Beispiel #1
0
        private bool DoDeepContact(out TinyStructList <ContactData> contactList)
        {
            //Find the origin to triangle center offset.
            Vector3 center;

            Vector3.Add(ref triangle.vA, ref triangle.vB, out center);
            Vector3.Add(ref center, ref triangle.vC, out center);
            Vector3.Multiply(ref center, 1f / 3f, out center);

            ContactData contact;

            contactList = new TinyStructList <ContactData>();

            if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity))
            {
                float dot;


                Vector3 triangleNormal, ab, ac;
                Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab);
                Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac);
                Vector3.Cross(ref ab, ref ac, out triangleNormal);
                float lengthSquared = triangleNormal.LengthSquared();
                if (lengthSquared < Toolbox.Epsilon * .01f)
                {
                    //Degenerate triangle! That's no good.
                    //Just use the direction pointing from A to B, "B" being the triangle.  That direction is center - origin, or just center.
                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position);
                }
                else
                {
                    //Normalize the normal.
                    Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal);


                    ////The first direction to check is one of the triangle's edge normals.  Choose the one that is most aligned with the offset from A to B.
                    ////Project the direction onto the triangle plane.
                    //Vector3.Dot(ref triangleNormal, ref center, out dot);
                    //Vector3 trianglePlaneDirection;
                    //Vector3.Multiply(ref triangleNormal, dot, out trianglePlaneDirection);
                    //Vector3.Subtract(ref trianglePlaneDirection, ref center, out trianglePlaneDirection);

                    ////To find out which edge to use, compute which region the direction is in.
                    ////This is done by constructing three planes which segment the triangle into three sub-triangles.

                    ////These planes are defined by A, origin, center; B, origin, center; C, origin, center.
                    ////The plane tests against the direction can be reordered to:
                    ////(center x direction) * A
                    ////(center x direction) * B
                    ////(center x direction) * C
                    //Vector3 OxD;
                    //Vector3.Cross(ref trianglePlaneDirection, ref center, out OxD);
                    //Vector3 p;

                    //float dotA, dotB, dotC;
                    //Vector3.Dot(ref triangle.vA, ref OxD, out dotA);
                    //Vector3.Dot(ref triangle.vB, ref OxD, out dotB);
                    //Vector3.Dot(ref triangle.vC, ref OxD, out dotC);

                    //if (dotA >= 0 && dotB <= 0)
                    //{
                    //    //Direction is in the AB edge zone.
                    //    //Compute the edge normal using AB x (AO x AB).
                    //    Vector3 AB, AO;
                    //    Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB);
                    //    Vector3.Subtract(ref center, ref triangle.vA, out AO);
                    //    Vector3.Cross(ref AO, ref AB, out p);
                    //    Vector3.Cross(ref AB, ref p, out trianglePlaneDirection);
                    //}
                    //else if (dotB >= 0 && dotC <= 0)
                    //{
                    //    //Direction is in the BC edge zone.
                    //    //Compute the edge normal using BC x (BO x BC).
                    //    Vector3 BC, BO;
                    //    Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC);
                    //    Vector3.Subtract(ref center, ref triangle.vB, out BO);
                    //    Vector3.Cross(ref BO, ref BC, out p);
                    //    Vector3.Cross(ref BC, ref p, out trianglePlaneDirection);

                    //}
                    //else // dotC > 0 && dotA < 0
                    //{
                    //    //Direction is in the CA edge zone.
                    //    //Compute the edge normal using CA x (CO x CA).
                    //    Vector3 CA, CO;
                    //    Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA);
                    //    Vector3.Subtract(ref center, ref triangle.vC, out CO);
                    //    Vector3.Cross(ref CO, ref CA, out p);
                    //    Vector3.Cross(ref CA, ref p, out trianglePlaneDirection);
                    //}



                    //dot = trianglePlaneDirection.LengthSquared();
                    //if (dot > Toolbox.Epsilon)
                    //{
                    //    Vector3.Divide(ref trianglePlaneDirection, (float)Math.Sqrt(dot), out trianglePlaneDirection);
                    //    MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref trianglePlaneDirection, out contact.PenetrationDepth, out contact.Normal);
                    //    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    //    Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot);
                    //    if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0))
                    //    {
                    //        //Normal was facing the wrong way.
                    //        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                    //        Vector3 previousNormal = contact.Normal;
                    //        Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot);

