public override void GenPatches(GameObject parent,
                                        Vector2f origin,
                                        Vector2f center,
                                        int numChunks,
                                        int numEntityPerChunk,
                                        float parentSize)
        {
            float chunkSize = parentSize / ((float)numChunks);

            Vector2f max = new Vector2f((numChunks) * chunkSize);

            max.DivideStore(2);

            for (int x = 0; x < numChunks; x++)
            {
                for (int z = 0; z < numChunks; z++)
                {
                    Vector2f offset   = new Vector2f(x * chunkSize, z * chunkSize);
                    Vector2f chunkLoc = origin.Add(offset).SubtractStore(max);
                    GridTile tile     = new GridTile(chunkLoc, chunkSize, chunkSize, chunkLoc.x, chunkLoc.y, 85f);
                    Patch    patch    = new Patch((Node)parent, tile);

                    patch.translation    = new Vector3f(chunkLoc.x, 0, chunkLoc.y);
                    patch.chunkSize      = chunkSize;
                    patch.entityPerChunk = numEntityPerChunk;

                    patches.Add(patch);
                }
            }
        }
Beispiel #2
0
 public static Vector2f GetVelocity(Vector2f velocity, List <Vector2f> forces)
 {
     foreach (Vector2f v  in  forces)
     {
         velocity.Add(v);
     }
     return(velocity);
 }
Beispiel #3
0
        public static Vector2f GetVelocity(Vector2f velocity, Vector2f force,
                                           float mass)
        {
            Vector2f acceleration = new Vector2f(force.GetX() / mass, force.GetY()
                                                 / mass);

            velocity.Add(acceleration);
            return(velocity);
        }
        /// <summary>
        /// Computes one iteration of the constraint to meet the solver updateable's goal.
        /// </summary>
        /// <returns>The rough applied impulse magnitude.</returns>
        public override float SolveIteration()
        {
            // lambda = -mc * (Jv + b)
            // P = JT * lambda
            Vector3f velocity;

            Vector3f.Subtract(ref connectionA.angularVelocity, ref connectionB.angularVelocity, out velocity);

#if !WINDOWS
            Vector2f lambda = new Vector2f();
#else
            Vector2f lambda;
#endif
            Vector3f.Dot(ref worldConstrainedAxis1, ref velocity, out lambda.X);
            Vector3f.Dot(ref worldConstrainedAxis2, ref velocity, out lambda.Y);
            Vector2f.Add(ref lambda, ref biasVelocity, out lambda);
            Vector2f softnessImpulse;
            Vector2f.Multiply(ref accumulatedImpulse, softness, out softnessImpulse);
            Vector2f.Add(ref lambda, ref softnessImpulse, out lambda);
            Vector2f.Transform(ref lambda, ref effectiveMassMatrix, out lambda);
            Vector2f.Add(ref accumulatedImpulse, ref lambda, out accumulatedImpulse);


#if !WINDOWS
            Vector3f impulse = new Vector3f();
#else
            Vector3f impulse;
#endif
            impulse.X = worldConstrainedAxis1.X * lambda.X + worldConstrainedAxis2.X * lambda.Y;
            impulse.Y = worldConstrainedAxis1.Y * lambda.X + worldConstrainedAxis2.Y * lambda.Y;
            impulse.Z = worldConstrainedAxis1.Z * lambda.X + worldConstrainedAxis2.Z * lambda.Y;
            if (connectionA.isDynamic)
            {
                connectionA.ApplyAngularImpulse(ref impulse);
            }
            if (connectionB.isDynamic)
            {
                Vector3f.Negate(ref impulse, out impulse);
                connectionB.ApplyAngularImpulse(ref impulse);
            }

            return(Math.Abs(lambda.X) + Math.Abs(lambda.Y));
        }
        /// <summary>
        /// Computes a solution to the constraint.
        /// </summary>
        /// <returns>Impulse magnitude computed by the iteration.</returns>
        public override float SolveIteration()
        {
            Vector2f relativeVelocity = RelativeVelocity;

            Vector2f.Add(ref relativeVelocity, ref positionCorrectionBias, out relativeVelocity);


            //Create the full velocity change, and convert it to an impulse in constraint space.
            Vector2f lambda;

            Vector2f.Subtract(ref targetVelocity, ref relativeVelocity, out lambda);
            Vector2f.Transform(ref lambda, ref massMatrix, out lambda);

            //Add and clamp the impulse.

