Beispiel #1
0
        /// <summary>
        /// Diagonalizes the inertia matrix.
        /// </summary>
        /// <param name="inertia">The inertia matrix.</param>
        /// <param name="inertiaDiagonal">The inertia of the principal axes.</param>
        /// <param name="rotation">
        /// The rotation that rotates from principal axis space to parent/world space.
        /// </param>
        /// <remarks>
        /// All valid inertia matrices can be transformed into a coordinate space where all elements
        /// non-diagonal matrix elements are 0. The axis of this special space are the principal axes.
        /// </remarks>
        internal static void DiagonalizeInertia(Matrix33F inertia, out Vector3F inertiaDiagonal, out Matrix33F rotation)
        {
            // Alternatively we could use Jacobi transformation (iterative method, see Bullet/btMatrix3x3.diagonalize()
              // and Numerical Recipes book) or we could find the eigenvalues using the characteristic
              // polynomial which is a cubic polynomial and then solve for the eigenvectors (see Numeric
              // Recipes and "Mathematics for 3D Game Programming and Computer Graphics" chapter ray-tracing
              // for cubic equations and computation of bounding boxes.

              // Perform eigenvalue decomposition.
              var eigenValueDecomposition = new EigenvalueDecompositionF(inertia.ToMatrixF());
              inertiaDiagonal = eigenValueDecomposition.RealEigenvalues.ToVector3F();
              rotation = eigenValueDecomposition.V.ToMatrix33F();

              if (!rotation.IsRotation)
              {
            // V is orthogonal but not necessarily a rotation. If it is no rotation
            // we have to swap two columns.
            MathHelper.Swap(ref inertiaDiagonal.Y, ref inertiaDiagonal.Z);

            Vector3F dummy = rotation.GetColumn(1);
            rotation.SetColumn(1, rotation.GetColumn(2));
            rotation.SetColumn(2, dummy);

            Debug.Assert(rotation.IsRotation);
              }
        }
Beispiel #2
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        /// <inheritdoc/>
        protected override void OnSetup()
        {
            // Get anchor pose/position in world space.
            Pose     anchorPoseA     = BodyA.Pose * AnchorPoseALocal;
            Vector3F anchorPositionB = BodyB.Pose.ToWorldPosition(AnchorPositionBLocal); // TODO: We could store rALocal and use ToWorldDirection instead of ToWorldPosition.

            // Compute anchor position on B relative to anchor pose of A.
            Vector3F relativePosition = anchorPoseA.ToLocalPosition(anchorPositionB);

            // The linear constraint axes are the fixed anchor axes of A!
            Matrix33F anchorOrientation = anchorPoseA.Orientation;

            Vector3F rA = anchorPoseA.Position - BodyA.PoseCenterOfMass.Position;
            Vector3F rB = anchorPositionB - BodyB.PoseCenterOfMass.Position;

            // Remember old states.
            LimitState oldXLimitState = _limitStates[0];
            LimitState oldYLimitState = _limitStates[1];
            LimitState oldZLimitState = _limitStates[2];

            SetupConstraint(0, relativePosition.X, anchorOrientation.GetColumn(0), rA, rB);
            SetupConstraint(1, relativePosition.Y, anchorOrientation.GetColumn(1), rA, rB);
            SetupConstraint(2, relativePosition.Z, anchorOrientation.GetColumn(2), rA, rB);

            Warmstart(0, oldXLimitState);
            Warmstart(1, oldYLimitState);
            Warmstart(2, oldZLimitState);
        }
Beispiel #3
0
        /// <summary>
        /// Diagonalizes the inertia matrix.
        /// </summary>
        /// <param name="inertia">The inertia matrix.</param>
        /// <param name="inertiaDiagonal">The inertia of the principal axes.</param>
        /// <param name="rotation">
        /// The rotation that rotates from principal axis space to parent/world space.
        /// </param>
        /// <remarks>
        /// All valid inertia matrices can be transformed into a coordinate space where all elements
        /// non-diagonal matrix elements are 0. The axis of this special space are the principal axes.
        /// </remarks>
        internal static void DiagonalizeInertia(Matrix33F inertia, out Vector3F inertiaDiagonal, out Matrix33F rotation)
        {
            // Alternatively we could use Jacobi transformation (iterative method, see Bullet/btMatrix3x3.diagonalize()
            // and Numerical Recipes book) or we could find the eigenvalues using the characteristic
            // polynomial which is a cubic polynomial and then solve for the eigenvectors (see Numeric
            // Recipes and "Mathematics for 3D Game Programming and Computer Graphics" chapter ray-tracing
            // for cubic equations and computation of bounding boxes.

            // Perform eigenvalue decomposition.
            var eigenValueDecomposition = new EigenvalueDecompositionF(inertia.ToMatrixF());

            inertiaDiagonal = eigenValueDecomposition.RealEigenvalues.ToVector3F();
            rotation        = eigenValueDecomposition.V.ToMatrix33F();

            if (!rotation.IsRotation)
            {
                // V is orthogonal but not necessarily a rotation. If it is no rotation
                // we have to swap two columns.
                MathHelper.Swap(ref inertiaDiagonal.Y, ref inertiaDiagonal.Z);

                Vector3F dummy = rotation.GetColumn(1);
                rotation.SetColumn(1, rotation.GetColumn(2));
                rotation.SetColumn(2, dummy);

                Debug.Assert(rotation.IsRotation);
            }
        }
Beispiel #4
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        public void GetColumn()
        {
            Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);

            Assert.AreEqual(new Vector3F(1.0f, 4.0f, 7.0f), m.GetColumn(0));
            Assert.AreEqual(new Vector3F(2.0f, 5.0f, 8.0f), m.GetColumn(1));
            Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));
        }
Beispiel #5
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        /// <inheritdoc/>
        protected override void OnSetup()
        {
            // Get anchor orientations in world space.
            Matrix33F anchorOrientationA = BodyA.Pose.Orientation * AnchorOrientationALocal;
            Matrix33F anchorOrientationB = BodyB.Pose.Orientation * AnchorOrientationBLocal;

            // Get anchor orientation of B relative to A.
            Matrix33F relativeOrientation = anchorOrientationA.Transposed * anchorOrientationB;

            Vector3F angles = ConstraintHelper.GetEulerAngles(relativeOrientation);

            // The constraint axes: See OneNote for a detailed derivation of these non-intuitive axes.
            var      xA = anchorOrientationA.GetColumn(0); // Anchor x-axis on A.
            var      zB = anchorOrientationB.GetColumn(2); // Anchor z-axis on B.
            Vector3F constraintAxisY = Vector3F.Cross(zB, xA);
            Vector3F constraintAxisX = Vector3F.Cross(constraintAxisY, zB);
            Vector3F constraintAxisZ = Vector3F.Cross(xA, constraintAxisY);

            // Remember old states.
            LimitState oldXLimitState = _limitStates[0];
            LimitState oldYLimitState = _limitStates[1];
            LimitState oldZLimitState = _limitStates[2];

            SetupConstraint(0, angles.X, constraintAxisX);
            SetupConstraint(1, angles.Y, constraintAxisY);
            SetupConstraint(2, angles.Z, constraintAxisZ);

            Warmstart(0, oldXLimitState);
            Warmstart(1, oldYLimitState);
            Warmstart(2, oldZLimitState);
        }
Beispiel #6
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        public void MultiplyMatrix()
        {
            Matrix33F m = new Matrix33F(12, 23, 45,
                                        67, 89, 90,
                                        43, 65, 87);

            Assert.AreEqual(Matrix33F.Zero, Matrix33F.Multiply(m, Matrix33F.Zero));
            Assert.AreEqual(Matrix33F.Zero, Matrix33F.Multiply(Matrix33F.Zero, m));
            Assert.AreEqual(m, Matrix33F.Multiply(m, Matrix33F.Identity));
            Assert.AreEqual(m, Matrix33F.Multiply(Matrix33F.Identity, m));
            Assert.IsTrue(Matrix33F.AreNumericallyEqual(Matrix33F.Identity, Matrix33F.Multiply(m, m.Inverse)));
            Assert.IsTrue(Matrix33F.AreNumericallyEqual(Matrix33F.Identity, Matrix33F.Multiply(m.Inverse, m)));

            Matrix33F m1 = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);
            Matrix33F m2 = new Matrix33F(12, 23, 45,
                                         67, 89, 90,
                                         43, 65, 87);
            Matrix33F result = Matrix33F.Multiply(m1, m2);

            for (int column = 0; column < 3; column++)
            {
                for (int row = 0; row < 3; row++)
                {
                    Assert.AreEqual(Vector3F.Dot(m1.GetRow(row), m2.GetColumn(column)), result[row, column]);
                }
            }
        }
Beispiel #7
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        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <inheritdoc/>
        protected override void OnSetup()
        {
            var   deltaTime      = Simulation.Settings.Timing.FixedTimeStep;
            float errorReduction = ConstraintHelper.ComputeErrorReduction(deltaTime, SpringConstant, DampingConstant);
            float softness       = ConstraintHelper.ComputeSoftness(deltaTime, SpringConstant, DampingConstant);

            // Get anchor orientations in world space.
            Matrix33F anchorOrientationA = BodyA.Pose.Orientation * AnchorOrientationALocal;
            Matrix33F anchorOrientationB = BodyB.Pose.Orientation * AnchorOrientationBLocal;

            Matrix33F relativeOrientation = anchorOrientationA.Transposed * anchorOrientationB;
            Vector3F  angles = ConstraintHelper.GetEulerAngles(relativeOrientation);

            // The constraint axes: See OneNote for a detailed derivation of these non-intuitive axes.
            var      xA = anchorOrientationA.GetColumn(0); // Anchor x-axis on A.
            var      zB = anchorOrientationB.GetColumn(2); // Anchor z-axis on B.
            Vector3F constraintAxisY = Vector3F.Cross(zB, xA);
            Vector3F constraintAxisX = Vector3F.Cross(constraintAxisY, zB);
            Vector3F constraintAxisZ = Vector3F.Cross(xA, constraintAxisY);

            SetupConstraint(0, angles[0], TargetAngles[0], constraintAxisX, deltaTime, errorReduction, softness);
            SetupConstraint(1, angles[1], TargetAngles[1], constraintAxisY, deltaTime, errorReduction, softness);
            SetupConstraint(2, angles[2], TargetAngles[2], constraintAxisZ, deltaTime, errorReduction, softness);

            // No warmstarting.
            _constraints[0].ConstraintImpulse = 0;
            _constraints[1].ConstraintImpulse = 0;
            _constraints[2].ConstraintImpulse = 0;
        }
Beispiel #8
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <inheritdoc/>
        protected override void OnSetup()
        {
            // Anchor pose/position in world space.
            Pose     anchorPoseA     = BodyA.Pose * AnchorPoseALocal;
            Vector3F anchorPositionB = BodyB.Pose.ToWorldPosition(AnchorPositionBLocal);