                    //        Vector3.Multiply(ref contact.Normal, dot, out p);
                    //        Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal);
                    //        float length = contact.Normal.LengthSquared();
                    //        if (length > Toolbox.Epsilon)
                    //        {
                    //            //Renormalize the corrected normal.
                    //            Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal);
                    //            Vector3.Dot(ref contact.Normal, ref previousNormal, out dot);
                    //            contact.PenetrationDepth *= dot;
                    //        }
                    //        else
                    //        {
                    //            contact.PenetrationDepth = float.MaxValue;
                    //            contact.Normal = new Vector3();
                    //        }
                    //    }
                    //}
                    //else
                    //{
                    //    contact.PenetrationDepth = float.MaxValue;
                    //    contact.Normal = new Vector3();
                    //}

                    //TODO: This tests all three edge axes with a full MPR raycast.  That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast.

                    //Find the edge directions that will be tested with MPR.
                    Vector3 AO, BO, CO;
                    Vector3 AB, BC, CA;
                    Vector3.Subtract(ref center, ref triangle.vA, out AO);
                    Vector3.Subtract(ref center, ref triangle.vB, out BO);
                    Vector3.Subtract(ref center, ref triangle.vC, out CO);
                    Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB);
                    Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC);
                    Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA);


                    //We don't have to worry about degenerate triangles here because we've already handled that possibility above.
                    Vector3 ABnormal, BCnormal, CAnormal;

                    //Project the center onto the edge to find the direction from the center to the edge AB.
                    Vector3.Dot(ref AO, ref AB, out dot);
                    Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal);
                    Vector3.Subtract(ref AO, ref ABnormal, out ABnormal);
                    ABnormal.Normalize();

                    //Project the center onto the edge to find the direction from the center to the edge BC.
                    Vector3.Dot(ref BO, ref BC, out dot);
                    Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal);
                    Vector3.Subtract(ref BO, ref BCnormal, out BCnormal);
                    BCnormal.Normalize();

                    //Project the center onto the edge to find the direction from the center to the edge BC.
                    Vector3.Dot(ref CO, ref CA, out dot);
                    Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal);
                    Vector3.Subtract(ref CO, ref CAnormal, out CAnormal);
                    CAnormal.Normalize();


                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot);
                    if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0))
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = contact.Normal;
                        Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref contact.Normal, dot, out p);
                        Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal);
                        float length = contact.Normal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal);
                            Vector3.Dot(ref contact.Normal, ref previousNormal, out dot);
                            contact.PenetrationDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }



                    Vector3 candidateNormal;
                    float   candidateDepth;

                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot);
                    if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0))
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = candidateNormal;
                        Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref candidateNormal, dot, out p);
                        Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal);
                        float length = candidateNormal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal);
                            Vector3.Dot(ref candidateNormal, ref previousNormal, out dot);
                            candidateDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }
                    if (candidateDepth < contact.PenetrationDepth)
                    {
                        contact.Normal           = candidateNormal;
                        contact.PenetrationDepth = candidateDepth;
                    }



                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot);
                    if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0))
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = candidateNormal;
                        Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref candidateNormal, dot, out p);
                        Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal);
                        float length = candidateNormal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal);
                            Vector3.Dot(ref candidateNormal, ref previousNormal, out dot);
                            candidateDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }
                    if (candidateDepth < contact.PenetrationDepth)
                    {
                        contact.Normal           = candidateNormal;
                        contact.PenetrationDepth = candidateDepth;
                    }



                    //Try the depth along the positive triangle normal.

                    //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle).
                    if (triangle.sidedness != TriangleSidedness.Clockwise)
                    {
                        MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal);
                        if (candidateDepth < contact.PenetrationDepth)
                        {
                            contact.Normal           = candidateNormal;
                            contact.PenetrationDepth = candidateDepth;
                        }
                    }

                    //Try the depth along the negative triangle normal.

