexes[i] - edgeA));
if (temp < d)
{
d = temp;
closestOnLine = vertexes[i];
}
}
closest = GetClosestPointSegmentToPoint(edgeA, edgeB, closestOnLine);
//最近接点が分離軸上にあるかどうかを調べる
double dot = Vector2D::Dot(closestOnLine - edgeA, dir);
bool isOutside = (dot < 0 || dir.GetSqLength() < dot);
//分離軸上になければ、AABBの頂点以外が線分との最近接点になる
if (isOutside)
{
//カプセルの両端とAABBの最近接点を出して
Vector2D closestA = collider->GetClosestPoint(&edgeA);
Vector2D closestB = collider->GetClosestPoint(&edgeB);
//近い方を最近点に採用
double lengthA = (closestA - edgeA).GetSqLength();
double lengthB = (closestB - edgeB).GetSqLength();
if (lengthA < lengthB)
{
closestOnLine = closestA;
closest = edgeA;
}
else
{
closestOnLine = closestB;
closest = edgeB;
}
}
_closestCache = closestOnLine - closest;
double sqLength = (closestOnLine - closest).GetSqLength();
//円の中心点とOBBの距離が円の半径より近ければ当たった
return (sqLength < (_radius * _radius));
}
bool Capsule::CollisionDetection(const OBB *collider) const
{
auto vertexes = collider->GetVertexes();
Vector2D edgeA = GetEdgeA();
Vector2D edgeB = GetEdgeB();
Vector2D dir = edgeB - edgeA;
Vector2D closest;
Vector2D closestOnLine;
//一番近い点を、Cross積をもとに見つける
closestOnLine = vertexes[0];
double d = fabs(Vector2D::Cross(dir.GetNormalized(), vertexes[0] - edgeA));
for (size_t i = 1; i < 4; ++i)
{
double temp = fabs(Vector2D::Cross(dir.GetNormalized(), vertexes[i] - edgeA));
if (temp < d)
{
d = temp;
closestOnLine = vertexes[i];
}
}
closest = GetClosestPointSegmentToPoint(edgeA, edgeB, closestOnLine);
//最近接点が分離軸上にあるかどうかを調べる
double dot = Vector2D::Dot(closestOnLine - edgeA, dir);
bool isOutside = (dot < 0 || dir.GetSqLength() < dot);
//分離軸上になければ、AABBの頂点以外が線分との最近接点になる
if (isOutside)
{
//カプセルの両端とAABBの最近接点を出して
Vector2D closestA = collider->GetClosestPoint(edgeA);
Vector2D closestB = collider->GetClosestPoint(edgeB);
//近い方を最近点に採用
double lengthA = (closestA - edgeA).GetSqLength();
double lengthB = (closestB - edgeB).GetSqLength();
if (lengthA < lengthB)
{
closestOnLine = closestA;
closest = edgeA;
}
else
{
closestOnLine = closestB;
closest = edgeB;
}
}
_closestCache = closestOnLine - closest;
double sqLength = (closestOnLine - closest).GetSqLength();
//円の中心点とOBBの距離が円の半径より近ければ当たった
return (sqLength < (_radius * _radius));
}
bool Capsule::CollisionDetection(const Capsule *collider) const
{
auto edgeA = GetEdgeA();
auto edgeB = GetEdgeB();
auto edgeC = collider->GetEdgeA();
auto edgeD = collider->GetEdgeB();
auto closestPair = GetClosestPointSegmentToSegment(edgeA, edgeB, edgeC, edgeD);
_closestCache = closestPair.first - closestPair.second;
double sqDist = _closestCache.GetSqLength();
double radius = _radius + collider->_radius;
return (sqDist <= radius * radius);
}
bool Capsule::CollisionDetection(const Triangle *collider) const
{
return false;
}
bool Capsule::CollisionDetection(const ConvexHull *collider) const
{
return false;
}
Vector2D Capsule::CalcDump(const ColliderShape *collider) const
{
return collider->CalcDumpWith(this);
}
Vector2D Capsule::CalcDumpWith(const Circle *collider) const
{
double length = _closestCache.GetLength();
double ratio = (EPS < length) ? (fabs(_radius + collider->GetRadius()) - length) / length : 0;
return Vector2D(_closestCache._x * ratio, _closestCache._y * ratio);
}
Vector2D Capsule::CalcDumpWith(const AABB *collider) const
{
double length = _closestCache.GetLength();
if (length < EPS)
return Vector2D::zero;
double ratio = length - _radius;
auto v = _closestCache.GetNormalized();
return Vector2D(v._x * ratio, v._y * ratio);
}
Vector2D Capsule::CalcDumpWith(const OBB *collider) const
{
double length = _closestCache.GetLength();
if (length < EPS)
return Vector2D::zero;
double ratio = length - _radius;
auto v = _closestCache.GetNormalized();
return Vector2D(v._x * ratio, v._y * ratio);
}
Vector2D Capsule::CalcDumpWith(const Capsule *collider) const
{
double length = _closestCache.GetLength();
double ratio = (fabs(_radius + collider->_radius) - length) / length;
return Vector2D(_closestCache._x * ratio, _closestCache._y * ratio);
}
Vector2D Capsule::CalcDumpWith(const Triangle *collider) const
{
return Vector2D::zero;
}
Vector2D Capsule::CalcDumpWith(const ConvexHull *collider) const
{
return Vector2D::zero;
}
void Capsule::SetScale(const Vector2D scale)
{
_scale = scale;
_radius = _baseSize._x * scale._x;
}
void Capsule::LookAt(const Vector2D dir)
{
_direction = dir;
}