            // Compute anchor pose of B relative to anchor pose of A.
            Vector3F relativePosition = anchorPoseA.ToLocalPosition(anchorPositionB);

            // The linear constraint axes are the fixed anchor axes of A!
            Matrix33F anchorOrientation = anchorPoseA.Orientation;

            Vector3F rA = anchorPoseA.Position - BodyA.PoseCenterOfMass.Position;
            Vector3F rB = anchorPositionB - BodyB.PoseCenterOfMass.Position;

            var   deltaTime      = Simulation.Settings.Timing.FixedTimeStep;
            float errorReduction = ConstraintHelper.ComputeErrorReduction(deltaTime, SpringConstant, DampingConstant);
            float softness       = ConstraintHelper.ComputeSoftness(deltaTime, SpringConstant, DampingConstant);

            if (!UseSingleAxisMode)
            {
                SetupConstraint(0, relativePosition.X, TargetPosition.X, anchorOrientation.GetColumn(0), rA, rB, deltaTime, errorReduction, softness);
                SetupConstraint(1, relativePosition.Y, TargetPosition.Y, anchorOrientation.GetColumn(1), rA, rB, deltaTime, errorReduction, softness);
                SetupConstraint(2, relativePosition.Z, TargetPosition.Z, anchorOrientation.GetColumn(2), rA, rB, deltaTime, errorReduction, softness);
            }
            else
            {
                var axis      = TargetPosition - relativePosition;
                var deviation = axis.Length;
                if (Numeric.IsZero(deviation))
                {
                    axis = Vector3F.UnitX;
                }
                else
                {
                    axis.Normalize();
                }

                SetupConstraint(0, -deviation, 0, axis, rA, rB, deltaTime, errorReduction, softness);
            }

            // No warmstarting.
            _constraints[0].ConstraintImpulse = 0;
            _constraints[1].ConstraintImpulse = 0;
            _constraints[2].ConstraintImpulse = 0;
        }
Beispiel #9
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <inheritdoc/>
        protected override void OnSetup()
        {
            Pose     anchorPoseA     = BodyA.Pose;
            Vector3F anchorPositionB = BodyB.Pose.ToWorldPosition(AnchorPositionBLocal);

            // The linear constraint axes are the fixed anchor axes of A!
            Matrix33F anchorOrientation = anchorPoseA.Orientation;

            Vector3F rA = anchorPoseA.Position - BodyA.PoseCenterOfMass.Position;
            Vector3F rB = anchorPositionB - BodyB.PoseCenterOfMass.Position;

            var deltaTime = Simulation.Settings.Timing.FixedTimeStep;

            var axis = BodyA.Pose.Orientation * AxisALocal;

            if (!UseSingleAxisMode)
            {
                // One constraint for each axis fixed on A.
                var targetVelocityVector = axis * TargetVelocity;
                SetupConstraint(0, targetVelocityVector.X, anchorOrientation.GetColumn(0), rA, rB, deltaTime);
                SetupConstraint(1, targetVelocityVector.Y, anchorOrientation.GetColumn(1), rA, rB, deltaTime);
                SetupConstraint(2, targetVelocityVector.Z, anchorOrientation.GetColumn(2), rA, rB, deltaTime);
            }
            else
            {
                // One constraint in direction of the velocity.
                if (axis.IsNumericallyZero)
                {
                    // TODO: We could have a separate Axis property if the motor should be able to constrain to velocity 0 in Single Axis Mode.
                    // No velocity axis.
                    _minImpulseLimits[0] = 0;
                }
                else
                {
                    SetupConstraint(0, TargetVelocity, axis, rA, rB, deltaTime);
                }
            }

            // No warmstarting.
            _constraints[0].ConstraintImpulse = 0;
            _constraints[1].ConstraintImpulse = 0;
            _constraints[2].ConstraintImpulse = 0;
        }
Beispiel #10
0
        public void SetColumn()
        {
            Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);

            m.SetColumn(0, new Vector3F(0.1f, 0.2f, 0.3f));
            Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
            Assert.AreEqual(new Vector3F(2.0f, 5.0f, 8.0f), m.GetColumn(1));
            Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));

            m.SetColumn(1, new Vector3F(0.4f, 0.5f, 0.6f));
            Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
            Assert.AreEqual(new Vector3F(0.4f, 0.5f, 0.6f), m.GetColumn(1));
            Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));

            m.SetColumn(2, new Vector3F(0.7f, 0.8f, 0.9f));
            Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
            Assert.AreEqual(new Vector3F(0.4f, 0.5f, 0.6f), m.GetColumn(1));
            Assert.AreEqual(new Vector3F(0.7f, 0.8f, 0.9f), m.GetColumn(2));
        }
Beispiel #11
0
        public void MultiplyMatrixOperator()
        {
            Matrix33F m = new Matrix33F(12, 23, 45,
                                67, 89, 90,
                                43, 65, 87);
              Assert.AreEqual(Matrix33F.Zero, m * Matrix33F.Zero);
              Assert.AreEqual(Matrix33F.Zero, Matrix33F.Zero * m);
              Assert.AreEqual(m, m * Matrix33F.Identity);
              Assert.AreEqual(m, Matrix33F.Identity * m);
              Assert.IsTrue(Matrix33F.AreNumericallyEqual(Matrix33F.Identity, m * m.Inverse));
              Assert.IsTrue(Matrix33F.AreNumericallyEqual(Matrix33F.Identity, m.Inverse * m));

              Matrix33F m1 = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);
              Matrix33F m2 = new Matrix33F(12, 23, 45,
                                 67, 89, 90,
                                 43, 65, 87);
              Matrix33F result = m1 * m2;
              for (int column = 0; column < 3; column++)
            for (int row = 0; row < 3; row++)
              Assert.AreEqual(Vector3F.Dot(m1.GetRow(row), m2.GetColumn(column)), result[row, column]);
        }
Beispiel #12
0
 public void GetColumnException2()
 {
     Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);
       m.GetColumn(3);
 }
Beispiel #13
0
 public void GetColumn()
 {
     Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);
       Assert.AreEqual(new Vector3F(1.0f, 4.0f, 7.0f), m.GetColumn(0));
       Assert.AreEqual(new Vector3F(2.0f, 5.0f, 8.0f), m.GetColumn(1));
       Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));
 }
Beispiel #14
0
        public void SetColumn()
        {
            Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);
              m.SetColumn(0, new Vector3F(0.1f, 0.2f, 0.3f));
              Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
              Assert.AreEqual(new Vector3F(2.0f, 5.0f, 8.0f), m.GetColumn(1));
              Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));

              m.SetColumn(1, new Vector3F(0.4f, 0.5f, 0.6f));
              Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
              Assert.AreEqual(new Vector3F(0.4f, 0.5f, 0.6f), m.GetColumn(1));
              Assert.AreEqual(new Vector3F(3.0f, 6.0f, 9.0f), m.GetColumn(2));

              m.SetColumn(2, new Vector3F(0.7f, 0.8f, 0.9f));
              Assert.AreEqual(new Vector3F(0.1f, 0.2f, 0.3f), m.GetColumn(0));
              Assert.AreEqual(new Vector3F(0.4f, 0.5f, 0.6f), m.GetColumn(1));
              Assert.AreEqual(new Vector3F(0.7f, 0.8f, 0.9f), m.GetColumn(2));
        }
Beispiel #15
0
        public override void Render(IList <SceneNode> nodes, RenderContext context, RenderOrder order)
        {
            if (nodes == null)
            {
                throw new ArgumentNullException("nodes");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }
            if (context.Scene == null)
            {
                throw new ArgumentException("Scene needs to be set in render context.", "context");
            }
            if (context.CameraNode == null)
            {
                throw new ArgumentException("Camera needs to be set in render context.", "context");
            }
            if (!(context.CameraNode.Camera.Projection is PerspectiveProjection))
            {
                throw new ArgumentException("The camera in the render context must use a perspective projection.", "context");
            }

            int numberOfNodes = nodes.Count;

            if (numberOfNodes == 0)
            {
                return;
            }

            var graphicsDevice = context.GraphicsService.GraphicsDevice;
            int frame          = context.Frame;

            var savedRenderState = new RenderStateSnapshot(graphicsDevice);

            var   originalRenderTarget  = context.RenderTarget;
            var   originalViewport      = context.Viewport;
            var   originalCameraNode    = context.CameraNode;
            var   originalLodCameraNode = context.LodCameraNode;
            float originalLodBias       = context.LodBias;
            var   originalReferenceNode = context.ReferenceNode;

            Pose      originalCameraPose        = originalCameraNode.PoseWorld;
            Vector3F  originalCameraPosition    = originalCameraPose.Position;
            Matrix33F originalCameraOrientation = originalCameraPose.Orientation;

            Vector3F right = originalCameraOrientation.GetColumn(0);
            Vector3F up    = originalCameraOrientation.GetColumn(1);
            Vector3F back  = originalCameraOrientation.GetColumn(2);

            try
            {
                // Use foreach instead of for-loop to catch InvalidOperationExceptions in
                // case the collection is modified.
                for (int i = 0; i < numberOfNodes; i++)
                {
                    var node = nodes[i] as PlanarReflectionNode;
                    if (node == null)
                    {
                        continue;
                    }

                    // Update each node only once per frame.
                    if (node.LastFrame == frame)
                    {
                        continue;
                    }

                    node.LastFrame = frame;

                    var texture = node.RenderToTexture.Texture;
                    if (texture == null)
                    {
                        continue;
                    }

                    var renderTarget = texture as RenderTarget2D;
                    if (renderTarget == null)
                    {
                        throw new GraphicsException(
                                  "PlanarReflectionNode.RenderToTexture.Texture is invalid. The texture must be a RenderTarget2D.");
                    }

                    // RenderToTexture instances can be shared. --> Update them only once per frame.
                    if (node.RenderToTexture.LastFrame == frame)
                    {
                        continue;
                    }

                    // Do not render if we look at the back of the reflection plane.
                    Vector3F planeNormal   = node.NormalWorld;
                    Vector3F planePosition = node.PoseWorld.Position;
                    Vector3F planeToCamera = originalCameraPosition - planePosition;
                    if (Vector3F.Dot(planeNormal, planeToCamera) < 0)
                    {
                        continue;
                    }

                    var cameraNode = node.CameraNode;

                    // Reflect camera pose.
                    Pose cameraPose;
                    cameraPose.Position    = planePosition + Reflect(planeToCamera, planeNormal);
                    cameraPose.Orientation = new Matrix33F();
                    cameraPose.Orientation.SetColumn(0, Reflect(right, planeNormal));
                    cameraPose.Orientation.SetColumn(1, -Reflect(up, planeNormal));
                    cameraPose.Orientation.SetColumn(2, Reflect(back, planeNormal));
                    cameraNode.PoseWorld = cameraPose;

