需要对碰撞函数进行修正,使其正确计算Cylinder和Triangle的碰撞情况。
示例代码:
bool cylinderTriangleCollision(const Cylinder& cylinder, const Triangle& triangle) {
// 计算Cylinder的底部圆盘和Triangle的碰撞情况
Plane trianglePlane = triangle.getPlane();
Circle bottomCircle(cylinder.axis.base, cylinder.radius);
float bottomDistance = bottomCircle.distance(trianglePlane);
if (bottomDistance > cylinder.axis.length) return false;
// 计算Cylinder的顶部圆盘和Triangle的碰撞情况
Circle topCircle(cylinder.axis.top(), cylinder.radius);
float topDistance = topCircle.distance(trianglePlane);
if (topDistance > cylinder.axis.length) return false;
// 计算Cylinder侧面与Triangle的碰撞情况
float radiusSquared = cylinder.radius * cylinder.radius;
Vector3 cylinderDir = cylinder.axis.direction();
Vector3 cylinderOffset = cylinder.axis.base - triangle.v1;
Vector3 triangleNormal = trianglePlane.normal;
Vector3 triangleOffset = triangleNormal * triangle.distanceToOrigin();
Vector3 cross = crossProduct(cylinderDir, triangleNormal);
float crossSquaredLength = cross.squaredLength();
if (crossSquaredLength < 1e-6f) {
// Cylinder的轴线方向与Triangle的法线平行
// 判断Cylinder的两个圆盘是否与Triangle相交
if (triangle.contains(bottomCircle.center) || triangle.contains(topCircle.center)) {
return true;
}
// 判断Cylinder侧面是否与Triangle的三个边相交
Vector3 cylinderX = cylinderDir.orthogonalVector();
if (triangleLineSegmentIntersection(cylinder.axis.base, cylinderX, triangle.v1, triangle.v2)) return true;
if (triangleLineSegmentIntersection(cylinder.axis.base, cylinderX, triangle.v2, triangle.v3)) return true;
if (triangleLineSegmentIntersection(cylinder.axis.base, cylinderX, triangle.v3, triangle.v1)) return true;
return false;
}
// 计算Cylinder侧面与Triangle三个顶点的距离的平方
float a = crossSquaredLength;
float b = 2.0f * dotProduct(cross, cylinderOffset);
float c = cylinderOffset.squaredLength() - radiusSquared;
float delta = b * b - 4.0f * a * c;
if (delta < 0.0f) return false;
float sqrtDelta = sqrtf(delta);
float t1 = (-b - sqrtDelta) / (2.0f * a);
float t2 = (-b + sqrtDelta) / (2.0f * a);
if (t2 < 0.0f || t1 > cylinder.axis.length) return false;
if (t1 < 0.0f && t2 > cylinder.axis.length) return true;
return true;
}
注:上述示例代码中包含一些辅助函数,具体实现请参考相关文献。