                    //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle).
                    if (triangle.sidedness != TriangleSidedness.Counterclockwise)
                    {
                        Vector3.Negate(ref triangleNormal, out triangleNormal);
                        MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal);
                        if (candidateDepth < contact.PenetrationDepth)
                        {
                            contact.Normal           = candidateNormal;
                            contact.PenetrationDepth = candidateDepth;
                        }
                    }
                }



                MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position);

                //It's possible for the normal to still face the 'wrong' direction according to one sided triangles.
                if (triangle.sidedness != TriangleSidedness.DoubleSided)
                {
                    Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot);
                    if (dot < 0)
                    {
                        return(false);
                    }
                }


                ////The local casting can optionally continue.  Eventually, it will converge to the local minimum.
                //int optimizingCount = 0;
                //while (true)
                //{

                //    MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out candidateDepth, out candidateNormal);
                //    if (contact.PenetrationDepth - candidateDepth <= Toolbox.BigEpsilon ||
                //        ++optimizingCount < 4)
                //    {
                //        //If we've reached the end due to convergence, the normal will be extremely close to correct (if not 100% correct).
                //        //The candidateDepth computed is the previous contact normal's depth.
                //        //The reason why the previous normal is kept is that the last raycast computed the depth for that normal, not the new normal.
                //        contact.PenetrationDepth = candidateDepth;
                //        break;
                //    }


                //    contact.PenetrationDepth = candidateDepth;
                //    contact.Normal = candidateNormal;
                //}

                //Correct the penetration depth.
                //MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out contact.PenetrationDepth, out center); //Center is just a trash variable now.

                contact.Id = -1;

                if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin)
                {
                    state = CollisionState.ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method.
                }
                contactList.Add(ref contact);
            }



            if (TryInnerSphereContact(out contact))
            {
                contactList.Add(ref contact);
            }
            if (contactList.count > 0)
            {
                return(true);
            }

            state = CollisionState.ExternalSeparated;
            return(false);
        }
Beispiel #2
0
        private bool DoDeepContact(TriangleShape triangle, out TinyStructList <ContactData> contactList)
        {
            //Find the origin to triangle center offset.
            Vector3 center;

            Vector3.Add(ref triangle.vA, ref triangle.vB, out center);
            Vector3.Add(ref center, ref triangle.vC, out center);
            Vector3.Multiply(ref center, 1f / 3f, out center);

            ContactData contact;

            contactList = new TinyStructList <ContactData>();

            if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity))
            {
                float dot;


                Vector3 triangleNormal, ab, ac;
                Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab);
                Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac);
                Vector3.Cross(ref ab, ref ac, out triangleNormal);
                float lengthSquared = triangleNormal.LengthSquared();
                if (lengthSquared < Toolbox.Epsilon * .01f)
                {
                    //Degenerate triangle! That's no good.
                    //Just use the direction pointing from A to B, "B" being the triangle.  That direction is center - origin, or just center.
                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center,
                                                out contact.PenetrationDepth, out contact.Normal, out contact.Position);
                }
                else
                {
                    //Normalize the normal.
                    Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal);


                    //TODO: This tests all three edge axes with a full MPR raycast.  That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast.

                    //Find the edge directions that will be tested with MPR.
                    Vector3 AO, BO, CO;
                    Vector3 AB, BC, CA;
                    Vector3.Subtract(ref center, ref triangle.vA, out AO);
                    Vector3.Subtract(ref center, ref triangle.vB, out BO);
                    Vector3.Subtract(ref center, ref triangle.vC, out CO);
                    Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB);
                    Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC);
                    Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA);


                    //We don't have to worry about degenerate triangles here because we've already handled that possibility above.
                    Vector3 ABnormal, BCnormal, CAnormal;

                    //Project the center onto the edge to find the direction from the center to the edge AB.
                    Vector3.Dot(ref AO, ref AB, out dot);
                    Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal);
                    Vector3.Subtract(ref AO, ref ABnormal, out ABnormal);
                    ABnormal.Normalize();

                    //Project the center onto the edge to find the direction from the center to the edge BC.
                    Vector3.Dot(ref BO, ref BC, out dot);
                    Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal);
                    Vector3.Subtract(ref BO, ref BCnormal, out BCnormal);
                    BCnormal.Normalize();

                    //Project the center onto the edge to find the direction from the center to the edge BC.
                    Vector3.Dot(ref CO, ref CA, out dot);
                    Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal);
                    Vector3.Subtract(ref CO, ref CAnormal, out CAnormal);
                    CAnormal.Normalize();