                    // The projection of the player camera.
                    var originalProjection = originalCameraNode.Camera.Projection;
                    // The projection of the reflected camera.
                    var projection = (PerspectiveProjection)cameraNode.Camera.Projection;

                    // Choose optimal projection. We get the screen-space bounds of the reflection node.
                    // Then we make the FOV so small that it exactly contains the node.
                    projection.Set(originalProjection);

                    var bounds = GraphicsHelper.GetBounds(cameraNode, node);

                    // Abort if the bounds are empty.
                    if (Numeric.AreEqual(bounds.X, bounds.Z) || Numeric.AreEqual(bounds.Y, bounds.W))
                    {
                        continue;
                    }

                    // Apply FOV scale to bounds.
                    float fovScale = node.FieldOfViewScale;
                    float deltaX   = (bounds.Z - bounds.X) * (fovScale - 1) / 2;
                    bounds.X -= deltaX;
                    bounds.Z += deltaX;
                    float deltaY = (bounds.W - bounds.Y) * (fovScale - 1) / 2;
                    bounds.Y -= deltaY;
                    bounds.W += deltaY;

                    // Update projection to contain only the node bounds.
                    projection.Left   = projection.Left + bounds.X * projection.Width;
                    projection.Right  = projection.Left + bounds.Z * projection.Width;
                    projection.Top    = projection.Top - bounds.Y * projection.Height;
                    projection.Bottom = projection.Top - bounds.W * projection.Height;

                    // Set far clip plane.
                    if (node.Far.HasValue)
                    {
                        projection.Far = node.Far.Value;
                    }

                    // Set near clip plane.
                    Vector3F planeNormalCamera = cameraPose.ToLocalDirection(-node.NormalWorld);
                    Vector3F planePointCamera  = cameraPose.ToLocalPosition(node.PoseWorld.Position);
                    projection.NearClipPlane = new Plane(planeNormalCamera, planePointCamera);

                    context.CameraNode    = cameraNode;
                    context.LodCameraNode = cameraNode;
                    context.LodBias       = node.LodBias ?? originalLodBias;
                    context.ReferenceNode = node;

                    context.RenderTarget = renderTarget;
                    context.Viewport     = new Viewport(0, 0, renderTarget.Width, renderTarget.Height);

                    RenderCallback(context);

                    // Update other properties of RenderToTexture.
                    node.RenderToTexture.LastFrame     = frame;
                    node.RenderToTexture.TextureMatrix = GraphicsHelper.ProjectorBiasMatrix
                                                         * cameraNode.Camera.Projection
                                                         * cameraNode.PoseWorld.Inverse;
                }
            }
            catch (InvalidOperationException exception)
            {
                throw new GraphicsException(
                          "InvalidOperationException was raised in PlanarReflectionRenderer.Render(). "
                          + "This can happen if a SceneQuery instance that is currently in use is modified in the "
                          + "RenderCallback. --> Use different SceneQuery types in the method which calls "
                          + "SceneCaptureRenderer.Render() and in the RenderCallback method.",
                          exception);
            }

            graphicsDevice.SetRenderTarget(null);
            savedRenderState.Restore();

            context.RenderTarget  = originalRenderTarget;
            context.Viewport      = originalViewport;
            context.CameraNode    = originalCameraNode;
            context.LodCameraNode = originalLodCameraNode;
            context.LodBias       = originalLodBias;
            context.ReferenceNode = originalReferenceNode;
        }
Beispiel #16
0
        public override void Render(IList <SceneNode> nodes, RenderContext context, RenderOrder order)
        {
            if (nodes == null)
            {
                throw new ArgumentNullException("nodes");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }

            int numberOfNodes = nodes.Count;

            if (numberOfNodes == 0)
            {
                return;
            }

            context.ThrowIfCameraMissing();
            context.ThrowIfSceneMissing();

            var originalRenderTarget  = context.RenderTarget;
            var originalViewport      = context.Viewport;
            var originalReferenceNode = context.ReferenceNode;

            // Camera properties
            var cameraNode = context.CameraNode;
            var cameraPose = cameraNode.PoseWorld;
            var projection = cameraNode.Camera.Projection;

            if (!(projection is PerspectiveProjection))
            {
                throw new NotImplementedException(
                          "Cascaded shadow maps not yet implemented for scenes with orthographic camera.");
            }

            float fieldOfViewY = projection.FieldOfViewY;
            float aspectRatio  = projection.AspectRatio;

            // Update SceneNode.LastFrame for all visible nodes.
            int frame = context.Frame;

            cameraNode.LastFrame = frame;

            // The scene node renderer should use the light camera instead of the player camera.
            context.CameraNode = _orthographicCameraNode;
            context.Technique  = "Directional";

            var graphicsService  = context.GraphicsService;
            var graphicsDevice   = graphicsService.GraphicsDevice;
            var savedRenderState = new RenderStateSnapshot(graphicsDevice);

            for (int i = 0; i < numberOfNodes; i++)
            {
                var lightNode = nodes[i] as LightNode;
                if (lightNode == null)
                {
                    continue;
                }

                var shadow = lightNode.Shadow as CascadedShadow;
                if (shadow == null)
                {
                    continue;
                }

                // LightNode is visible in current frame.
                lightNode.LastFrame = frame;

                var format = new RenderTargetFormat(
                    shadow.PreferredSize * shadow.NumberOfCascades,
                    shadow.PreferredSize,
                    false,
                    shadow.Prefer16Bit ? SurfaceFormat.HalfSingle : SurfaceFormat.Single,
                    DepthFormat.Depth24);

                bool allLocked = shadow.IsCascadeLocked[0] && shadow.IsCascadeLocked[1] && shadow.IsCascadeLocked[2] && shadow.IsCascadeLocked[3];

                if (shadow.ShadowMap == null)
                {
                    shadow.ShadowMap = graphicsService.RenderTargetPool.Obtain2D(format);
                    allLocked        = false; // Need to render shadow map.
                }

                // If we can reuse the whole shadow map texture, abort early.
                if (allLocked)
                {
                    continue;
                }

                _csmSplitDistances[0] = projection.Near;
                _csmSplitDistances[1] = shadow.Distances.X;
                _csmSplitDistances[2] = shadow.Distances.Y;
                _csmSplitDistances[3] = shadow.Distances.Z;
                _csmSplitDistances[4] = shadow.Distances.W;

                // (Re-)Initialize the array for cached matrices in the CascadedShadow.
                if (shadow.ViewProjections == null || shadow.ViewProjections.Length < shadow.NumberOfCascades)
                {
                    shadow.ViewProjections = new Matrix[shadow.NumberOfCascades];
                }

                // Initialize the projection matrices to an empty matrix.
                // The unused matrices should not contain valid projections because
                // CsmComputeSplitOptimized in CascadedShadowMask.fxh should not choose
                // the wrong cascade.
                for (int j = 0; j < shadow.ViewProjections.Length; j++)
                {
                    if (!shadow.IsCascadeLocked[j]) // Do not delete cached info for cached cascade.
                    {
                        shadow.ViewProjections[j] = new Matrix();
                    }
                }

                // If some cascades are cached, we have to create a new shadow map and copy
                // the old cascades into the new shadow map.
                if (shadow.IsCascadeLocked[0] || shadow.IsCascadeLocked[1] || shadow.IsCascadeLocked[2] || shadow.IsCascadeLocked[3])
                {
                    var oldShadowMap = shadow.ShadowMap;
                    shadow.ShadowMap = graphicsService.RenderTargetPool.Obtain2D(new RenderTargetFormat(oldShadowMap));

                    graphicsDevice.SetRenderTarget(shadow.ShadowMap);
                    graphicsDevice.Clear(Color.White);

                    var spriteBatch = graphicsService.GetSpriteBatch();
                    spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                    for (int cascade = 0; cascade < shadow.NumberOfCascades; cascade++)
                    {
                        if (shadow.IsCascadeLocked[cascade])
                        {
                            var viewport  = GetViewport(shadow, cascade);
                            var rectangle = new Rectangle(viewport.X, viewport.Y, viewport.Width, viewport.Height);
                            spriteBatch.Draw(oldShadowMap, rectangle, rectangle, Color.White);
                        }
                    }
                    spriteBatch.End();

                    graphicsService.RenderTargetPool.Recycle(oldShadowMap);
                }
                else
                {
                    graphicsDevice.SetRenderTarget(shadow.ShadowMap);
                    graphicsDevice.Clear(Color.White);
                }

                context.RenderTarget             = shadow.ShadowMap;
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;

                context.ReferenceNode = lightNode;
                context.Object        = shadow;
                context.ShadowNear    = 0; // Obsolete: Only kept for backward compatibility.

                bool shadowMapContainsSomething = false;
                for (int split = 0; split < shadow.NumberOfCascades; split++)
                {
                    if (shadow.IsCascadeLocked[split])
                    {
                        continue;
                    }

                    context.Data[RenderContextKeys.ShadowTileIndex] = CubeMapShadowMapRenderer.BoxedIntegers[split];

                    // near/far of this split.
                    float near = _csmSplitDistances[split];
                    float far  = Math.Max(_csmSplitDistances[split + 1], near + Numeric.EpsilonF);

                    // Create a view volume for this split.
                    _splitVolume.SetFieldOfView(fieldOfViewY, aspectRatio, near, far);

                    // Find the bounding sphere of the split camera frustum.
                    Vector3F center;
                    float    radius;
                    GetBoundingSphere(_splitVolume, out center, out radius);

                    // Extend radius to get enough border for filtering.
                    int shadowMapSize = shadow.ShadowMap.Height;

                    // We could extend by (ShadowMapSize + BorderTexels) / ShadowMapSize;
                    // Add at least 1 texel. (This way, shadow mask shader can clamp uv to
                    // texture rect in without considering half texel border to avoid sampling outside..)
                    radius *= (float)(shadowMapSize + 1) / shadowMapSize;

                    // Convert center to light space.
                    Pose lightPose = lightNode.PoseWorld;
                    center = cameraPose.ToWorldPosition(center);
                    center = lightPose.ToLocalPosition(center);

                    // Snap center to texel positions to avoid shadow swimming.
                    SnapPositionToTexels(ref center, 2 * radius, shadowMapSize);

                    // Convert center back to world space.
                    center = lightPose.ToWorldPosition(center);

                    Matrix33F orientation            = lightPose.Orientation;
                    Vector3F  backward               = orientation.GetColumn(2);
                    var       orthographicProjection = (OrthographicProjection)_orthographicCameraNode.Camera.Projection;

                    // Create a tight orthographic frustum around the cascade's bounding sphere.
                    orthographicProjection.SetOffCenter(-radius, radius, -radius, radius, 0, 2 * radius);
                    Vector3F cameraPosition = center + radius * backward;
                    Pose     frustumPose    = new Pose(cameraPosition, orientation);
                    Pose     view           = frustumPose.Inverse;
                    shadow.ViewProjections[split] = (Matrix)view * orthographicProjection;