            Vector2f previousAccumulatedImpulse = accumulatedImpulse;

            if (MovementMode == MovementMode.Floating)
            {
                //If it's floating, clamping rules are different.
                //The constraint is not permitted to slow down the character; only speed it up.
                //This offers a hole for an exploit; by jumping and curving just right,
                //the character can accelerate beyond its maximum speed.  A bit like an HL2 speed run.
                accumulatedImpulse.X = MathHelper.Clamp(accumulatedImpulse.X + lambda.X, 0, maxForceDt);
                accumulatedImpulse.Y = 0;
            }
            else
            {
                Vector2f.Add(ref lambda, ref accumulatedImpulse, out accumulatedImpulse);
                float length = accumulatedImpulse.LengthSquared;
                if (length > maxForceDt * maxForceDt)
                {
                    Vector2f.Multiply(ref accumulatedImpulse, maxForceDt / (float)Math.Sqrt(length), out accumulatedImpulse);
                }
                if (isTryingToMove && accumulatedImpulse.X > maxAccelerationForceDt)
                {
                    accumulatedImpulse.X = maxAccelerationForceDt;
                }
            }
            Vector2f.Subtract(ref accumulatedImpulse, ref previousAccumulatedImpulse, out lambda);


            //Use the jacobians to put the impulse into world space.

#if !WINDOWS
            Vector3f impulse = new Vector3f();
            Vector3f torque  = new Vector3f();
#else
            Vector3f impulse;
            Vector3f torque;
#endif
            float x = lambda.X;
            float y = lambda.Y;
            impulse.X = linearJacobianA1.X * x + linearJacobianA2.X * y;
            impulse.Y = linearJacobianA1.Y * x + linearJacobianA2.Y * y;
            impulse.Z = linearJacobianA1.Z * x + linearJacobianA2.Z * y;

            characterBody.ApplyLinearImpulse(ref impulse);

            if (supportEntity != null && supportEntity.IsDynamic)
            {
                Vector3f.Multiply(ref impulse, -supportForceFactor, out impulse);

                x       *= supportForceFactor;
                y       *= supportForceFactor;
                torque.X = x * angularJacobianB1.X + y * angularJacobianB2.X;
                torque.Y = x * angularJacobianB1.Y + y * angularJacobianB2.Y;
                torque.Z = x * angularJacobianB1.Z + y * angularJacobianB2.Z;

                supportEntity.ApplyLinearImpulse(ref impulse);
                supportEntity.ApplyAngularImpulse(ref torque);
            }

            return(Math.Abs(lambda.X) + Math.Abs(lambda.Y));
        }
Beispiel #6
0
 public static Vector2f GetVelocity(Vector2f velocity, Vector2f force)
 {
     velocity.Add(force);
     return(velocity);
 }
        /// <summary>
        /// Gets the intersection between the convex shape and the ray.
        /// </summary>
        /// <param name="ray">Ray to test.</param>
        /// <param name="transform">Transform of the convex shape.</param>
        /// <param name="maximumLength">Maximum distance to travel in units of the ray direction's length.</param>
        /// <param name="hit">Ray hit data, if any.</param>
        /// <returns>Whether or not the ray hit the target.</returns>
        public override bool RayTest(ref Ray ray, ref RigidTransform transform, float maximumLength, out RayHit hit)
        {
            //Put the ray into local space.
            Quaternion conjugate;

            Quaternion.Conjugate(ref transform.Orientation, out conjugate);
            Ray localRay;

            Vector3f.Subtract(ref ray.Position, ref transform.Position, out localRay.Position);
            Vector3f.Transform(ref localRay.Position, ref conjugate, out localRay.Position);
            Vector3f.Transform(ref ray.Direction, ref conjugate, out localRay.Direction);

