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https://github.com/jeffvella/UnityNativeCollision
SAT Collision in C# for Unity3D Burst Compiler
https://github.com/jeffvella/UnityNativeCollision
Last synced: 4 months ago
JSON representation
SAT Collision in C# for Unity3D Burst Compiler
- Host: GitHub
- URL: https://github.com/jeffvella/UnityNativeCollision
- Owner: jeffvella
- License: mit
- Created: 2019-02-20T14:26:09.000Z (over 5 years ago)
- Default Branch: master
- Last Pushed: 2019-05-01T13:11:20.000Z (about 5 years ago)
- Last Synced: 2024-01-14T18:55:20.582Z (5 months ago)
- Language: C#
- Size: 342 KB
- Stars: 246
- Watchers: 24
- Forks: 40
- Open Issues: 2
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Metadata Files:
- Readme: README.md
- License: LICENSE.md
Lists
- awesome-unity3d - UnityNativeCollision - SAT Collision in C# for Unity3D Burst Compiler (Open Source Repositories / Physic)
- awesome - jeffvella/UnityNativeCollision - SAT Collision in C# for Unity3D Burst Compiler (C\#)
- awesome - jeffvella/UnityNativeCollision - SAT Collision in C# for Unity3D Burst Compiler (C\#)
README
# UnityNativeCollision #
This project is an experimental C# implementation of polyhedron SAT collision and intersection for the Unity game engine. It's specifically designed to be compatible with Unity's Burst Compiler for performance.
##### Acknowledgments:
The math is ported to C# from the C++ BounceLite project by Irlan Robson (zLib License) and adapted for Unity's new Math library and Burst Compiler requirments: https://github.com/irlanrobson/bounce_liteThe SAT implementation is originally based on the 2013 GDC presentation by Dirk Gregorius and his forum posts about Valve's Rubikon physics engine:
* https://www.gdcvault.com/play/1017646/Physics-for-Game-Programmers-The
* https://www.gamedev.net/forums/topic/692141-collision-detection-why-gjk/?do=findComment&comment=5356490
* http://www.gamedev.net/topic/667499-3d-sat-problem/##### Features:
* Generation of native half-edge mesh from Unity Meshes.
* Fast convex polyhedron face/edge boolean collision detection.
* Polyhedron intersection manifold generation (via Sutherland-Hodgman clipping)
* Burst compiled jobs for single and batch collision operations.
* Experimental bounding volume hierarchy.
* NativeBuffer collection able to run off stackalloc.Note: Project was created with Unity 2019.2, older versions may not work.
##### Performance:
##### Contact Visualization:
View a fast version of the contact for physics calcluations. This mode a processes a minimal set of geometry, just enough to move colliding objects apart. Versus the full intersection mode, which needs to clip every face for visual/mesh creation purposes.