                    // Convert depth bias from "texel" to light space [0, 1] depth.
                    // Minus sign to move receiver depth closer to light. Divide by depth to normalize.
                    float unitsPerTexel = orthographicProjection.Width / shadow.ShadowMap.Height;
                    shadow.EffectiveDepthBias[split] = -shadow.DepthBias[split] * unitsPerTexel / orthographicProjection.Depth;

                    // Convert normal offset from "texel" to world space.
                    shadow.EffectiveNormalOffset[split] = shadow.NormalOffset[split] * unitsPerTexel;

                    // For rendering the shadow map, move near plane back by MinLightDistance
                    // to catch occluders in front of the cascade.
                    orthographicProjection.Near       = -shadow.MinLightDistance;
                    _orthographicCameraNode.PoseWorld = frustumPose;

                    // Set a viewport to render a tile in the texture atlas.
                    graphicsDevice.Viewport = GetViewport(shadow, split);
                    context.Viewport        = graphicsDevice.Viewport;

                    shadowMapContainsSomething |= RenderCallback(context);
                }

                // Recycle shadow map if empty.
                if (!shadowMapContainsSomething)
                {
                    graphicsService.RenderTargetPool.Recycle(shadow.ShadowMap);
                    shadow.ShadowMap = null;
                }
            }

            graphicsDevice.SetRenderTarget(null);
            savedRenderState.Restore();

            context.CameraNode    = cameraNode;
            context.ShadowNear    = float.NaN;
            context.Technique     = null;
            context.RenderTarget  = originalRenderTarget;
            context.Viewport      = originalViewport;
            context.ReferenceNode = originalReferenceNode;
            context.Object        = null;
            context.Data[RenderContextKeys.ShadowTileIndex] = null;
        }
Beispiel #17
0
        public void GetColumnException2()
        {
            Matrix33F m = new Matrix33F(columnMajor, MatrixOrder.ColumnMajor);

            m.GetColumn(3);
        }
        /// <summary>
        /// Estimates the size of an object in pixels.
        /// </summary>
        /// <param name="cameraNode">The camera node with perspective projection.</param>
        /// <param name="viewport">The viewport.</param>
        /// <param name="geometricObject">The geometric object.</param>
        /// <returns>
        /// The estimated width and height of <paramref name="geometricObject"/> in pixels.
        /// </returns>
        /// <remarks>
        /// The method assumes that the object is fully visible by the camera, i.e. it does not perform
        /// frustum culling. It estimates the size of <paramref name="geometricObject"/> based on its
        /// bounding shape.
        /// </remarks>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="cameraNode"/> or <paramref name="geometricObject"/> is
        /// <see langword="null"/>.
        /// </exception>
        internal static Vector2F GetScreenSize(CameraNode cameraNode, Viewport viewport, IGeometricObject geometricObject)
        {
            // This implementation is just for reference. (It is preferable to optimize
            // and inline the code when needed.)

            if (cameraNode == null)
            {
                throw new ArgumentNullException("cameraNode");
            }
            if (geometricObject == null)
            {
                throw new ArgumentNullException("geometricObject");
            }

            // Use bounding sphere of AABB in world space.
            var   aabb     = geometricObject.Aabb;
            float diameter = aabb.Extent.Length;
            float width    = diameter;
            float height   = diameter;

            Matrix44F proj           = cameraNode.Camera.Projection;
            bool      isOrthographic = (proj.M33 != 0);

            // ----- xScale, yScale:
            // Orthographic Projection:
            //   proj.M00 = 2 / (right - left)
            //   proj.M11 = 2 / (top - bottom)
            //
            // Perspective Projection:
            //   proj.M00 = 2 * zNear / (right - left) = 1 / tan(fovX/2)
            //   proj.M11 = 2 * zNear / (top - bottom) = 1 / tan(fovY/2)
            float xScale = Math.Abs(proj.M00);
            float yScale = Math.Abs(proj.M11);

            // Screen size [px].
            Vector2F screenSize;

            if (isOrthographic)
            {
                // ----- Orthographic Projection
                // sizeX = viewportWidth * width / (right - left)
                //       = viewportWidth * width * xScale / 2
                screenSize.X = viewport.Width * width * xScale / 2;

                // sizeY = viewportHeight* height / (top - bottom)
                //       = viewportHeight* height * xScale / 2
                screenSize.Y = viewport.Height * height * yScale / 2;
            }
            else
            {
                // ----- Perspective Projection
                // Camera properties.
                Pose      cameraPose        = cameraNode.PoseWorld;
                Vector3F  cameraPosition    = cameraPose.Position;
                Matrix33F cameraOrientation = cameraPose.Orientation;
                Vector3F  cameraForward     = -cameraOrientation.GetColumn(2);

                // Get planar distance from camera to object by projecting the distance
                // vector onto the look direction.
                Vector3F cameraToObject = aabb.Center - cameraPosition;
                float    distance       = Vector3F.Dot(cameraToObject, cameraForward);

                // Assume that object is in front of camera (no frustum culling).
                distance = Math.Abs(distance);

                // Avoid division by zero.
                if (distance < Numeric.EpsilonF)
                {
                    distance = Numeric.EpsilonF;
                }

                // sizeX = viewportWidth * width / (objectDistance * 2 * tan(fovX/2))
                //       = viewportWidth * width * zNear / (objectDistance * (right - left))
                //       = viewportWidth * width * xScale / (2 * objectDistance)
                screenSize.X = viewport.Width * width * xScale / (2 * distance);

                // sizeY = viewportHeight * height / (objectDistance * 2 * tan(fovY/2))
                //       = viewportHeight * height * zNear / (objectDistance * (top - bottom))
                //       = viewportHeight * height * yScale / (2 * objectDistance)
                screenSize.Y = viewport.Height * height * yScale / (2 * distance);
            }

            return(screenSize);
        }
Beispiel #19
0
        public override void Render(IList <SceneNode> nodes, RenderContext context, RenderOrder order)
        {
            ThrowIfDisposed();

            if (nodes == null)
            {
                throw new ArgumentNullException("nodes");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }

            int numberOfNodes = nodes.Count;

            if (nodes.Count == 0)
            {
                return;
            }

            context.Validate(_effect);
            context.ThrowIfCameraMissing();

            var graphicsDevice   = context.GraphicsService.GraphicsDevice;
            var savedRenderState = new RenderStateSnapshot(graphicsDevice);

            graphicsDevice.RasterizerState   = RasterizerState.CullNone;
            graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            graphicsDevice.BlendState        = BlendState.AlphaBlend;

            // Camera properties
            var    cameraNode = context.CameraNode;
            Pose   cameraPose = cameraNode.PoseWorld;
            Matrix view       = (Matrix) new Matrix44F(cameraPose.Orientation.Transposed, new Vector3F(0));
            Matrix projection = cameraNode.Camera.Projection;

            _effectParameterViewProjection.SetValue(view * projection);

            // Update SceneNode.LastFrame for all visible nodes.
            int frame = context.Frame;

            cameraNode.LastFrame = frame;

            for (int i = 0; i < numberOfNodes; i++)
            {
                var node = nodes[i] as SkyObjectNode;
                if (node == null)
                {
                    continue;
                }

                // SkyObjectNode is visible in current frame.
                node.LastFrame = frame;

                // Get billboard axes from scene node pose.
                Matrix33F orientation = node.PoseWorld.Orientation;
                Vector3F  right       = orientation.GetColumn(0);
                Vector3F  up          = orientation.GetColumn(1);
                Vector3F  normal      = orientation.GetColumn(2);
                Vector3F  forward     = -normal;

                _effectParameterNormal.SetValue((Vector3)(normal));

                // ----- Render object texture.
                var texture = node.Texture;
                if (texture != null)
                {
                    _effectParameterUp.SetValue((Vector3)(up));
                    _effectParameterRight.SetValue((Vector3)(right));
                    _effectParameterSunLight.SetValue((Vector3)node.SunLight);
                    _effectParameterAmbientLight.SetValue(new Vector4((Vector3)node.AmbientLight, node.Alpha));
                    _effectParameterObjectTexture.SetValue(texture.TextureAtlas);
                    _effectParameterLightWrapSmoothness.SetValue(new Vector2(node.LightWrap, node.LightSmoothness));
                    _effectParameterSunDirection.SetValue((Vector3)node.SunDirection);

                    float halfWidthX = (float)Math.Tan(node.AngularDiameter.X / 2);
                    float halfWidthY = (float)Math.Tan(node.AngularDiameter.Y / 2);

                    // Texture coordinates of packed texture.
                    Vector2F texCoordLeftTop     = texture.GetTextureCoordinates(new Vector2F(0, 0), 0);
                    Vector2F texCoordRightBottom = texture.GetTextureCoordinates(new Vector2F(1, 1), 0);
                    float    texCoordLeft        = texCoordLeftTop.X;
                    float    texCoordTop         = texCoordLeftTop.Y;
                    float    texCoordRight       = texCoordRightBottom.X;
                    float    texCoordBottom      = texCoordRightBottom.Y;

                    _effectParameterTextureParameters.SetValue(new Vector4(
                                                                   (texCoordLeft + texCoordRight) / 2,
                                                                   (texCoordTop + texCoordBottom) / 2,
                                                                   1 / ((texCoordRight - texCoordLeft) / 2), // 1 / half extent
                                                                   1 / ((texCoordBottom - texCoordTop) / 2)));

                    _vertices[0].Position          = (Vector3)(forward - right * halfWidthX - up * halfWidthY);
                    _vertices[0].TextureCoordinate = new Vector2(texCoordLeft, texCoordBottom);
                    _vertices[1].Position          = (Vector3)(forward - right * halfWidthX + up * halfWidthY);
                    _vertices[1].TextureCoordinate = new Vector2(texCoordLeft, texCoordTop);
                    _vertices[2].Position          = (Vector3)(forward + right * halfWidthX - up * halfWidthY);
                    _vertices[2].TextureCoordinate = new Vector2(texCoordRight, texCoordBottom);
                    _vertices[3].Position          = (Vector3)(forward + right * halfWidthX + up * halfWidthY);
                    _vertices[3].TextureCoordinate = new Vector2(texCoordRight, texCoordTop);

                    if (context.IsHdrEnabled())
                    {
                        _effectPassObjectLinear.Apply();
                    }
                    else
                    {
                        _effectPassObjectGamma.Apply();
                    }

                    graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 2);
                }

                // ----- Render glows.
                if (node.GlowColor0.LengthSquared > 0 || node.GlowColor1.LengthSquared > 0)
                {
                    _effectParameterGlow0.SetValue(new Vector4((Vector3)node.GlowColor0, node.GlowExponent0));
                    _effectParameterGlow1.SetValue(new Vector4((Vector3)node.GlowColor1, node.GlowExponent1));

                    float halfWidth0 = (float)Math.Tan(Math.Acos(Math.Pow(node.GlowCutoffThreshold / node.GlowColor0.LargestComponent, 1 / node.GlowExponent0)));
                    if (!Numeric.IsPositiveFinite(halfWidth0))
                    {
                        halfWidth0 = 0;
                    }
                    float halfWidth1 = (float)Math.Tan(Math.Acos(Math.Pow(node.GlowCutoffThreshold / node.GlowColor1.LargestComponent, 1 / node.GlowExponent1)));
                    if (!Numeric.IsPositiveFinite(halfWidth1))
                    {
                        halfWidth1 = 0;
                    }
                    float halfWidth = Math.Max(halfWidth0, halfWidth1);

