git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@244 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -497,11 +497,11 @@ void NarrowPhaseSATAlgorithm::computeContact(const OBB* const obb1, const OBB* c
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// If it's a Vertex-Something contact
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if (nbVerticesExtremeOBB1 == 1) {
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// Create a new contact
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, obb1ExtremePoints);
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, penetrationDepth, obb1ExtremePoints);
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}
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else if(nbVerticesExtremeOBB2 == 1) { // If its a Vertex-Something contact
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// Create a new contact
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, obb2ExtremePoints);
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, penetrationDepth, obb2ExtremePoints);
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}
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else if (nbVerticesExtremeOBB1 == 2 && nbVerticesExtremeOBB2 == 2) { // If it's an edge-edge contact
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// Compute the two vectors of the segment lines
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@ -510,18 +510,32 @@ void NarrowPhaseSATAlgorithm::computeContact(const OBB* const obb1, const OBB* c
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double alpha, beta;
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// Compute the closest two points between the two line segments
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closestPointsBetweenTwoLines(obb1ExtremePoints[0], d1, obb2ExtremePoints[0], d2, &alpha, &beta);
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Vector3D pointA = obb1ExtremePoints[0] + d1 * alpha;
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Vector3D pointB = obb2ExtremePoints[0] + d2 * beta;
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// If the two edges are parallel
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if (d1.isParallelWith(d2)) {
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Vector3D contactPointA;
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Vector3D contactPointB;
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// Compute the contact point as halfway between the 2 closest points
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Vector3D contactPoint = 0.5 * (pointA + pointB);
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std::vector<Vector3D> contactSet;
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contactSet.push_back(contactPoint);
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// Compute the intersection between the two edges
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computeParallelSegmentsIntersection(obb1ExtremePoints[0], obb1ExtremePoints[1], obb2ExtremePoints[0], obb2ExtremePoints[1],
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contactPointA, contactPointB);
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}
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else { // If the two edges are not parallel
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// Compute the closest two points between the two line segments
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closestPointsBetweenTwoLines(obb1ExtremePoints[0], d1, obb2ExtremePoints[0], d2, &alpha, &beta);
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Vector3D pointA = obb1ExtremePoints[0] + d1 * alpha;
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Vector3D pointB = obb2ExtremePoints[0] + d2 * beta;
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// Compute the contact point as halfway between the 2 closest points
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Vector3D contactPoint = 0.5 * (pointA + pointB);
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std::vector<Vector3D> contactSet;
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contactSet.push_back(contactPoint);
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}
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// Create a new contact
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, contactSet);
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*contact = new Contact(obb1->getBodyPointer(), obb2->getBodyPointer(), normal, penetrationDepth, contactSet);
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}
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else if(nbVerticesExtremeOBB1 == 2 && nbVerticesExtremeOBB2 == 4) { // If it's an edge-face contact
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// TODO : Complete this ...
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