            //Check for containment in the cylindrical portion of the capsule.
            if (localRay.Position.Y >= -halfLength && localRay.Position.Y <= halfLength && localRay.Position.X * localRay.Position.X + localRay.Position.Z * localRay.Position.Z <= collisionMargin * collisionMargin)
            {
                //It's inside!
                hit.T        = 0;
                hit.Location = localRay.Position;
                hit.Normal   = new Vector3f(hit.Location.X, 0, hit.Location.Z);
                float normalLengthSquared = hit.Normal.LengthSquared;
                if (normalLengthSquared > 1e-9f)
                {
                    Vector3f.Divide(ref hit.Normal, (float)Math.Sqrt(normalLengthSquared), out hit.Normal);
                }
                else
                {
                    hit.Normal = new Vector3f();
                }
                //Pull the hit into world space.
                Vector3f.Transform(ref hit.Normal, ref transform.Orientation, out hit.Normal);
                RigidTransform.Transform(ref hit.Location, ref transform, out hit.Location);
                return(true);
            }

            //Project the ray direction onto the plane where the cylinder is a circle.
            //The projected ray is then tested against the circle to compute the time of impact.
            //That time of impact is used to compute the 3d hit location.
            Vector2f planeDirection = new Vector2f(localRay.Direction.X, localRay.Direction.Z);
            float    planeDirectionLengthSquared = planeDirection.LengthSquared;

            if (planeDirectionLengthSquared < MathHelper.Epsilon)
            {
                //The ray is nearly parallel with the axis.
                //Skip the cylinder-sides test.  We're either inside the cylinder and won't hit the sides, or we're outside
                //and won't hit the sides.
                if (localRay.Position.Y > halfLength)
                {
                    goto upperSphereTest;
                }
                if (localRay.Position.Y < -halfLength)
                {
                    goto lowerSphereTest;
                }


                hit = new RayHit();
                return(false);
            }
            Vector2f planeOrigin = new Vector2f(localRay.Position.X, localRay.Position.Z);
            float    dot;

            Vector2f.Dot(ref planeDirection, ref planeOrigin, out dot);
            float closestToCenterT = -dot / planeDirectionLengthSquared;

            Vector2f closestPoint;

            Vector2f.Multiply(ref planeDirection, closestToCenterT, out closestPoint);
            Vector2f.Add(ref planeOrigin, ref closestPoint, out closestPoint);
            //How close does the ray come to the circle?
            float squaredDistance = closestPoint.LengthSquared;

            if (squaredDistance > collisionMargin * collisionMargin)
            {
                //It's too far!  The ray cannot possibly hit the capsule.
                hit = new RayHit();
                return(false);
            }



            //With the squared distance, compute the distance backward along the ray from the closest point on the ray to the axis.
            float backwardsDistance = collisionMargin * (float)Math.Sqrt(1 - squaredDistance / (collisionMargin * collisionMargin));
            float tOffset           = backwardsDistance / (float)Math.Sqrt(planeDirectionLengthSquared);

            hit.T = closestToCenterT - tOffset;

            //Compute the impact point on the infinite cylinder in 3d local space.
            Vector3f.Multiply(ref localRay.Direction, hit.T, out hit.Location);
            Vector3f.Add(ref hit.Location, ref localRay.Position, out hit.Location);

            //Is it intersecting the cylindrical portion of the capsule?
            if (hit.Location.Y <= halfLength && hit.Location.Y >= -halfLength && hit.T < maximumLength)
            {
                //Yup!
                hit.Normal = new Vector3f(hit.Location.X, 0, hit.Location.Z);
                float normalLengthSquared = hit.Normal.LengthSquared;
                if (normalLengthSquared > 1e-9f)
                {
                    Vector3f.Divide(ref hit.Normal, (float)Math.Sqrt(normalLengthSquared), out hit.Normal);
                }
                else
                {
                    hit.Normal = new Vector3f();
                }
                //Pull the hit into world space.
                Vector3f.Transform(ref hit.Normal, ref transform.Orientation, out hit.Normal);
                RigidTransform.Transform(ref hit.Location, ref transform, out hit.Location);
                return(true);
            }

            if (hit.Location.Y < halfLength)
            {
                goto lowerSphereTest;
            }
upperSphereTest:
            //Nope! It may be intersecting the ends of the capsule though.
            //We're above the capsule, so cast a ray against the upper sphere.
            //We don't have to worry about it hitting the bottom of the sphere since it would have hit the cylinder portion first.
            var spherePosition = new Vector3f(0, halfLength, 0);