                    _vertices[0].Position          = (Vector3)(forward - right * halfWidth - up * halfWidth);
                    _vertices[0].TextureCoordinate = (Vector2) new Vector2F(0, 1);
                    _vertices[1].Position          = (Vector3)(forward - right * halfWidth + up * halfWidth);
                    _vertices[1].TextureCoordinate = (Vector2) new Vector2F(0, 0);
                    _vertices[2].Position          = (Vector3)(forward + right * halfWidth - up * halfWidth);
                    _vertices[2].TextureCoordinate = (Vector2) new Vector2F(1, 1);
                    _vertices[3].Position          = (Vector3)(forward + right * halfWidth + up * halfWidth);
                    _vertices[3].TextureCoordinate = (Vector2) new Vector2F(1, 0);

                    if (context.IsHdrEnabled())
                    {
                        _effectPassGlowLinear.Apply();
                    }
                    else
                    {
                        _effectPassGlowGamma.Apply();
                    }

                    graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 2);
                }
            }

            savedRenderState.Restore();
        }
        public override void Render(IList <SceneNode> nodes, RenderContext context, RenderOrder order)
        {
            if (nodes == null)
            {
                throw new ArgumentNullException("nodes");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }

            int numberOfNodes = nodes.Count;

            if (numberOfNodes == 0)
            {
                return;
            }

            Debug.Assert(context.CameraNode != null, "A camera node has to be set in the render context.");
            Debug.Assert(context.Scene != null, "A scene has to be set in the render context.");

            var originalRenderTarget  = context.RenderTarget;
            var originalViewport      = context.Viewport;
            var originalReferenceNode = context.ReferenceNode;

            // Camera properties
            var cameraNode = context.CameraNode;
            var cameraPose = cameraNode.PoseWorld;
            var projection = cameraNode.Camera.Projection;

            if (!(projection is PerspectiveProjection))
            {
                throw new NotImplementedException("VSM shadow maps not yet implemented for scenes with perspective camera.");
            }

            float fieldOfViewY = projection.FieldOfViewY;
            float aspectRatio  = projection.AspectRatio;

            // Update SceneNode.LastFrame for all rendered nodes.
            int frame = context.Frame;

            cameraNode.LastFrame = frame;

            // The scene node renderer should use the light camera instead of the player camera.
            context.CameraNode = _orthographicCameraNode;

            // The shadow map is rendered using the technique "DirectionalVsm".
            // See ShadowMap.fx in the DigitalRune source code folder.
            context.Technique = "DirectionalVsm";

            var graphicsService           = context.GraphicsService;
            var graphicsDevice            = graphicsService.GraphicsDevice;
            var originalBlendState        = graphicsDevice.BlendState;
            var originalDepthStencilState = graphicsDevice.DepthStencilState;
            var originalRasterizerState   = graphicsDevice.RasterizerState;

            for (int i = 0; i < numberOfNodes; i++)
            {
                var lightNode = nodes[i] as LightNode;
                if (lightNode == null)
                {
                    continue;
                }

                var shadow = lightNode.Shadow as VarianceShadow;
                if (shadow == null)
                {
                    continue;
                }

                // LightNode is visible in current frame.
                lightNode.LastFrame = frame;

                // The format of the shadow map:
                var format = new RenderTargetFormat(
                    shadow.PreferredSize,
                    shadow.PreferredSize,
                    false,
                    shadow.Prefer16Bit ? SurfaceFormat.HalfVector2 : SurfaceFormat.Vector2, // VSM needs two channels!
                    DepthFormat.Depth24);

                if (shadow.ShadowMap != null && shadow.IsLocked)
                {
                    continue;
                }

                if (shadow.ShadowMap == null)
                {
                    shadow.ShadowMap = graphicsService.RenderTargetPool.Obtain2D(format);
                }

                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.BlendState        = BlendState.Opaque;

                // Render front and back faces for VSM due to low shadow map texel density.
                // (VSM is usually used for distant geometry.)
                graphicsDevice.RasterizerState = RasterizerState.CullNone;

                graphicsDevice.SetRenderTarget(shadow.ShadowMap);
                context.RenderTarget = shadow.ShadowMap;
                context.Viewport     = graphicsDevice.Viewport;

                graphicsDevice.Clear(Color.White);

                // Compute an orthographic camera for the light.
                // If Shadow.TargetArea is null, the shadow map should cover the area in front of the player camera.
                // If Shadow.TargetArea is set, the shadow map should cover this static area.
                if (shadow.TargetArea == null)
                {
                    // near/far of this shadowed area.
                    float near = projection.Near;
                    float far  = shadow.MaxDistance;

                    // Abort if near-far distances are invalid.
                    if (Numeric.IsGreaterOrEqual(near, far))
                    {
                        continue;
                    }

                    // Create a view volume for frustum part that is covered by the shadow map.
                    _cameraVolume.SetFieldOfView(fieldOfViewY, aspectRatio, near, far);

                    // Find the bounding sphere of the frustum part.
                    Vector3F center;
                    float    radius;
                    GetBoundingSphere(_cameraVolume, out center, out radius);

                    // Convert center to light space.
                    Pose lightPose = lightNode.PoseWorld;
                    center = cameraPose.ToWorldPosition(center);
                    center = lightPose.ToLocalPosition(center);

                    // Snap center to texel positions to avoid shadow swimming.
                    SnapPositionToTexels(ref center, 2 * radius, shadow.ShadowMap.Height);

                    // Convert center back to world space.
                    center = lightPose.ToWorldPosition(center);

                    Matrix33F orientation            = lightPose.Orientation;
                    Vector3F  backward               = orientation.GetColumn(2);
                    var       orthographicProjection = (OrthographicProjection)_orthographicCameraNode.Camera.Projection;

                    // Create a tight orthographic frustum around the target bounding sphere.
                    orthographicProjection.SetOffCenter(-radius, radius, -radius, radius, 0, 2 * radius);
                    Vector3F cameraPosition = center + radius * backward;
                    Pose     frustumPose    = new Pose(cameraPosition, orientation);
                    Pose     view           = frustumPose.Inverse;
                    shadow.ViewProjection = (Matrix)view * orthographicProjection;

                    // For rendering the shadow map, move near plane back by MinLightDistance
                    // to catch occluders in front of the camera frustum.
                    orthographicProjection.Near       = -shadow.MinLightDistance;
                    _orthographicCameraNode.PoseWorld = frustumPose;
                }
                else
                {
                    // Get bounding sphere of static target area.
                    Aabb     targetAabb = shadow.TargetArea.Value;
                    Vector3F center     = targetAabb.Center;
                    float    radius     = (targetAabb.Maximum - center).Length;

                    // Convert center to light space.
                    Matrix33F orientation            = lightNode.PoseWorld.Orientation;
                    Vector3F  backward               = orientation.GetColumn(2);
                    var       orthographicProjection = (OrthographicProjection)_orthographicCameraNode.Camera.Projection;

                    // Create a tight orthographic frustum around the target bounding sphere.
                    orthographicProjection.SetOffCenter(-radius, radius, -radius, radius, 0, 2 * radius);
                    Vector3F cameraPosition = center + radius * backward;
                    Pose     frustumPose    = new Pose(cameraPosition, orientation);
                    Pose     view           = frustumPose.Inverse;
                    shadow.ViewProjection = (Matrix)view * orthographicProjection;

                    // For rendering the shadow map, move near plane back by MinLightDistance
                    // to catch occluders in front of the camera frustum.
                    orthographicProjection.Near       = -shadow.MinLightDistance;
                    _orthographicCameraNode.PoseWorld = frustumPose;
                }

                context.ReferenceNode = lightNode;
                context.Object        = shadow;

                // Render objects into shadow map.
                bool shadowMapContainsSomething = RenderCallback(context);

                if (shadowMapContainsSomething)
                {
                    // Blur shadow map.
                    if (shadow.Filter != null && shadow.Filter.Scale > 0)
                    {
                        context.SourceTexture = shadow.ShadowMap;
                        shadow.Filter.Process(context);
                        context.SourceTexture = null;
                    }
                }
                else
                {
                    // Shadow map is empty. Recycle it.
                    graphicsService.RenderTargetPool.Recycle(shadow.ShadowMap);
                    shadow.ShadowMap = null;
                }
            }

            graphicsDevice.SetRenderTarget(null);

            graphicsDevice.BlendState        = originalBlendState;
            graphicsDevice.DepthStencilState = originalDepthStencilState;
            graphicsDevice.RasterizerState   = originalRasterizerState;

            context.CameraNode    = cameraNode;
            context.Technique     = null;
            context.RenderTarget  = originalRenderTarget;
            context.Viewport      = originalViewport;
            context.ReferenceNode = originalReferenceNode;
            context.Object        = null;
        }
        public override void ComputeCollision(ContactSet contactSet, CollisionQueryType type)
        {
            // Invoke GJK for closest points.
            if (type == CollisionQueryType.ClosestPoints)
            {
                throw new GeometryException("This collision algorithm cannot handle closest-point queries. Use GJK instead.");
            }

            CollisionObject  collisionObjectA = contactSet.ObjectA;
            CollisionObject  collisionObjectB = contactSet.ObjectB;
            IGeometricObject geometricObjectA = collisionObjectA.GeometricObject;
            IGeometricObject geometricObjectB = collisionObjectB.GeometricObject;
            BoxShape         boxA             = geometricObjectA.Shape as BoxShape;
            BoxShape         boxB             = geometricObjectB.Shape as BoxShape;

            // Check if collision objects shapes are correct.
            if (boxA == null || boxB == null)
            {
                throw new ArgumentException("The contact set must contain box shapes.", "contactSet");
            }

            Vector3F scaleA = Vector3F.Absolute(geometricObjectA.Scale);
            Vector3F scaleB = Vector3F.Absolute(geometricObjectB.Scale);
            Pose     poseA  = geometricObjectA.Pose;
            Pose     poseB  = geometricObjectB.Pose;

            // We perform the separating axis test in the local space of A.
            // The following variables are in local space of A.

