Ejemplo n.º 1
0
        /// <summary>
        /// Removes a child from a compound body.
        /// </summary>
        /// <param name="childContributions">List of distribution information associated with each child shape of the whole compound shape used by the compound being split.</param>
        /// <param name="removalPredicate">Delegate which determines if a child in the original compound should be moved to the new compound.</param>
        /// <param name="distributionInfo">Volume, volume distribution, and center information about the new form of the original compound collidable.</param>
        /// <param name="compound">Original compound to have a child removed.</param>
        /// <returns>Whether or not the predicate returned true for any element in the original compound and split the compound.</returns>
        public static bool RemoveChildFromCompound(Entity <CompoundCollidable> compound, Func <CompoundChild, bool> removalPredicate, IList <ShapeDistributionInformation> childContributions,
                                                   out ShapeDistributionInformation distributionInfo)
        {
            float   weight;
            float   removedWeight;
            Vector3 removedCenter;

            if (RemoveChildFromCompound(compound.CollisionInformation, removalPredicate, childContributions, out distributionInfo, out weight, out removedWeight, out removedCenter))
            {
                //Reconfigure the entities using the data computed in the split.
                //Only bother if there are any children left in the compound!
                if (compound.CollisionInformation.Children.Count > 0)
                {
                    float originalMass = compound.mass;
                    float newMass      = (weight / (weight + removedWeight)) * originalMass;
                    Matrix3X3.Multiply(ref distributionInfo.VolumeDistribution, newMass * InertiaHelper.InertiaTensorScale, out distributionInfo.VolumeDistribution);
                    compound.Initialize(compound.CollisionInformation, newMass, distributionInfo.VolumeDistribution, distributionInfo.Volume);

                    RemoveReposition(compound, ref distributionInfo, weight, removedWeight, ref removedCenter);
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Splits a single compound collidable into two separate compound collidables and computes information needed by the simulation.
        /// </summary>
        /// <param name="childContributions">List of distribution information associated with each child shape of the whole compound shape used by the compound being split.</param>
        /// <param name="splitPredicate">Delegate which determines if a child in the original compound should be moved to the new compound.</param>
        /// <param name="a">Original compound to be split.  Children in this compound will be removed and added to the other compound.</param>
        /// <param name="b">Compound to receive children removed from the original compound.</param>
        /// <param name="distributionInfoA">Volume, volume distribution, and center information about the new form of the original compound collidable.</param>
        /// <param name="distributionInfoB">Volume, volume distribution, and center information about the new compound collidable.</param>
        /// <returns>Whether or not the predicate returned true for any element in the original compound and split the compound.</returns>
        public static bool SplitCompound(IList <ShapeDistributionInformation> childContributions, Func <CompoundChild, bool> splitPredicate,
                                         Entity <CompoundCollidable> a, out Entity <CompoundCollidable> b,
                                         out ShapeDistributionInformation distributionInfoA, out ShapeDistributionInformation distributionInfoB)
        {
            CompoundCollidable bCollidable = new CompoundCollidable();

            bCollidable.Shape = a.CollisionInformation.Shape;
            b = new Entity <CompoundCollidable>();


            float weightA, weightB;

            if (SplitCompound(childContributions, splitPredicate, a.CollisionInformation, bCollidable, out distributionInfoA, out distributionInfoB, out weightA, out weightB))
            {
                //Reconfigure the entities using the data computed in the split.
                float originalMass = a.mass;
                float newMassA     = (weightA / (weightA + weightB)) * originalMass;
                Matrix3X3.Multiply(ref distributionInfoA.VolumeDistribution, newMassA * InertiaHelper.InertiaTensorScale, out distributionInfoA.VolumeDistribution);
                a.Initialize(a.CollisionInformation, newMassA, distributionInfoA.VolumeDistribution, distributionInfoA.Volume);

                float newMassB = (weightB / (weightA + weightB)) * originalMass;
                Matrix3X3.Multiply(ref distributionInfoB.VolumeDistribution, newMassB * InertiaHelper.InertiaTensorScale, out distributionInfoB.VolumeDistribution);
                b.Initialize(bCollidable, newMassB, distributionInfoB.VolumeDistribution, distributionInfoB.Volume);