            if (Toolbox.RayCastSphere(ref localRay, ref spherePosition, collisionMargin, maximumLength, out hit))
            {
                //Pull the hit into world space.
                Vector3f.Transform(ref hit.Normal, ref transform.Orientation, out hit.Normal);
                RigidTransform.Transform(ref hit.Location, ref transform, out hit.Location);
                return(true);
            }
            //No intersection! We can't be hitting the other sphere, so it's over!
            hit = new RayHit();
            return(false);

lowerSphereTest:
            //Okay, what about the bottom sphere?
            //We're above the capsule, so cast a ray against the upper sphere.
            //We don't have to worry about it hitting the bottom of the sphere since it would have hit the cylinder portion first.
            spherePosition = new Vector3f(0, -halfLength, 0);
            if (Toolbox.RayCastSphere(ref localRay, ref spherePosition, collisionMargin, maximumLength, out hit))
            {
                //Pull the hit into world space.
                Vector3f.Transform(ref hit.Normal, ref transform.Orientation, out hit.Normal);
                RigidTransform.Transform(ref hit.Location, ref transform, out hit.Location);
                return(true);
            }
            //No intersection! We can't be hitting the other sphere, so it's over!
            hit = new RayHit();
            return(false);
        }
Beispiel #8
0
        /// <summary>
        /// Calculates and applies corrective impulses.
        /// Called automatically by space.
        /// </summary>
        public override float SolveIteration()
        {
            #region Theory

            //lambda = -mc * (Jv + b)
            // PraT = [ bx by bz ] * [  0   raz -ray ] = [ (-by * raz + bz * ray) (bx * raz - bz * rax) (-bx * ray + by * rax) ]
            //        [ cx cy cz ]   [ -raz  0   rax ]   [ (-cy * raz + cz * ray) (cx * raz - cz * rax) (-cx * ray + cy * rax) ]
            //                       [ ray -rax   0  ]
            //
            // PrbT = [ bx by bz ] * [  0   rbz -rby ] = [ (-by * rbz + bz * rby) (bx * rbz - bz * rbx) (-bx * rby + by * rbx) ]
            //        [ cx cy cz ]   [ -rbz  0   rbx ]   [ (-cy * rbz + cz * rby) (cx * rbz - cz * rbx) (-cx * rby + cy * rbx) ]
            //                       [ rby -rbx   0  ]
            // Jv = [ bx by bz  PraT  -bx -by -bz  -Prbt ] * [ vax ]
            //      [ cx cy cz        -cx -cy -cz        ]   [ vay ]
            //                                               [ vaz ]
            //                                               [ wax ]
            //                                               [ way ]
            //                                               [ waz ]
            //                                               [ vbx ]
            //                                               [ vby ]
            //                                               [ vbz ]
            //                                               [ wbx ]
            //                                               [ wby ]
            //                                               [ wbz ]
            // va' = [ bx * vax + by * vay + bz * vaz ] = [ b * va ]
            //       [ cx * vax + cy * vay + cz * vaz ]   [ c * va ]
            // wa' = [ (PraT row 1) * wa ]
            //       [ (PraT row 2) * wa ]
            // vb' = [ -bx * vbx - by * vby - bz * vbz ] = [ -b * vb ]
            //       [ -cx * vbx - cy * vby - cz * vbz ]   [ -c * vb ]
            // wb' = [ -(PrbT row 1) * wb ]
            //       [ -(PrbT row 2) * wb ]
            // Jv = [ b * va + (PraT row 1) * wa - b * vb - (PrbT row 1) * wb ]
            //      [ c * va + (PraT row 2) * wa - c * vb - (PrbT row 2) * wb ]
            // Jv = [ b * (va + wa x ra - vb - wb x rb) ]
            //      [ c * (va + wa x ra - vb - wb x rb) ]
            //P = JT * lambda