                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal,
                                                out contact.PenetrationDepth, out contact.Normal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot);
                    if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 ||
                        triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = contact.Normal;
                        Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref contact.Normal, dot, out p);
                        Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal);
                        float length = contact.Normal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal);
                            Vector3.Dot(ref contact.Normal, ref previousNormal, out dot);
                            contact.PenetrationDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }


                    Vector3 candidateNormal;
                    float   candidateDepth;

                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal,
                                                out candidateDepth, out candidateNormal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot);
                    if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 ||
                        triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = candidateNormal;
                        Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref candidateNormal, dot, out p);
                        Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal);
                        float length = candidateNormal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal);
                            Vector3.Dot(ref candidateNormal, ref previousNormal, out dot);
                            candidateDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }

                    if (candidateDepth < contact.PenetrationDepth)
                    {
                        contact.Normal           = candidateNormal;
                        contact.PenetrationDepth = candidateDepth;
                    }


                    MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal,
                                                out candidateDepth, out candidateNormal);
                    //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle.
                    Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot);
                    if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 ||
                        triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)
                    {
                        //Normal was facing the wrong way.
                        //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal.
                        Vector3 previousNormal = candidateNormal;
                        Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot);

                        Vector3 p;
                        Vector3.Multiply(ref candidateNormal, dot, out p);
                        Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal);
                        float length = candidateNormal.LengthSquared();
                        if (length > Toolbox.Epsilon)
                        {
                            //Renormalize the corrected normal.
                            Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal);
                            Vector3.Dot(ref candidateNormal, ref previousNormal, out dot);
                            candidateDepth *= dot;
                        }
                        else
                        {
                            contact.PenetrationDepth = float.MaxValue;
                            contact.Normal           = new Vector3();
                        }
                    }

                    if (candidateDepth < contact.PenetrationDepth)
                    {
                        contact.Normal           = candidateNormal;
                        contact.PenetrationDepth = candidateDepth;
                    }


                    //Try the depth along the positive triangle normal.

                    //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle).
                    if (triangle.sidedness != TriangleSidedness.Clockwise)
                    {
                        MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal,
                                                    out candidateDepth, out candidateNormal);
                        if (candidateDepth < contact.PenetrationDepth)
                        {
                            contact.Normal           = candidateNormal;
                            contact.PenetrationDepth = candidateDepth;
                        }
                    }

                    //Try the depth along the negative triangle normal.

                    //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle).
                    if (triangle.sidedness != TriangleSidedness.Counterclockwise)
                    {
                        Vector3.Negate(ref triangleNormal, out triangleNormal);
                        MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal,
                                                    out candidateDepth, out candidateNormal);
                        if (candidateDepth < contact.PenetrationDepth)
                        {
                            contact.Normal           = candidateNormal;
                            contact.PenetrationDepth = candidateDepth;
                        }
                    }
                }


                MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth,
                                             ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position);

                //It's possible for the normal to still face the 'wrong' direction according to one sided triangles.
                if (triangle.sidedness != TriangleSidedness.DoubleSided)
                {
                    Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot);
                    if (dot < 0)
                    //Skip the add process.
                    {
                        goto InnerSphere;
                    }
                }


                contact.Id = -1;

                if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin)
                {
                    state = CollisionState
                            .ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method.
                }

                contactList.Add(ref contact);
            }

InnerSphere:

            if (TryInnerSphereContact(triangle, out contact))
            {
                contactList.Add(ref contact);
            }

            if (contactList.Count > 0)
            {
                return(true);
            }

            state = CollisionState.ExternalSeparated;
            return(false);
        }
Beispiel #3
0
        public static void Test()
        {
            var f0 = BuildHull();

            f0.CollisionMargin = 0;


            //Generate spheres all around the central froxel in such a way that we know that they're not colliding.
            var froxelSphereSurface = new BoundingBox(new Vector3(-1.51f, -1.51f, -1.51f), new Vector3(1.51f, 1.51f, 1.51f));

            int         testIterations             = 1000;
            int         innerIterations            = 1000;
            Random      random                     = new Random(5);
            long        sphereFroxelSeparatedTicks = 0;
            SphereShape sphere                     = new SphereShape(1);

            for (int i = 0; i < testIterations; ++i)
            {
                var   ray = GetRandomRay(ref froxelSphereSurface, random);
                float t;
                ray.Intersects(ref froxelSphereSurface, out t);
                var sphereTransform = new RigidTransform {
                    Position = ray.Position + ray.Direction * t, Orientation = Quaternion.Identity
                };