                Reposition(a, b, ref distributionInfoA, ref distributionInfoB, weightA, weightB);
                return(true);
            }
            else
            {
                return(false);
            }
        }
Ejemplo n.º 3
0
        static void RemoveReposition(Entity compound, ref ShapeDistributionInformation distributionInfo, float weight, float removedWeight, ref Vector3 removedCenter)
        {
            //The compounds are not aligned with the original's position yet.
            //In order to align them, first look at the centers the split method computed.
            //They are offsets from the center of the original shape in local space.
            //These can be used to reposition the objects in world space.
            Vector3 weightedA, weightedB;

            Vector3.Multiply(ref distributionInfo.Center, weight, out weightedA);
            Vector3.Multiply(ref removedCenter, removedWeight, out weightedB);
            Vector3 newLocalCenter;

            Vector3.Add(ref weightedA, ref weightedB, out newLocalCenter);
            Vector3.Divide(ref newLocalCenter, weight + removedWeight, out newLocalCenter);

            Vector3 localOffset;

            Vector3.Subtract(ref distributionInfo.Center, ref newLocalCenter, out localOffset);

            Vector3 originalPosition = compound.position;

            Vector3 offset = Vector3.Transform(localOffset, compound.orientation);

            compound.Position = originalPosition + offset;

            Vector3 originalLinearVelocity  = compound.linearVelocity;
            Vector3 originalAngularVelocity = compound.angularVelocity;

            compound.AngularVelocity = originalAngularVelocity;
            compound.LinearVelocity  = originalLinearVelocity + Vector3.Cross(originalAngularVelocity, offset);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Splits a single compound collidable into two separate compound collidables and computes information needed by the simulation.
        /// </summary>
        /// <param name="splitPredicate">Delegate which determines if a child in the original compound should be moved to the new compound.</param>
        /// <param name="distributionInfoA">Volume, volume distribution, and center information about the new form of the original compound collidable.</param>
        /// <param name="distributionInfoB">Volume, volume distribution, and center information about the new compound collidable.</param>
        /// <param name="a">Original compound to be split.  Children in this compound will be removed and added to the other compound.</param>
        /// <param name="b">Compound to receive children removed from the original compound.</param>
        /// <returns>Whether or not the predicate returned true for any element in the original compound and split the compound.</returns>
        public static bool SplitCompound(Func <CompoundChild, bool> splitPredicate,
                                         Entity <CompoundCollidable> a, Entity <CompoundCollidable> b,
                                         out ShapeDistributionInformation distributionInfoA, out ShapeDistributionInformation distributionInfoB)
        {
            float weightA, weightB;

            if (SplitCompound(splitPredicate, a.CollisionInformation, b.CollisionInformation, out distributionInfoA, out distributionInfoB, out weightA, out weightB))
            {
                //Reconfigure the entities using the data computed in the split.
                float originalMass = a.mass;
                if (a.CollisionInformation.children.Count > 0)
                {
                    float newMassA = (weightA / (weightA + weightB)) * originalMass;
                    Matrix3x3.Multiply(ref distributionInfoA.VolumeDistribution, newMassA * InertiaHelper.InertiaTensorScale, out distributionInfoA.VolumeDistribution);
                    a.Initialize(a.CollisionInformation, newMassA, distributionInfoA.VolumeDistribution);
                }

                if (b.CollisionInformation.children.Count > 0)
                {
                    float newMassB = (weightB / (weightA + weightB)) * originalMass;
                    Matrix3x3.Multiply(ref distributionInfoB.VolumeDistribution, newMassB * InertiaHelper.InertiaTensorScale, out distributionInfoB.VolumeDistribution);
                    b.Initialize(b.CollisionInformation, newMassB, distributionInfoB.VolumeDistribution);
                }

