Beispiel #1
0
 ///<summary>
 /// Gets the extreme point of the minkowski difference of shapeA and shapeB in the local space of shapeA, without a margin.
 ///</summary>
 ///<param name="shapeA">First shape.</param>
 ///<param name="shapeB">Second shape.</param>
 ///<param name="direction">Extreme point direction in local space.</param>
 ///<param name="localTransformB">Transform of shapeB in the local space of A.</param>
 ///<param name="extremePoint">The extreme point in the local space of A.</param>
 public static void GetLocalMinkowskiExtremePointWithoutMargin(ConvexShape shapeA, ConvexShape shapeB, ref System.Numerics.Vector3 direction, ref RigidTransform localTransformB, out System.Numerics.Vector3 extremePoint)
 {
     //Extreme point of A-B along D = (extreme point of A along D) - (extreme point of B along -D)
     shapeA.GetLocalExtremePointWithoutMargin(ref direction, out extremePoint);
     System.Numerics.Vector3 extremePointB;
     System.Numerics.Vector3 negativeN;
     Vector3Ex.Negate(ref direction, out negativeN);
     shapeB.GetExtremePointWithoutMargin(negativeN, ref localTransformB, out extremePointB);
     Vector3Ex.Subtract(ref extremePoint, ref extremePointB, out extremePoint);
 }
Beispiel #2
0
        ///<summary>
        /// Gets the extreme point of the minkowski difference of shapeA and shapeB in the local space of shapeA.
        ///</summary>
        ///<param name="shapeA">First shape.</param>
        ///<param name="shapeB">Second shape.</param>
        ///<param name="direction">Extreme point direction in local space.</param>
        ///<param name="localTransformB">Transform of shapeB in the local space of A.</param>
        /// <param name="extremePointA">The extreme point on shapeA.</param>
        /// <param name="extremePointB">The extreme point on shapeB.</param>
        ///<param name="extremePoint">The extreme point in the local space of A.</param>
        public static void GetLocalMinkowskiExtremePoint(ConvexShape shapeA, ConvexShape shapeB, ref System.Numerics.Vector3 direction, ref RigidTransform localTransformB,
                                                         out System.Numerics.Vector3 extremePointA, out System.Numerics.Vector3 extremePointB, out System.Numerics.Vector3 extremePoint)
        {
            //Extreme point of A-B along D = (extreme point of A along D) - (extreme point of B along -D)
            shapeA.GetLocalExtremePointWithoutMargin(ref direction, out extremePointA);
            System.Numerics.Vector3 v;
            Vector3Ex.Negate(ref direction, out v);
            shapeB.GetExtremePointWithoutMargin(v, ref localTransformB, out extremePointB);

            ExpandMinkowskiSum(shapeA.collisionMargin, shapeB.collisionMargin, direction, ref extremePointA, ref extremePointB);
            Vector3Ex.Subtract(ref extremePointA, ref extremePointB, out extremePoint);
        }
        ///<summary>
        /// Gets the extreme point of the minkowski difference of shapeA and shapeB in the local space of shapeA.
        ///</summary>
        ///<param name="shapeA">First shape.</param>
        ///<param name="shapeB">Second shape.</param>
        ///<param name="direction">Extreme point direction in local space.</param>
        ///<param name="localTransformB">Transform of shapeB in the local space of A.</param>
        ///<param name="extremePoint">The extreme point in the local space of A.</param>
        public static void GetLocalMinkowskiExtremePoint(ConvexShape shapeA, ConvexShape shapeB, ref Vector3 direction, ref RigidTransform localTransformB, out Vector3 extremePoint)
        {
            //Extreme point of A-B along D = (extreme point of A along D) - (extreme point of B along -D)
            shapeA.GetLocalExtremePointWithoutMargin(ref direction, out extremePoint);
            Vector3 v;
            Vector3 negativeN;

            Vector3.Negate(ref direction, out negativeN);
            shapeB.GetExtremePointWithoutMargin(negativeN, ref localTransformB, out v);
            Vector3.Subtract(ref extremePoint, ref v, out extremePoint);

            ExpandMinkowskiSum(shapeA.collisionMargin, shapeB.collisionMargin, ref direction, out v);
            Vector3.Add(ref extremePoint, ref v, out extremePoint);
        }
        ///<summary>
        /// Adds a new point to the simplex.
        ///</summary>
        ///<param name="shapeA">First shape in the pair.</param>
        ///<param name="shapeB">Second shape in the pair.</param>
        ///<param name="iterationCount">Current iteration count.</param>
        ///<param name="closestPoint">Current point on simplex closest to origin.</param>
        ///<returns>Whether or not GJK should exit due to a lack of progression.</returns>
        public bool GetNewSimplexPoint(ConvexShape shapeA, ConvexShape shapeB, int iterationCount, ref Vector3 closestPoint)
        {
            Vector3 negativeDirection;

            Vector3.Negate(ref closestPoint, out negativeDirection);
            Vector3 sa, sb;

            shapeA.GetLocalExtremePointWithoutMargin(ref negativeDirection, out sa);
            shapeB.GetExtremePointWithoutMargin(closestPoint, ref LocalTransformB, out sb);
            Vector3 S;

            Vector3.Subtract(ref sa, ref sb, out S);
            //If S is not further towards the origin along negativeDirection than closestPoint, then we're done.
            Fix64 dotS;

            Vector3.Dot(ref S, ref negativeDirection, out dotS); //-P * S
            Fix64 distanceToClosest = closestPoint.LengthSquared();

            Fix64 progression = dotS + distanceToClosest;

            //It's likely that the system is oscillating between two or more states, usually because of a degenerate simplex.
            //Rather than detect specific problem cases, this approach just lets it run and catches whatever falls through.
            //During oscillation, one of the states is usually just BARELY outside of the numerical tolerance.
            //After a bunch of iterations, the system lets it pick the 'better' one.
            if (iterationCount > GJKToolbox.HighGJKIterations && distanceToClosest - previousDistanceToClosest < DistanceConvergenceEpsilon * errorTolerance)
            {
                return(true);
            }
            if (distanceToClosest < previousDistanceToClosest)
            {
                previousDistanceToClosest = distanceToClosest;
            }

            //If "A" is the new point always, then the switch statement can be removed
            //in favor of just pushing three points up.
            switch (State)
            {
            case SimplexState.Point:
                if (progression <= (errorTolerance = MathHelper.Max(A.LengthSquared(), S.LengthSquared())) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Segment;
                B          = S;
                SimplexA.B = sa;
                SimplexB.B = sb;
                return(false);

            case SimplexState.Segment:
                if (progression <= (errorTolerance = MathHelper.Max(MathHelper.Max(A.LengthSquared(), B.LengthSquared()), S.LengthSquared())) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Triangle;
                C          = S;
                SimplexA.C = sa;
                SimplexB.C = sb;
                return(false);

            case SimplexState.Triangle:
                if (progression <= (errorTolerance = MathHelper.Max(MathHelper.Max(A.LengthSquared(), B.LengthSquared()), MathHelper.Max(C.LengthSquared(), S.LengthSquared()))) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Tetrahedron;
                D          = S;
                SimplexA.D = sa;
                SimplexB.D = sb;
                return(false);
            }
            return(false);
        }