            // Center of box B.
            Vector3F cB = poseA.ToLocalPosition(poseB.Position);
            // Orientation matrix of box B
            Matrix33F mB = poseA.Orientation.Transposed * poseB.Orientation;
            // Absolute of mB.
            Matrix33F aMB = Matrix33F.Absolute(mB);

            // Half extent vectors of the boxes.
            Vector3F eA = 0.5f * boxA.Extent * scaleA;
            Vector3F eB = 0.5f * boxB.Extent * scaleB;

            // ----- Separating Axis tests
            // If the boxes are separated, we immediately return.
            // For the case of interpenetration, we store the smallest penetration depth.
            float    smallestPenetrationDepth = float.PositiveInfinity;
            int      separatingAxisNumber     = 0;
            Vector3F normal           = Vector3F.UnitX;
            bool     isNormalInverted = false;

            contactSet.HaveContact = false;   // Assume no contact.

            #region ----- Case 1: Separating Axis: (1, 0, 0) -----
            float separation = Math.Abs(cB.X) - (eA.X + eB.X * aMB.M00 + eB.Y * aMB.M01 + eB.Z * aMB.M02);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = Vector3F.UnitX;
                smallestPenetrationDepth = -separation;
                isNormalInverted         = cB.X < 0;
                separatingAxisNumber     = 1;
            }
            #endregion

            #region ----- Case 2: Separating Axis: (0, 1, 0) -----
            separation = Math.Abs(cB.Y) - (eA.Y + eB.X * aMB.M10 + eB.Y * aMB.M11 + eB.Z * aMB.M12);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = Vector3F.UnitY;
                smallestPenetrationDepth = -separation;
                isNormalInverted         = cB.Y < 0;
                separatingAxisNumber     = 2;
            }
            #endregion

            #region ----- Case 3: Separating Axis: (0, 0, 1) -----
            separation = Math.Abs(cB.Z) - (eA.Z + eB.X * aMB.M20 + eB.Y * aMB.M21 + eB.Z * aMB.M22);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = Vector3F.UnitZ;
                smallestPenetrationDepth = -separation;
                isNormalInverted         = cB.Z < 0;
                separatingAxisNumber     = 3;
            }
            #endregion

            #region ----- Case 4: Separating Axis: OrientationB * (1, 0, 0) -----
            float expression = cB.X * mB.M00 + cB.Y * mB.M10 + cB.Z * mB.M20;
            separation = Math.Abs(expression) - (eB.X + eA.X * aMB.M00 + eA.Y * aMB.M10 + eA.Z * aMB.M20);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = mB.GetColumn(0);
                smallestPenetrationDepth = -separation;
                isNormalInverted         = expression < 0;
                separatingAxisNumber     = 4;
            }
            #endregion

            #region ----- Case 5: Separating Axis: OrientationB * (0, 1, 0) -----
            expression = cB.X * mB.M01 + cB.Y * mB.M11 + cB.Z * mB.M21;
            separation = Math.Abs(expression) - (eB.Y + eA.X * aMB.M01 + eA.Y * aMB.M11 + eA.Z * aMB.M21);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = mB.GetColumn(1);
                smallestPenetrationDepth = -separation;
                isNormalInverted         = expression < 0;
                separatingAxisNumber     = 5;
            }
            #endregion

            #region ----- Case 6: Separating Axis: OrientationB * (0, 0, 1) -----
            expression = cB.X * mB.M02 + cB.Y * mB.M12 + cB.Z * mB.M22;
            separation = Math.Abs(expression) - (eB.Z + eA.X * aMB.M02 + eA.Y * aMB.M12 + eA.Z * aMB.M22);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean && -separation < smallestPenetrationDepth)
            {
                normal = mB.GetColumn(2);
                smallestPenetrationDepth = -separation;
                isNormalInverted         = expression < 0;
                separatingAxisNumber     = 6;
            }
            #endregion

            // The next 9 tests are edge-edge cases. The normal vector has to be normalized
            // to get the right penetration depth.
            // normal = Normalize(edgeA x edgeB)
            Vector3F separatingAxis;
            float    length;

            #region ----- Case 7: Separating Axis: (1, 0, 0) x (OrientationB * (1, 0, 0)) -----
            expression = cB.Z * mB.M10 - cB.Y * mB.M20;
            separation = Math.Abs(expression) - (eA.Y * aMB.M20 + eA.Z * aMB.M10 + eB.Y * aMB.M02 + eB.Z * aMB.M01);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(0, -mB.M20, mB.M10);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 7;
                }
            }
            #endregion

            #region ----- Case 8: Separating Axis: (1, 0, 0) x (OrientationB * (0, 1, 0)) -----
            expression = cB.Z * mB.M11 - cB.Y * mB.M21;
            separation = Math.Abs(expression) - (eA.Y * aMB.M21 + eA.Z * aMB.M11 + eB.X * aMB.M02 + eB.Z * aMB.M00);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(0, -mB.M21, mB.M11);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 8;
                }
            }
            #endregion

            #region ----- Case 9: Separating Axis: (1, 0, 0) x (OrientationB * (0, 0, 1)) -----
            expression = cB.Z * mB.M12 - cB.Y * mB.M22;
            separation = Math.Abs(expression) - (eA.Y * aMB.M22 + eA.Z * aMB.M12 + eB.X * aMB.M01 + eB.Y * aMB.M00);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(0, -mB.M22, mB.M12);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 9;
                }
            }
            #endregion

            #region ----- Case 10: Separating Axis: (0, 1, 0) x (OrientationB * (1, 0, 0)) -----
            expression = cB.X * mB.M20 - cB.Z * mB.M00;
            separation = Math.Abs(expression) - (eA.X * aMB.M20 + eA.Z * aMB.M00 + eB.Y * aMB.M12 + eB.Z * aMB.M11);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(mB.M20, 0, -mB.M00);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 10;
                }
            }
            #endregion

            #region ----- Case 11: Separating Axis: (0, 1, 0) x (OrientationB * (0, 1, 0)) -----
            expression = cB.X * mB.M21 - cB.Z * mB.M01;
            separation = Math.Abs(expression) - (eA.X * aMB.M21 + eA.Z * aMB.M01 + eB.X * aMB.M12 + eB.Z * aMB.M10);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(mB.M21, 0, -mB.M01);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 11;
                }
            }
            #endregion

            #region ----- Case 12: Separating Axis: (0, 1, 0) x (OrientationB * (0, 0, 1)) -----
            expression = cB.X * mB.M22 - cB.Z * mB.M02;
            separation = Math.Abs(expression) - (eA.X * aMB.M22 + eA.Z * aMB.M02 + eB.X * aMB.M11 + eB.Y * aMB.M10);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(mB.M22, 0, -mB.M02);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 12;
                }
            }
            #endregion

            #region ----- Case 13: Separating Axis: (0, 0, 1) x (OrientationB * (1, 0, 0)) -----
            expression = cB.Y * mB.M00 - cB.X * mB.M10;
            separation = Math.Abs(expression) - (eA.X * aMB.M10 + eA.Y * aMB.M00 + eB.Y * aMB.M22 + eB.Z * aMB.M21);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(-mB.M10, mB.M00, 0);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 13;
                }
            }
            #endregion

            #region ----- Case 14: Separating Axis: (0, 0, 1) x (OrientationB * (0, 1, 0)) -----
            expression = cB.Y * mB.M01 - cB.X * mB.M11;
            separation = Math.Abs(expression) - (eA.X * aMB.M11 + eA.Y * aMB.M01 + eB.X * aMB.M22 + eB.Z * aMB.M20);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(-mB.M11, mB.M01, 0);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 14;
                }
            }
            #endregion

            #region ----- Case 15: Separating Axis: (0, 0, 1) x (OrientationB * (0, 0, 1)) -----
            expression = cB.Y * mB.M02 - cB.X * mB.M12;
            separation = Math.Abs(expression) - (eA.X * aMB.M12 + eA.Y * aMB.M02 + eB.X * aMB.M21 + eB.Y * aMB.M20);
            if (separation > 0)
            {
                return;
            }

            if (type != CollisionQueryType.Boolean)
            {
                separatingAxis = new Vector3F(-mB.M12, mB.M02, 0);
                length         = separatingAxis.Length;
                separation    /= length;
                if (-separation < smallestPenetrationDepth)
                {
                    normal = separatingAxis / length;
                    smallestPenetrationDepth = -separation;
                    isNormalInverted         = expression < 0;
                    separatingAxisNumber     = 15;
                }
            }
            #endregion

            // We have a contact.
            contactSet.HaveContact = true;

            // HaveContact queries can exit here.
            if (type == CollisionQueryType.Boolean)
            {
                return;
            }

            // Lets find the contact info.
            Debug.Assert(smallestPenetrationDepth >= 0, "The smallest penetration depth should be greater than or equal to 0.");

            if (isNormalInverted)
            {
                normal = -normal;
            }

            // Transform normal from local space of A to world space.
            Vector3F normalWorld = poseA.ToWorldDirection(normal);

            if (separatingAxisNumber > 6)
            {
                // The intersection was detected by an edge-edge test.
                // Get the intersecting edges.
                // Separating axes:
                //  7 = x edge on A, x edge on B
                //  8 = x edge on A, y edge on B
                //  9 = x edge on A, Z edge on B
                // 10 = y edge on A, x edge on B
                // ...
                // 15 = z edge on A, z edge on B
                var edgeA = boxA.GetEdge((separatingAxisNumber - 7) / 3, normal, scaleA);
                var edgeB = boxB.GetEdge((separatingAxisNumber - 7) % 3, Matrix33F.MultiplyTransposed(mB, -normal), scaleB);
                edgeB.Start = mB * edgeB.Start + cB;
                edgeB.End   = mB * edgeB.End + cB;

                Vector3F position;
                Vector3F dummy;
                GeometryHelper.GetClosestPoints(edgeA, edgeB, out position, out dummy);
                position = position - normal * (smallestPenetrationDepth / 2); // Position is between the positions of the box surfaces.

                // Convert back position from local space of A to world space;
                position = poseA.ToWorldPosition(position);

                Contact contact = ContactHelper.CreateContact(contactSet, position, normalWorld, smallestPenetrationDepth, false);
                ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance);
            }
            else if (1 <= separatingAxisNumber && separatingAxisNumber <= 6)
            {
                // The intersection was detected by a face vs. * test.
                // The separating axis is perpendicular to a face.