                SplitReposition(a, b, ref distributionInfoA, ref distributionInfoB, weightA, weightB);

                return(true);
            }
            return(false);
        }
Ejemplo n.º 5
0
        static void SplitReposition(Entity a, Entity b, ref ShapeDistributionInformation distributionInfoA, ref ShapeDistributionInformation distributionInfoB, float weightA, float weightB)
        {
            //The compounds are not aligned with the original's position yet.
            //In order to align them, first look at the centers the split method computed.
            //They are offsets from the center of the original shape in local space.
            //These can be used to reposition the objects in world space.
            System.Numerics.Vector3 weightedA, weightedB;
            Vector3Ex.Multiply(ref distributionInfoA.Center, weightA, out weightedA);
            Vector3Ex.Multiply(ref distributionInfoB.Center, weightB, out weightedB);
            System.Numerics.Vector3 newLocalCenter;
            Vector3Ex.Add(ref weightedA, ref weightedB, out newLocalCenter);
            Vector3Ex.Divide(ref newLocalCenter, weightA + weightB, out newLocalCenter);

            System.Numerics.Vector3 localOffsetA;
            System.Numerics.Vector3 localOffsetB;
            Vector3Ex.Subtract(ref distributionInfoA.Center, ref newLocalCenter, out localOffsetA);
            Vector3Ex.Subtract(ref distributionInfoB.Center, ref newLocalCenter, out localOffsetB);

            System.Numerics.Vector3 originalPosition = a.position;

            b.Orientation = a.Orientation;
            System.Numerics.Vector3 offsetA = QuaternionEx.Transform(localOffsetA, a.Orientation);
            System.Numerics.Vector3 offsetB = QuaternionEx.Transform(localOffsetB, a.Orientation);
            a.Position = originalPosition + offsetA;
            b.Position = originalPosition + offsetB;

            System.Numerics.Vector3 originalLinearVelocity  = a.linearVelocity;
            System.Numerics.Vector3 originalAngularVelocity = a.angularVelocity;
            a.AngularVelocity = originalAngularVelocity;
            b.AngularVelocity = originalAngularVelocity;
            a.LinearVelocity  = originalLinearVelocity + System.Numerics.Vector3.Cross(originalAngularVelocity, offsetA);
            b.LinearVelocity  = originalLinearVelocity + System.Numerics.Vector3.Cross(originalAngularVelocity, offsetB);
        }
Ejemplo n.º 6
0
        static void Reposition(Entity a, Entity b, ref ShapeDistributionInformation distributionInfoA, ref ShapeDistributionInformation distributionInfoB, float weightA, float weightB)
        {
            //The compounds are not aligned with the original's position yet.
            //In order to align them, first look at the centers the split method computed.
            //They are offsets from the center of the original shape in local space.
            //These can be used to reposition the objects in world space.
            Vector3 weightedA, weightedB;

            Vector3.Multiply(ref distributionInfoA.Center, weightA, out weightedA);
            Vector3.Multiply(ref distributionInfoB.Center, weightB, out weightedB);
            Vector3 newLocalCenter;

            Vector3.Add(ref weightedA, ref weightedB, out newLocalCenter);
            Vector3.Divide(ref newLocalCenter, weightA + weightB, out newLocalCenter);

            Vector3 localOffsetA;
            Vector3 localOffsetB;

            Vector3.Subtract(ref distributionInfoA.Center, ref newLocalCenter, out localOffsetA);
            Vector3.Subtract(ref distributionInfoB.Center, ref newLocalCenter, out localOffsetB);

            Vector3 originalPosition = a.position;

            b.Orientation = a.Orientation;
            //Imagine a split that does not occur right down the middle, but along a far side: (oo - (o - o))
            //Both distributions will be positive.  Only the first split works properly because there the position
            //was aligned with the local space origin.
            Vector3 offsetA = Vector3.Transform(localOffsetA, a.Orientation);
            Vector3 offsetB = Vector3.Transform(localOffsetB, a.Orientation);

            a.Position = originalPosition + offsetA;
            b.Position = originalPosition + offsetB;

