(注意 取的是中心点位置来计算边界点,而非投影点位置。可以自行修改为投影点)
之前想做一些体积碰撞的效果但是遇到点问题,胶囊边界点检测这个涉及到球体的交点检测以及圆柱的交点检测
觉得可以放上来,相交检测的代码逻辑来源于网络。
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CapsuleTest : MonoBehaviour { public enum DirectionEnum { X, Y, Z } public Vector3 center; public float height = 1f; public float radius = 1f; public DirectionEnum direction = DirectionEnum.Y; public Transform testOutsidePoint; Vector3 Test(Vector3 outsidePoint) { var localMassPoint = center; var localOutsidePoint = transform.worldToLocalMatrix.MultiplyPoint3x4(outsidePoint); var centerPoint = localMassPoint + center; var up = Vector3.up; var right = Vector3.right; var forward = Vector3.forward; switch (direction) { case DirectionEnum.X: up = Vector3.right; right = Vector3.forward; forward = Vector3.up; break; case DirectionEnum.Z: up = Vector3.forward; right = Vector3.up; forward = Vector3.right; break; } var remainHeight = Mathf.Max(height - radius * 2f, 0) + 0.01f; var remainHeightHalf = remainHeight * 0.5f; var pillarOrigin = centerPoint + up * -remainHeightHalf; var pillarEnd = centerPoint + up * remainHeightHalf; var insectPoint = Vector3.zero; var isHitCylinder = CylinderVSline(localOutsidePoint, (centerPoint - localOutsidePoint).normalized, pillarOrigin, pillarEnd, radius, out insectPoint); if (isHitCylinder) { return transform.localToWorldMatrix.MultiplyPoint3x4(insectPoint); } else { var spherePoint1 = centerPoint + up * remainHeightHalf; var spherePoint2 = centerPoint + (-up) * remainHeightHalf; var finalSpherePoint = spherePoint1; if (Vector3.Distance(localOutsidePoint, spherePoint2) < Vector3.Distance(localOutsidePoint, spherePoint1)) { finalSpherePoint = spherePoint2; } BetweenLineAndSphere(finalSpherePoint, radius, centerPoint, localOutsidePoint, out spherePoint1, out spherePoint2); if (Vector3.Distance(spherePoint1, centerPoint) > Vector3.Distance(spherePoint2, centerPoint)) return transform.localToWorldMatrix.MultiplyPoint3x4(spherePoint1); else return transform.localToWorldMatrix.MultiplyPoint3x4(spherePoint2); } } void OnDrawGizmos() { var cacheColor = Gizmos.color; var cacheMatrix = Gizmos.matrix; if (testOutsidePoint != null) { var edgePoint = Test(testOutsidePoint.position); Gizmos.DrawWireSphere(edgePoint, 0.2f); } Gizmos.color = Color.Lerp(Color.green, Color.gray, 0.5f); Gizmos.matrix = transform.localToWorldMatrix; var remainHeight = Mathf.Max(height - radius * 2f, 0); var remainHeightHalf = remainHeight * 0.5f; var up = Vector3.up; var right = Vector3.right; var forward = Vector3.forward; switch (direction) { case DirectionEnum.X: up = Vector3.right; right = Vector3.forward; forward = Vector3.up; break; case DirectionEnum.Z: up = Vector3.forward; right = Vector3.up; forward = Vector3.right; break; } var lastPoint1 = (Vector3?)null; var lastPoint2 = (Vector3?)null; for (var i = 0f; i <= 180f; i += 9f) { var point1 = up * -remainHeightHalf + Quaternion.AngleAxis(i, right) * forward * radius; var point2 = up * -remainHeightHalf + Quaternion.AngleAxis(i, -forward) * right * radius; Gizmos.DrawLine(center + lastPoint1.GetValueOrDefault(point1), center + point1); Gizmos.DrawLine(center + lastPoint2.GetValueOrDefault(point2), center + point2); lastPoint1 = point1; lastPoint2 = point2; } lastPoint1 = (Vector3?)null; for (var i = 0f; i <= 360f; i += 9f) { var point1 = up * -remainHeightHalf + Quaternion.AngleAxis(i, up) * forward * radius; Gizmos.DrawLine(center + lastPoint1.GetValueOrDefault(point1), center + point1); lastPoint1 = point1; } Gizmos.DrawLine(center + forward * radius + up * -remainHeightHalf, center + forward * radius + up * remainHeightHalf); Gizmos.DrawLine(center + -forward * radius + up * -remainHeightHalf, center + -forward * radius + up * remainHeightHalf); Gizmos.DrawLine(center + right * radius + up * -remainHeightHalf, center + right * radius + up * remainHeightHalf); Gizmos.DrawLine(center + -right * radius + up * -remainHeightHalf, center + -right * radius + up * remainHeightHalf); lastPoint1 = (Vector3?)null; lastPoint2 = (Vector3?)null; for (var i = 0f; i <= 180f; i += 9f) { var point1 = up * remainHeightHalf + Quaternion.AngleAxis(i, -right) * forward * radius; var point2 = up * remainHeightHalf + Quaternion.AngleAxis(i, forward) * right * radius; Gizmos.DrawLine(center + lastPoint1.GetValueOrDefault(point1), center + point1); Gizmos.DrawLine(center + lastPoint2.GetValueOrDefault(point2), center + point2); lastPoint1 = point1; lastPoint2 = point2; } lastPoint1 = (Vector3?)null; for (var i = 0f; i <= 360f; i += 9f) { var point1 = up * remainHeightHalf + Quaternion.AngleAxis(i, up) * forward * radius; Gizmos.DrawLine(center + lastPoint1.GetValueOrDefault(point1), center + point1); lastPoint1 = point1; } Gizmos.color = cacheColor; Gizmos.matrix = cacheMatrix; } bool BetweenLineAndSphere( Vector3 circleCenter, float circleRadius, Vector3 point1, Vector3 point2, out Vector3 intersection1, out Vector3 intersection2) { float t; var dx = point2.x - point1.x; var dy = point2.y - point1.y; var dz = point2.z - point1.z; var a = dx * dx + dy * dy + dz * dz; var b = 2 * (dx * (point1.x - circleCenter.x) + dy * (point1.y - circleCenter.y) + dz * (point1.z - circleCenter.z)); var c = (point1.x - circleCenter.x) * (point1.x - circleCenter.x) + (point1.y - circleCenter.y) * (point1.y - circleCenter.y) + (point1.z - circleCenter.z) * (point1.z - circleCenter.z) - circleRadius * circleRadius; var determinate = b * b - 4 * a * c; // Two solutions. t = (float)((-b + Mathf.Sqrt(determinate)) / (2 * a)); intersection1 = new Vector3(point1.x + t * dx, point1.y + t * dy, point1.z + t * dz); t = (float)((-b - Mathf.Sqrt(determinate)) / (2 * a)); intersection2 = new Vector3(point1.x + t * dx, point1.y + t * dy, point1.z + t * dz); if (intersection1.normalized == Vector3.zero && intersection2.normalized == Vector3.zero) return false; else return true; } bool CylinderVSline(Vector3 start, Vector3 dir, Vector3 aVec, Vector3 bVec, float radius, out Vector3 intersectPoint) { intersectPoint = Vector3.zero; // Solution : http://www.gamedev.net/community/forums/topic.asp?topic_id=467789 var ab = bVec - aVec; var ao = start - aVec; var aoxAb = Vector3.Cross(ao, ab); var vxAb = Vector3.Cross(dir, ab); var ab2 = Vector3.Dot(ab, ab); var a = Vector3.Dot(vxAb, vxAb); var b = 2 * Vector3.Dot(vxAb, aoxAb); var c = Vector3.Dot(aoxAb, aoxAb) - (radius * radius * ab2); var d = b * b - 4 * a * c; if (d < 0) return false; float time = (-b - Mathf.Sqrt(d)) / (2 * a); if (time < 0) return false; intersectPoint = start + dir * time; var projectionPoint = aVec + Vector3.Project(intersectPoint - aVec, ab.normalized); var distance1 = Mathf.Max(Vector3.Distance(projectionPoint, aVec), Vector3.Distance(projectionPoint, bVec)); var distance2 = Vector3.Distance(aVec, bVec); if (distance1 >= distance2) return false; return true; } }