BEPUphysics.CollisionTests.CollisionAlgorithms.TriangleConvexPairTester.GetRegion C# (CSharp) Метод

GetRegion() публичный Метод

public GetRegion ( ContactData &contact ) : VoronoiRegion
contact ContactData
Результат VoronoiRegion
        public override VoronoiRegion GetRegion(ref ContactData contact)
        {
            //Deep contact can produce non-triangle normals while still being within the triangle.
            //To solve this problem, find the voronoi region to which the contact belongs using its normal.
            //The voronoi region will be either the most extreme vertex, or the edge that includes
            //the first and second most extreme vertices.
            //If the normal dotted with an extreme edge direction is near 0, then it belongs to the edge.
            //Otherwise, it belongs to the vertex.
            //MPR tends to produce 'approximate' normals, though.
            //Use a fairly forgiving epsilon.
            float dotA, dotB, dotC;
            Vector3.Dot(ref triangle.vA, ref contact.Normal, out dotA);
            Vector3.Dot(ref triangle.vB, ref contact.Normal, out dotB);
            Vector3.Dot(ref triangle.vC, ref contact.Normal, out dotC);

            //Since normal points from convex to triangle always, reverse dot signs.
            dotA = -dotA;
            dotB = -dotB;
            dotC = -dotC;


            float faceEpsilon = .01f;
            const float edgeEpsilon = .01f;

            float edgeDot;
            Vector3 edgeDirection;
            if (dotA > dotB && dotA > dotC)
            {
                //A is extreme.
                if (dotB > dotC)
                {
                    //B is second most extreme.
                    if (Math.Abs(dotA - dotC) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vB, ref triangle.vA, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.AB;
                        else
                            return VoronoiRegion.A;
                    }
                }
                else
                {
                    //C is second most extreme.
                    if (Math.Abs(dotA - dotB) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vC, ref triangle.vA, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.AC;
                        else
                            return VoronoiRegion.A;
                    }
                }
            }
            else if (dotB > dotC)
            {
                //B is extreme.
                if (dotC > dotA)
                {
                    //C is second most extreme.
                    if (Math.Abs(dotB - dotA) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vC, ref triangle.vB, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.BC;
                        else
                            return VoronoiRegion.B;
                    }
                }
                else
                {
                    //A is second most extreme.
                    if (Math.Abs(dotB - dotC) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vA, ref triangle.vB, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.AB;
                        else
                            return VoronoiRegion.B;
                    }
                }
            }
            else
            {
                //C is extreme.
                if (dotA > dotB)
                {
                    //A is second most extreme.
                    if (Math.Abs(dotC - dotB) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vA, ref triangle.vC, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.AC;
                        else
                            return VoronoiRegion.C;
                    }
                }
                else
                {
                    //B is second most extreme.
                    if (Math.Abs(dotC - dotA) < faceEpsilon)
                    {
                        //The normal is basically a face normal.  This can happen at the edges occasionally.
                        return VoronoiRegion.ABC;
                    }
                    else
                    {
                        Vector3.Subtract(ref triangle.vB, ref triangle.vC, out edgeDirection);
                        Vector3.Dot(ref edgeDirection, ref contact.Normal, out edgeDot);
                        if (edgeDot * edgeDot < edgeDirection.LengthSquared() * edgeEpsilon)
                            return VoronoiRegion.BC;
                        else
                            return VoronoiRegion.C;
                    }
                }
            }

        }