                #region ----- Credits -----
                // The face vs. * test is based on the algorithm of the Bullet Continuous Collision
                // Detection and Physics Library. DigitalRune Geometry contains a new and improved
                // implementation of the original algorithm.
                //
                // The box-box detector in Bullet contains the following remarks:
                //
                //    Box-Box collision detection re-distributed under the ZLib license with permission from Russell L. Smith
                //    Original version is from Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith.
                //    All rights reserved.  Email: [email protected]   Web: www.q12.org
                //
                //    Bullet Continuous Collision Detection and Physics Library
                //    Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
                //
                //    This software is provided 'as-is', without any express or implied warranty.
                //    In no event will the authors be held liable for any damages arising from the use of this software.
                //    Permission is granted to anyone to use this software for any purpose,
                //    including commercial applications, and to alter it and redistribute it freely,
                //    subject to the following restrictions:
                //
                //    1. The origin of this software must not be misrepresented; you must not claim that you wrote the
                //       original software. If you use this software in a product, an acknowledgment in the product
                //       documentation would be appreciated but is not required.
                //    2. Altered source versions must be plainly marked as such, and must not be misrepresented as being
                //       the original software.
                //    3. This notice may not be removed or altered from any source distribution.
                #endregion

                // We define the face perpendicular to the separating axis to be the "reference face".
                // The face of the other box closest to the reference face is called the "incident face".
                // Accordingly, we will call the box containing the reference face the "reference box" and
                // the box containing the incident face the "incident box".
                //
                // We will transform the incident face into the 2D space of reference face. Then we will
                // clip the incident face against the reference face. The polygon resulting from the
                // intersection will be transformed back into world space and the points of the polygon will
                // be the candidates for the contact points.

                Pose     poseR;      // Pose of reference box.
                Pose     poseI;      // Pose of incident box.
                Vector3F boxExtentR; // Half extent of reference box.
                Vector3F boxExtentI; // Half extent of incident box.

                // Contact normal (= normal of reference face) in world space.
                if (separatingAxisNumber <= 3)
                {
                    poseR            = poseA;
                    poseI            = poseB;
                    boxExtentR       = eA;
                    boxExtentI       = eB;
                    isNormalInverted = false;
                }
                else
                {
                    poseR            = poseB;
                    poseI            = poseA;
                    boxExtentR       = eB;
                    boxExtentI       = eA;
                    normalWorld      = -normalWorld;
                    isNormalInverted = true;
                }

                // Contact normal in local space of incident box.
                Vector3F normalI = poseI.ToLocalDirection(normalWorld);

                Vector3F absNormal = normalI;
                absNormal.Absolute();

                Vector3F xAxisInc, yAxisInc; // The basis of the incident-face space.
                float    absFaceOffsetI;     // The offset of the incident face to the center of the box.
                Vector2F faceExtentI;        // The half extent of the incident face.
                Vector3F faceNormal;         // The normal of the incident face in world space.
                float    faceDirection;      // A value indicating the direction of the incident face.

                // Find the largest component of the normal. The largest component indicates which face is
                // the incident face.
                switch (Vector3F.Absolute(normalI).IndexOfLargestComponent)
                {
                case 0:
                    faceExtentI.X  = boxExtentI.Y;
                    faceExtentI.Y  = boxExtentI.Z;
                    absFaceOffsetI = boxExtentI.X;
                    faceNormal     = poseI.Orientation.GetColumn(0);
                    xAxisInc       = poseI.Orientation.GetColumn(1);
                    yAxisInc       = poseI.Orientation.GetColumn(2);
                    faceDirection  = normalI.X;
                    break;

                case 1:
                    faceExtentI.X  = boxExtentI.X;
                    faceExtentI.Y  = boxExtentI.Z;
                    absFaceOffsetI = boxExtentI.Y;
                    faceNormal     = poseI.Orientation.GetColumn(1);
                    xAxisInc       = poseI.Orientation.GetColumn(0);
                    yAxisInc       = poseI.Orientation.GetColumn(2);
                    faceDirection  = normalI.Y;
                    break;

                // case 2:
                default:
                    faceExtentI.X  = boxExtentI.X;
                    faceExtentI.Y  = boxExtentI.Y;
                    absFaceOffsetI = boxExtentI.Z;
                    faceNormal     = poseI.Orientation.GetColumn(2);
                    xAxisInc       = poseI.Orientation.GetColumn(0);
                    yAxisInc       = poseI.Orientation.GetColumn(1);
                    faceDirection  = normalI.Z;
                    break;
                }

                // Compute center of incident face relative to the center of the reference box in world space.
                float    faceOffset    = (faceDirection < 0) ? absFaceOffsetI : -absFaceOffsetI;
                Vector3F centerOfFaceI = faceNormal * faceOffset + poseI.Position - poseR.Position;

                // (Note: We will use the center of the incident face to compute the points of the incident
                // face and transform the points into the reference-face frame. The center of the incident
                // face is relative to the center of the reference box. We could also get center of the
                // incident face relative to the center of the reference face. But since we are projecting
                // the points from 3D to 2D this does not matter.)

                Vector3F xAxisR, yAxisR; // The basis of the reference-face space.
                float    faceOffsetR;    // The offset of the reference face to the center of the box.
                Vector2F faceExtentR;    // The half extent of the reference face.
                switch (separatingAxisNumber)
                {
                case 1:
                case 4:
                    faceExtentR.X = boxExtentR.Y;
                    faceExtentR.Y = boxExtentR.Z;
                    faceOffsetR   = boxExtentR.X;
                    xAxisR        = poseR.Orientation.GetColumn(1);
                    yAxisR        = poseR.Orientation.GetColumn(2);
                    break;

                case 2:
                case 5:
                    faceExtentR.X = boxExtentR.X;
                    faceExtentR.Y = boxExtentR.Z;
                    faceOffsetR   = boxExtentR.Y;
                    xAxisR        = poseR.Orientation.GetColumn(0);
                    yAxisR        = poseR.Orientation.GetColumn(2);
                    break;

                // case 3:
                // case 6:
                default:
                    faceExtentR.X = boxExtentR.X;
                    faceExtentR.Y = boxExtentR.Y;
                    faceOffsetR   = boxExtentR.Z;
                    xAxisR        = poseR.Orientation.GetColumn(0);
                    yAxisR        = poseR.Orientation.GetColumn(1);
                    break;
                }

                // Compute the center of the incident face in the reference-face frame.
                // We can simply project centerOfFaceI onto the x- and y-axis of the reference
                // face.
                Vector2F centerOfFaceIInR;

                //centerOfFaceIInR.X = Vector3F.Dot(centerOfFaceI, xAxisR);
                // ----- Optimized version:
                centerOfFaceIInR.X = centerOfFaceI.X * xAxisR.X + centerOfFaceI.Y * xAxisR.Y + centerOfFaceI.Z * xAxisR.Z;

                //centerOfFaceIInR.Y = Vector3F.Dot(centerOfFaceI, yAxisR);
                // ----- Optimized version:
                centerOfFaceIInR.Y = centerOfFaceI.X * yAxisR.X + centerOfFaceI.Y * yAxisR.Y + centerOfFaceI.Z * yAxisR.Z;

                // Now, we have the center of the incident face in reference-face coordinates.
                // To compute the corners of the incident face in reference-face coordinates, we need
                // transform faceExtentI (the half extent vector of the incident face) from the incident-
                // face frame to the reference-face frame to compute the corners.
                //
                // The reference-face frame has the basis
                //   mR = (xAxisR, yAxisR, ?)
                //
                // The incident-face frame has the basis
                //   mI = (xAxisI, yAxisI, ?)
                //
                // Rotation from incident-face frame to reference-face frame is
                //   mIToR = mR^-1 * mI
                //
                // The corner offsets in incident-face space is are vectors (x, y, 0). To transform these
                // vectors from incident-face space to reference-face space we need to calculate:
                //   mIToR * v
                //
                // Since the z-components are 0 and we are only interested in the resulting x, y coordinates
                // in reference-space when can reduce the rotation to a 2 x 2 matrix. (The other components
                // are not needed.)

                // ----- Optimized version: (Original on the right)
                Matrix22F mIToR;
                mIToR.M00 = xAxisR.X * xAxisInc.X + xAxisR.Y * xAxisInc.Y + xAxisR.Z * xAxisInc.Z; // mIToR.M00 = Vector3F.Dot(xAxisR, xAxisInc);
                mIToR.M01 = xAxisR.X * yAxisInc.X + xAxisR.Y * yAxisInc.Y + xAxisR.Z * yAxisInc.Z; // mIToR.M01 = Vector3F.Dot(xAxisR, yAxisInc);
                mIToR.M10 = yAxisR.X * xAxisInc.X + yAxisR.Y * xAxisInc.Y + yAxisR.Z * xAxisInc.Z; // mIToR.M10 = Vector3F.Dot(yAxisR, xAxisInc);
                mIToR.M11 = yAxisR.X * yAxisInc.X + yAxisR.Y * yAxisInc.Y + yAxisR.Z * yAxisInc.Z; // mIToR.M11 = Vector3F.Dot(yAxisR, yAxisInc);

                // The corner offsets in incident-face space are:
                //  (-faceExtentI.X, -faceExtentI.Y) ... left, bottom corner
                //  ( faceExtentI.X, -faceExtentI.Y) ... right, bottom corner
                //  ( faceExtentI.X,  faceExtentI.Y) ... right, top corner
                //  (-faceExtentI.X,  faceExtentI.Y) ... left, top corner
                //
                // Instead of transforming each corner offset, we can optimize the computation: Do the
                // matrix-vector multiplication once, keep the intermediate products, apply the sign
                // of the components when adding the intermediate results.

                float           k1   = mIToR.M00 * faceExtentI.X; // Products of matrix-vector multiplication.
                float           k2   = mIToR.M01 * faceExtentI.Y;
                float           k3   = mIToR.M10 * faceExtentI.X;
                float           k4   = mIToR.M11 * faceExtentI.Y;
                List <Vector2F> quad = DigitalRune.ResourcePools <Vector2F> .Lists.Obtain();

                quad.Add(new Vector2F(centerOfFaceIInR.X - k1 - k2, centerOfFaceIInR.Y - k3 - k4));
                quad.Add(new Vector2F(centerOfFaceIInR.X + k1 - k2, centerOfFaceIInR.Y + k3 - k4));
                quad.Add(new Vector2F(centerOfFaceIInR.X + k1 + k2, centerOfFaceIInR.Y + k3 + k4));
                quad.Add(new Vector2F(centerOfFaceIInR.X - k1 + k2, centerOfFaceIInR.Y - k3 + k4));

                // Clip incident face (quadrilateral) against reference face (rectangle).
                List <Vector2F> contacts2D = ClipQuadrilateralAgainstRectangle(faceExtentR, quad);

                // Transform contact points back to world space and compute penetration depths.
                int             numberOfContacts = contacts2D.Count;
                List <Vector3F> contacts3D       = DigitalRune.ResourcePools <Vector3F> .Lists.Obtain();

                List <float> penetrationDepths = DigitalRune.ResourcePools <float> .Lists.Obtain();

                Matrix22F mRToI = mIToR.Inverse;
                for (int i = numberOfContacts - 1; i >= 0; i--)
                {
                    Vector2F contact2DR = contacts2D[i];                           // Contact in reference-face space.
                    Vector2F contact2DI = mRToI * (contact2DR - centerOfFaceIInR); // Contact in incident-face space.