            Vector3 originalLinearVelocity  = a.linearVelocity;
            Vector3 originalAngularVelocity = a.angularVelocity;

            a.AngularVelocity = originalAngularVelocity;
            b.AngularVelocity = originalAngularVelocity;
            a.LinearVelocity  = originalLinearVelocity + Vector3.Cross(originalAngularVelocity, offsetA);
            b.LinearVelocity  = originalLinearVelocity + Vector3.Cross(originalAngularVelocity, offsetB);
        }
Ejemplo n.º 7
0
 public override void ComputeDistributionInformation(out ShapeDistributionInformation shapeInfo)
 {
     shapeInfo.VolumeDistribution = ComputeVolumeDistribution(out shapeInfo.Volume);
     shapeInfo.Center = ComputeCenter();
 }
Ejemplo n.º 8
0
 public override void ComputeDistributionInformation(out ShapeDistributionInformation shapeInfo)
 {
     shapeInfo.VolumeDistribution = ComputeVolumeDistribution(out shapeInfo.Volume);
     shapeInfo.Center             = ComputeCenter();
 }
Ejemplo n.º 9
0
        /// <summary>
        /// Splits a single compound collidable into two separate compound collidables and computes information needed by the simulation.
        /// </summary>
        /// <param name="childContributions">List of distribution information associated with each child shape of the whole compound shape used by the compound being split.</param>
        /// <param name="splitPredicate">Delegate which determines if a child in the original compound should be moved to the new compound.</param>
        /// <param name="a">Original compound to be split.  Children in this compound will be removed and added to the other compound.</param>
        /// <param name="b">Compound to receive children removed from the original compound.</param>
        /// <param name="distributionInfoA">Volume, volume distribution, and center information about the new form of the original compound collidable.</param>
        /// <param name="distributionInfoB">Volume, volume distribution, and center information about the new compound collidable.</param>
        /// <param name="weightA">Total weight associated with the new form of the original compound collidable.</param>
        /// <param name="weightB">Total weight associated with the new compound collidable.</param>
        /// <returns>Whether or not the predicate returned true for any element in the original compound and split the compound.</returns>
        public static bool SplitCompound(IList <ShapeDistributionInformation> childContributions, Func <CompoundChild, bool> splitPredicate,
                                         CompoundCollidable a, CompoundCollidable b,
                                         out ShapeDistributionInformation distributionInfoA, out ShapeDistributionInformation distributionInfoB,
                                         out float weightA, out float weightB)
        {
            bool splitOccurred = false;

            for (int i = a.children.count - 1; i >= 0; i--)
            {
                //The shape doesn't change during this process.  The entity could, though.
                //All of the other collidable information, like the Tag, CollisionRules, Events, etc. all stay the same.
                var child = a.children.Elements[i];
                if (splitPredicate(child))
                {
                    splitOccurred = true;
                    a.children.FastRemoveAt(i);
                    b.children.Add(child);
                }
            }

            if (!splitOccurred)
            {
                //No split occurred, so we cannot proceed.
                distributionInfoA = new ShapeDistributionInformation();
                distributionInfoB = new ShapeDistributionInformation();
                weightA           = 0;
                weightB           = 0;
                return(false);
            }

            //Compute the contributions from the original shape to the new form of the original collidable.
            distributionInfoA = new ShapeDistributionInformation();
            weightA           = 0;
            distributionInfoB = new ShapeDistributionInformation();
            weightB           = 0;
            for (int i = a.children.count - 1; i >= 0; i--)
            {
                var child        = a.children.Elements[i];
                var entry        = child.Entry;
                var contribution = childContributions[child.shapeIndex];
                Vector3.Add(ref contribution.Center, ref entry.LocalTransform.Position, out contribution.Center);
                Vector3.Multiply(ref contribution.Center, child.Entry.Weight, out contribution.Center);
                Vector3.Add(ref contribution.Center, ref distributionInfoA.Center, out distributionInfoA.Center);
                distributionInfoA.Volume += contribution.Volume;
                weightA += entry.Weight;
            }
            for (int i = b.children.count - 1; i >= 0; i--)
            {
                var child        = b.children.Elements[i];
                var entry        = child.Entry;
                var contribution = childContributions[child.shapeIndex];
                Vector3.Add(ref contribution.Center, ref entry.LocalTransform.Position, out contribution.Center);
                Vector3.Multiply(ref contribution.Center, child.Entry.Weight, out contribution.Center);
                Vector3.Add(ref contribution.Center, ref distributionInfoB.Center, out distributionInfoB.Center);
                distributionInfoB.Volume += contribution.Volume;
                weightB += entry.Weight;
            }