            #endregion

#if !WINDOWS
            Vector2f lambda = new Vector2f();
#else
            Vector2f lambda;
#endif
            //float va1, va2, wa1, wa2, vb1, vb2, wb1, wb2;
            //Vector3f.Dot(ref worldAxis1, ref myParentA.myInternalLinearVelocity, out va1);
            //Vector3f.Dot(ref worldAxis2, ref myParentA.myInternalLinearVelocity, out va2);
            //wa1 = prAT.M11 * myParentA.myInternalAngularVelocity.X + prAT.M12 * myParentA.myInternalAngularVelocity.Y + prAT.M13 * myParentA.myInternalAngularVelocity.Z;
            //wa2 = prAT.M21 * myParentA.myInternalAngularVelocity.X + prAT.M22 * myParentA.myInternalAngularVelocity.Y + prAT.M23 * myParentA.myInternalAngularVelocity.Z;

            //Vector3f.Dot(ref worldAxis1, ref myParentB.myInternalLinearVelocity, out vb1);
            //Vector3f.Dot(ref worldAxis2, ref myParentB.myInternalLinearVelocity, out vb2);
            //wb1 = prBT.M11 * myParentB.myInternalAngularVelocity.X + prBT.M12 * myParentB.myInternalAngularVelocity.Y + prBT.M13 * myParentB.myInternalAngularVelocity.Z;
            //wb2 = prBT.M21 * myParentB.myInternalAngularVelocity.X + prBT.M22 * myParentB.myInternalAngularVelocity.Y + prBT.M23 * myParentB.myInternalAngularVelocity.Z;

            //lambda.X = va1 + wa1 - vb1 - wb1 + biasVelocity.X + mySoftness * accumulatedImpulse.X;
            //lambda.Y = va2 + wa2 - vb2 - wb2 + biasVelocity.Y + mySoftness * accumulatedImpulse.Y;
            Vector3f dv;
            Vector3f aVel, bVel;
            Vector3f.Cross(ref connectionA.angularVelocity, ref rA, out aVel);
            Vector3f.Add(ref aVel, ref connectionA.linearVelocity, out aVel);
            Vector3f.Cross(ref connectionB.angularVelocity, ref rB, out bVel);
            Vector3f.Add(ref bVel, ref connectionB.linearVelocity, out bVel);
            Vector3f.Subtract(ref aVel, ref bVel, out dv);
            Vector3f.Dot(ref dv, ref worldRestrictedAxis1, out lambda.X);
            Vector3f.Dot(ref dv, ref worldRestrictedAxis2, out lambda.Y);


            lambda.X += biasVelocity.X + softness * accumulatedImpulse.X;
            lambda.Y += biasVelocity.Y + softness * accumulatedImpulse.Y;

            //Convert to impulse
            Vector2f.Transform(ref lambda, ref negativeEffectiveMassMatrix, out lambda);

            Vector2f.Add(ref lambda, ref accumulatedImpulse, out accumulatedImpulse);

            float x = lambda.X;
            float y = lambda.Y;
            //Apply impulse
#if !WINDOWS
            Vector3f impulse = new Vector3f();
            Vector3f torque  = new Vector3f();
#else
            Vector3f impulse;
            Vector3f torque;
#endif
            impulse.X = worldRestrictedAxis1.X * x + worldRestrictedAxis2.X * y;
            impulse.Y = worldRestrictedAxis1.Y * x + worldRestrictedAxis2.Y * y;
            impulse.Z = worldRestrictedAxis1.Z * x + worldRestrictedAxis2.Z * y;
            if (connectionA.isDynamic)
            {
                torque.X = x * angularA1.X + y * angularA2.X;
                torque.Y = x * angularA1.Y + y * angularA2.Y;
                torque.Z = x * angularA1.Z + y * angularA2.Z;

                connectionA.ApplyLinearImpulse(ref impulse);
                connectionA.ApplyAngularImpulse(ref torque);
            }
            if (connectionB.isDynamic)
            {
                impulse.X = -impulse.X;
                impulse.Y = -impulse.Y;
                impulse.Z = -impulse.Z;

                torque.X = x * angularB1.X + y * angularB2.X;
                torque.Y = x * angularB1.Y + y * angularB2.Y;
                torque.Z = x * angularB1.Z + y * angularB2.Z;

                connectionB.ApplyLinearImpulse(ref impulse);
                connectionB.ApplyAngularImpulse(ref torque);
            }
            return(Math.Abs(lambda.X) + Math.Abs(lambda.Y));
        }