                    // Transform point in incident-face space to world (relative to center of reference box).
                    // contact3D = mI * (x, y, 0) + centerOfFaceI
                    Vector3F contact3D;
                    contact3D.X = xAxisInc.X * contact2DI.X + yAxisInc.X * contact2DI.Y + centerOfFaceI.X;
                    contact3D.Y = xAxisInc.Y * contact2DI.X + yAxisInc.Y * contact2DI.Y + centerOfFaceI.Y;
                    contact3D.Z = xAxisInc.Z * contact2DI.X + yAxisInc.Z * contact2DI.Y + centerOfFaceI.Z;

                    // Compute penetration depth.

                    //float penetrationDepth = faceOffsetR - Vector3F.Dot(normalWorld, contact3D);
                    // ----- Optimized version:
                    float penetrationDepth = faceOffsetR - (normalWorld.X * contact3D.X + normalWorld.Y * contact3D.Y + normalWorld.Z * contact3D.Z);

                    if (penetrationDepth >= 0)
                    {
                        // Valid contact.
                        contacts3D.Add(contact3D);
                        penetrationDepths.Add(penetrationDepth);
                    }
                    else
                    {
                        // Remove bad contacts from the 2D contacts.
                        // (We might still need the 2D contacts, if we need to reduce the contacts.)
                        contacts2D.RemoveAt(i);
                    }
                }

                numberOfContacts = contacts3D.Count;
                if (numberOfContacts == 0)
                {
                    return; // Should never happen.
                }
                // Revert normal back to original direction.
                normal = (isNormalInverted) ? -normalWorld : normalWorld;

                // Note: normal ........ contact normal pointing from box A to B.
                //       normalWorld ... contact normal pointing from reference box to incident box.

                if (numberOfContacts <= MaxNumberOfContacts)
                {
                    // Add all contacts to contact set.
                    for (int i = 0; i < numberOfContacts; i++)
                    {
                        float penetrationDepth = penetrationDepths[i];

                        // Position is between the positions of the box surfaces.
                        Vector3F position = contacts3D[i] + poseR.Position + normalWorld * (penetrationDepth / 2);

                        Contact contact = ContactHelper.CreateContact(contactSet, position, normal, penetrationDepth, false);
                        ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance);
                    }
                }
                else
                {
                    // Reduce number of contacts, keep the contact with the max penetration depth.
                    int   indexOfDeepest      = 0;
                    float maxPenetrationDepth = penetrationDepths[0];
                    for (int i = 1; i < numberOfContacts; i++)
                    {
                        float penetrationDepth = penetrationDepths[i];
                        if (penetrationDepth > maxPenetrationDepth)
                        {
                            maxPenetrationDepth = penetrationDepth;
                            indexOfDeepest      = i;
                        }
                    }

                    List <int> indicesOfContacts = ReduceContacts(contacts2D, indexOfDeepest, MaxNumberOfContacts);

                    // Add selected contacts to contact set.
                    numberOfContacts = indicesOfContacts.Count;
                    for (int i = 0; i < numberOfContacts; i++)
                    {
                        int   index            = indicesOfContacts[i];
                        float penetrationDepth = penetrationDepths[index];

                        // Position is between the positions of the box surfaces.
                        Vector3F position = contacts3D[index] + poseR.Position + normalWorld * (penetrationDepth / 2);

                        Contact contact = ContactHelper.CreateContact(contactSet, position, normal, penetrationDepths[index], false);
                        ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance);
                    }

                    DigitalRune.ResourcePools <int> .Lists.Recycle(indicesOfContacts);
                }

                DigitalRune.ResourcePools <Vector2F> .Lists.Recycle(contacts2D);

                DigitalRune.ResourcePools <Vector3F> .Lists.Recycle(contacts3D);

                DigitalRune.ResourcePools <float> .Lists.Recycle(penetrationDepths);
            }
        }
Beispiel #22
0
        //public Vector3F RelativePosition
        //{
        //  get
        //  {
        //    if (BodyA == null)
        //      throw new PhysicsException("BodyA must not be null.");
        //    if (BodyB == null)
        //      throw new PhysicsException("BodyB must not be null.");

        //    // Anchor orientation in world space.
        //    Matrix33F anchorOrientationA = BodyA.Pose.Orientation * AnchorOrientationALocal;
        //    Matrix33F anchorOrientationB = BodyB.Pose.Orientation * AnchorOrientationBLocal;

        //    // Anchor orientation of B relative to A.
        //    Matrix33F relativeOrientation = anchorOrientationA.Transposed * anchorOrientationB;

        //    // The Euler angles.
        //    Vector3F angles = GetAngles(relativeOrientation);

        //    return angles;
        //  }
        //}
        #endregion


        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <inheritdoc/>
        protected override void OnSetup()
        {
            // Get anchor orientations in world space.
            Matrix33F anchorOrientationA = BodyA.Pose.Orientation * AnchorOrientationALocal;
            Matrix33F anchorOrientationB = BodyB.Pose.Orientation * AnchorOrientationBLocal;

            // Get the quaternion that rotates something from anchor orientation A to
            // anchor orientation B:
            //   QB = QTotal * QA
            //   => QTotal = QB * QA.Inverse
            QuaternionF total = QuaternionF.CreateRotation(anchorOrientationB * anchorOrientationA.Transposed);

            // Compute swing axis and angle.
            Vector3F    xAxisA = anchorOrientationA.GetColumn(0);
            Vector3F    yAxisA = anchorOrientationA.GetColumn(1);
            Vector3F    xAxisB = anchorOrientationB.GetColumn(0);
            QuaternionF swing  = QuaternionF.CreateRotation(xAxisA, xAxisB);

            Vector3F swingAxis = new Vector3F(swing.X, swing.Y, swing.Z);

            if (!swingAxis.TryNormalize())
            {
                swingAxis = yAxisA;
            }

            float swingAngle = swing.Angle;

            Debug.Assert(
                0 <= swingAngle && swingAngle <= ConstantsF.Pi,
                "QuaternionF.CreateRotation(Vector3F, Vector3F) should only create rotations along the \"short arc\".");

            // The swing limits create a deformed cone. If we look onto the x-axis of A:
            // y-axis goes to the right. z-axis goes up.
            Vector3F xAxisBInAnchorA = Matrix33F.MultiplyTransposed(anchorOrientationA, xAxisB);
            float    directionY      = xAxisBInAnchorA.Y;
            float    directionZ      = xAxisBInAnchorA.Z;

            // In this plane, we have an ellipse with the formula:
            //   y²/a² + z²/b² = 1, where a and b are the ellipse radii.
            // We don't know the exact radii. We can compute them from the swing min/max angles.
            // To make it simpler, we do not use a flat ellipse. We use the swing z limit for a.
            // And the swing y limit for b.
            // We have a different ellipse for each quarter.
            float ellipseA = (directionY > 0) ? Maximum.Z : -Minimum.Z;
            float ellipseB = (directionZ > 0) ? -Minimum.Y : Maximum.Y;

            // The angles are in radians: angle = bow/radius. So our a and b are on the unit sphere.
            // This creates an elliptic thing on the unit sphere - not in a plane. We don't care because
            // we only need a smooth interpolation between the swing y and z limits.
            // No we look for the swing angle in the direction of xAxisB.
            // The next step can derived from following formulas:
            //     y²/a² + z²/b² = 1                   The ellipse formula.
            //     slope = directionZ / directionY     The direction in which we need the limit.
            //     slope = z/y                         The (y,z) is the point on the ellipse in the given direction.
            //     swingLimit = sqrt(y² + z²)          This is the distance of (y,z) from the center.
            // Since our ellipse is on a sphere, swingLimit is an angle (= bow / radius).

            float swingLimit = ellipseB;

            if (!Numeric.IsZero(directionY))
            {
                float slope           = directionZ / directionY;
                float slopeSquared    = slope * slope;
                float ellipseASquared = ellipseA * ellipseA;
                float ellipseBSquared = ellipseB * ellipseB;
                swingLimit = (float)Math.Sqrt((1 + slopeSquared) / (1 / ellipseASquared + slopeSquared / ellipseBSquared));

                // The ellipse normal would give us a better swing axis. But our computed swingAngle
                // is not correct for this axis...
                // Create a swing axis from the ellipse normal.
                //float k = ellipseASquared / ellipseBSquared * directionZ / directionY;
                //var normal = anchorOrientationA * new Vector3F(0, -k, 1).Normalized;
                //if (Vector3F.Dot(normal, swingAxis) < 0)
                //  swingAxis = -normal;
                //else
                //  swingAxis = normal;
            }

#if DEBUG
            //Debug.Assert(QuaternionF.Dot(swing, total) >= 0);
            var swingAxisALocal = Matrix33F.MultiplyTransposed(anchorOrientationA, swingAxis);
            Debug.Assert(Numeric.IsZero(swingAxisALocal.X));
#endif

            // We define our rotations like this:
            // First we twist around the x-axis of A. Then we swing.
            //   QTotal = QSwing * QTwist
            //   => QSwing.Inverse * QTotal = QTwist
            QuaternionF twist = swing.Conjugated * total;
            twist.Normalize();

            // The quaternion returns an angle in the range [0, 2π].
            float twistAngle = twist.Angle;

            // The minimum and maximum twist limits are in the range [-π, π].
            if (twistAngle > ConstantsF.Pi)
            {
                // Convert the twistAngle to the range used by the twist limits.
                twistAngle = -(ConstantsF.TwoPi - twistAngle);
                Debug.Assert(-ConstantsF.TwoPi < twistAngle && twistAngle <= ConstantsF.TwoPi);
            }

            // The axis of the twist quaternion is parallel to xAxisA.
            Vector3F twistAxis = new Vector3F(twist.X, twist.Y, twist.Z);
            if (Vector3F.Dot(twistAxis, xAxisA) < 0)
            {
                // The axis of the twist quaternion points in the opposite direction of xAxisA.
                // The twist angle need to be inverted.
                twistAngle = -twistAngle;
            }

            // Remember old states.
            LimitState oldXLimitState = _limitStates[0];
            LimitState oldYLimitState = _limitStates[1];

            // Note: All axes between xAxisA and xAxisB should be valid twist axes.
            SetupConstraint(0, twistAngle, xAxisB, Minimum[0], Maximum[0]);
            SetupConstraint(1, swingAngle, swingAxis, -swingLimit, swingLimit);

            // Warm-start the constraints if the previous limit state matches the new limit state.
            Warmstart(0, oldXLimitState);
            Warmstart(1, oldYLimitState);
        }