            //Average the center out.
            Vector3.Divide(ref distributionInfoA.Center, weightA, out distributionInfoA.Center);
            Vector3.Divide(ref distributionInfoB.Center, weightB, out distributionInfoB.Center);

            //Note that the 'entry' is from the Shape, and so the translations are local to the shape's center.
            //That is not technically the center of the new collidable- distributionInfoA.Center is.
            //Offset the child collidables by -distributionInfoA.Center using their local offset.
            Vector3 offsetA;

            Vector3.Negate(ref distributionInfoA.Center, out offsetA);
            Vector3 offsetB;

            Vector3.Negate(ref distributionInfoB.Center, out offsetB);

            //Compute the unscaled inertia tensor.
            for (int i = a.children.count - 1; i >= 0; i--)
            {
                var child = a.children.Elements[i];
                child.CollisionInformation.localPosition = offsetA;
                var entry        = child.Entry;
                var contribution = childContributions[child.shapeIndex];
                CompoundShape.TransformContribution(ref entry.LocalTransform, ref distributionInfoA.Center, ref contribution.VolumeDistribution, entry.Weight, out contribution.VolumeDistribution);
                Vector3.Add(ref entry.LocalTransform.Position, ref offsetA, out entry.LocalTransform.Position);
                Matrix3X3.Add(ref contribution.VolumeDistribution, ref distributionInfoA.VolumeDistribution, out distributionInfoA.VolumeDistribution);
            }
            for (int i = b.children.count - 1; i >= 0; i--)
            {
                var child = b.children.Elements[i];
                child.CollisionInformation.localPosition = offsetB;
                var entry        = child.Entry;
                var contribution = childContributions[child.shapeIndex];
                CompoundShape.TransformContribution(ref entry.LocalTransform, ref distributionInfoB.Center, ref contribution.VolumeDistribution, entry.Weight, out contribution.VolumeDistribution);
                Vector3.Add(ref entry.LocalTransform.Position, ref offsetB, out entry.LocalTransform.Position);
                Matrix3X3.Add(ref contribution.VolumeDistribution, ref distributionInfoB.VolumeDistribution, out distributionInfoB.VolumeDistribution);
            }

            //Normalize the volume distribution.
            Matrix3X3.Multiply(ref distributionInfoA.VolumeDistribution, 1 / weightA, out distributionInfoA.VolumeDistribution);
            Matrix3X3.Multiply(ref distributionInfoB.VolumeDistribution, 1 / weightB, out distributionInfoB.VolumeDistribution);

            //Update the hierarchies of the compounds.
            //TODO: Create a new method that does this quickly without garbage.  Requires a new Reconstruct method which takes a pool which stores the appropriate node types.
            a.hierarchy.Tree.Reconstruct(a.children);
            b.hierarchy.Tree.Reconstruct(b.children);

            return(true);
        }
Ejemplo n.º 10
0
        /// <summary>
        /// Removes a child from a compound collidable.
        /// </summary>
        /// <param name="compound">Compound collidable to remove a child from.</param>
        /// <param name="removalPredicate">Callback which analyzes a child and determines if it should be removed from the compound.</param>
        /// <param name="childContributions">Distribution contributions from all shapes in the compound shape.  This can include shapes which are not represented in the compound.</param>
        /// <param name="distributionInfo">Distribution information of the new compound.</param>
        /// <param name="weight">Total weight of the new compound.</param>
        /// <param name="removedWeight">Weight removed from the compound.</param>
        /// <param name="removedCenter">Center of the chunk removed from the compound.</param>
        /// <returns>Whether or not any removal took place.</returns>
        public static bool RemoveChildFromCompound(CompoundCollidable compound, Func <CompoundChild, bool> removalPredicate, IList <ShapeDistributionInformation> childContributions,
                                                   out ShapeDistributionInformation distributionInfo, out float weight, out float removedWeight, out Vector3 removedCenter)
        {
            bool removalOccurred = false;

