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collisions with cube get rounded normals at edges
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1 changed files with 31 additions and 5 deletions
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@ -606,11 +606,37 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
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if (glm::dot(surfaceAB, BA) > 0.f) {
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CollisionInfo* collision = collisions.getNewCollision();
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if (collision) {
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// penetration is parallel to box side direction
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BA /= maxBA;
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glm::vec3 direction;
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glm::modf(BA, direction);
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direction = glm::normalize(direction);
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// At this point imagine that sphereCenter touches a "normalized" cube with rounded edges.
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// This cube has a sidelength of 2 and its smoothing radius is sphereRadius/maxBA.
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// We're going to try to compute the "negative normal" (and hence direction of penetration)
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// of this surface.
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float radius = sphereRadius / (distance * maxBA); // normalized radius
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float shortLength = maxBA - radius;
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glm::vec3 direction = BA;
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if (shortLength > 0.0f) {
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direction = glm::abs(BA) - glm::vec3(shortLength);
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// Set any negative components to zero, and adopt the sign of the original BA component.
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// Unfortunately there isn't an easy way to make this fast.
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if (direction.x < 0.0f) {
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direction.x = 0.f;
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} else if (BA.x < 0.f) {
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direction.x = -direction.x;
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}
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if (direction.y < 0.0f) {
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direction.y = 0.f;
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} else if (BA.y < 0.f) {
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direction.y = -direction.y;
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}
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if (direction.z < 0.0f) {
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direction.z = 0.f;
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} else if (BA.z < 0.f) {
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direction.z = -direction.z;
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}
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}
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direction = glm::normalize(direction);
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// penetration is the projection of surfaceAB on direction
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collision->_penetration = glm::dot(surfaceAB, direction) * direction;
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// contactPoint is on surface of A
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collision->_contactPoint = sphereCenter - sphereRadius * direction;
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