                var start = Stopwatch.GetTimestamp();
                for (int j = 0; j < innerIterations; ++j)
                {
                    if (MPRToolbox.AreLocalShapesOverlapping(f0, sphere, ref sphereTransform))
                    {
                        Trace.Fail("By construction there can be no intersection!");
                    }
                }
                var end = Stopwatch.GetTimestamp();
                sphereFroxelSeparatedTicks += (end - start);
            }
            Console.WriteLine($"Sphere-froxel separated: {(1e6 * sphereFroxelSeparatedTicks) / (testIterations * innerIterations * Stopwatch.Frequency)}");

            //Do the same kind of test, but now with intersection.
            froxelSphereSurface = new BoundingBox(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, 0.5f, 0.5f));

            long sphereFroxelIntersectingTicks = 0;

            for (int i = 0; i < testIterations; ++i)
            {
                var   ray = GetRandomRay(ref froxelSphereSurface, random);
                float t;
                ray.Intersects(ref froxelSphereSurface, out t);
                var sphereTransform = new RigidTransform {
                    Position = ray.Position + ray.Direction * (t - 0.99f), Orientation = Quaternion.Identity
                };

                var start = Stopwatch.GetTimestamp();
                for (int j = 0; j < innerIterations; ++j)
                {
                    if (!MPRToolbox.AreLocalShapesOverlapping(f0, sphere, ref sphereTransform))
                    {
                        Trace.Fail("By construction there can be no separation!");
                    }
                }
                var end = Stopwatch.GetTimestamp();
                sphereFroxelIntersectingTicks += (end - start);
            }
            Console.WriteLine($"Sphere-froxel intersecting: {(1e6 * sphereFroxelIntersectingTicks) / (testIterations * innerIterations * Stopwatch.Frequency)}");

            //Create a surface for the rays to hit such that every query froxel will be just outside of the central froxel.
            var froxelFroxelSurface = new BoundingBox(new Vector3(-1.01f, -1.01f, -1.01f), new Vector3(1.01f, 1.01f, 1.01f));

            var queryHull = BuildHull();

            queryHull.CollisionMargin = 0;
            long froxelFroxelSeparatedTicks = 0;

            for (int i = 0; i < testIterations; ++i)
            {
                var   ray = GetRandomRay(ref froxelFroxelSurface, random);
                float t;
                ray.Intersects(ref froxelFroxelSurface, out t);

                var queryTransform = new RigidTransform(ray.Position + ray.Direction * t);

                var start = Stopwatch.GetTimestamp();
                for (int j = 0; j < innerIterations; ++j)
                {
                    if (MPRToolbox.AreLocalShapesOverlapping(f0, queryHull, ref queryTransform))
                    {
                        Trace.Fail("By construction there can be no intersection!");
                    }
                }
                var end = Stopwatch.GetTimestamp();
                froxelFroxelSeparatedTicks += (end - start);
            }
            Console.WriteLine($"Froxel-froxel separated: {(1e6 * froxelFroxelSeparatedTicks) / (testIterations * innerIterations * Stopwatch.Frequency)}");

            //Same thing as above, but now with slight intersection.
            froxelFroxelSurface = new BoundingBox(new Vector3(-.99f, -.99f, -.99f), new Vector3(0.99f, 0.99f, 0.99f));

            long froxelFroxelIntersectingTicks = 0;

            for (int i = 0; i < testIterations; ++i)
            {
                var   ray = GetRandomRay(ref froxelFroxelSurface, random);
                float t;
                ray.Intersects(ref froxelFroxelSurface, out t);

                var queryTransform = new RigidTransform(ray.Position + ray.Direction * t);

                var start = Stopwatch.GetTimestamp();
                for (int j = 0; j < innerIterations; ++j)
                {
                    if (!MPRToolbox.AreLocalShapesOverlapping(f0, queryHull, ref queryTransform))
                    {
                        Trace.Fail("By construction there can be no separation!");
                    }
                }
                var end = Stopwatch.GetTimestamp();
                froxelFroxelIntersectingTicks += (end - start);
            }
            Console.WriteLine($"Froxel-froxel intersecting: {(1e6 * froxelFroxelIntersectingTicks) / (testIterations * innerIterations * Stopwatch.Frequency)}");
        }