            removedWeight = 0;
            removedCenter = new Vector3();
            for (int i = compound.children.count - 1; i >= 0; i--)
            {
                //The shape doesn't change during this process.  The entity could, though.
                //All of the other collidable information, like the Tag, CollisionRules, Events, etc. all stay the same.
                var child = compound.children.Elements[i];
                if (removalPredicate(child))
                {
                    removalOccurred = true;
                    var entry = child.Entry;
                    removedWeight += entry.Weight;
                    Vector3 toAdd;
                    Vector3.Multiply(ref entry.LocalTransform.Position, entry.Weight, out toAdd);
                    Vector3.Add(ref removedCenter, ref toAdd, out removedCenter);
                    //The child event handler must be unhooked from the compound.
                    child.CollisionInformation.events.Parent = null;
                    compound.children.FastRemoveAt(i);
                }
            }

            if (!removalOccurred)
            {
                //No removal occurred, so we cannot proceed.
                distributionInfo = new ShapeDistributionInformation();
                weight           = 0;
                return(false);
            }
            if (removedWeight > 0)
            {
                Vector3.Divide(ref removedCenter, removedWeight, out removedCenter);
            }

            //Compute the contributions from the original shape to the new form of the original collidable.
            distributionInfo = new ShapeDistributionInformation();
            weight           = 0;
            for (int i = compound.children.count - 1; i >= 0; i--)
            {
                var child        = compound.children.Elements[i];
                var entry        = child.Entry;
                var contribution = childContributions[child.shapeIndex];
                Vector3.Add(ref contribution.Center, ref entry.LocalTransform.Position, out contribution.Center);
                Vector3.Multiply(ref contribution.Center, child.Entry.Weight, out contribution.Center);
                Vector3.Add(ref contribution.Center, ref distributionInfo.Center, out distributionInfo.Center);
                distributionInfo.Volume += contribution.Volume;
                weight += entry.Weight;
            }
            //Average the center out.
            Vector3.Divide(ref distributionInfo.Center, weight, out distributionInfo.Center);

            //Note that the 'entry' is from the Shape, and so the translations are local to the shape's center.
            //That is not technically the center of the new collidable- distributionInfo.Center is.
            //Offset the child collidables by -distributionInfo.Center using their local offset.
            Vector3 offset;

            Vector3.Negate(ref distributionInfo.Center, out offset);

            //Compute the unscaled inertia tensor.
            for (int i = compound.children.count - 1; i >= 0; i--)
            {
                var        child = compound.children.Elements[i];
                var        entry = child.Entry;
                Vector3    transformedOffset;
                Quaternion conjugate;
                Quaternion.Conjugate(ref entry.LocalTransform.Orientation, out conjugate);
                Vector3.Transform(ref offset, ref conjugate, out transformedOffset);
                child.CollisionInformation.localPosition = transformedOffset;
                var contribution = childContributions[child.shapeIndex];
                CompoundShape.TransformContribution(ref entry.LocalTransform, ref distributionInfo.Center, ref contribution.VolumeDistribution, entry.Weight, out contribution.VolumeDistribution);
                //Vector3.Add(ref entry.LocalTransform.Position, ref offsetA, out entry.LocalTransform.Position);
                Matrix3X3.Add(ref contribution.VolumeDistribution, ref distributionInfo.VolumeDistribution, out distributionInfo.VolumeDistribution);
            }

            //Normalize the volume distribution.
            Matrix3X3.Multiply(ref distributionInfo.VolumeDistribution, 1 / weight, out distributionInfo.VolumeDistribution);

            //Update the hierarchies of the compounds.
            //TODO: Create a new method that does this quickly without garbage.  Requires a new Reconstruct method which takes a pool which stores the appropriate node types.
            compound.hierarchy.Tree.Reconstruct(compound.children);

            return(true);
        }