Ejemplo n.º 1
0
        private void DetectSoftSoft(SoftBody body1, SoftBody body2)
        {
            List <int> my    = potentialTriangleLists.GetNew();
            List <int> other = potentialTriangleLists.GetNew();

            body1.dynamicTree.Query(other, my, body2.dynamicTree);

            for (int i = 0; i < other.Count; i++)
            {
                SoftBody.Triangle myTriangle    = body1.dynamicTree.GetUserData(my[i]);
                SoftBody.Triangle otherTriangle = body2.dynamicTree.GetUserData(other[i]);

                JVector point, normal;
                float   penetration;
                bool    result;

                result = XenoCollide.Detect(myTriangle, otherTriangle, ref JMatrix.InternalIdentity, ref JMatrix.InternalIdentity,
                                            ref JVector.InternalZero, ref JVector.InternalZero, out point, out normal, out penetration);

                if (result)
                {
                    int minIndexMy    = FindNearestTrianglePoint(body1, my[i], ref point);
                    int minIndexOther = FindNearestTrianglePoint(body2, other[i], ref point);


                    RaiseCollisionDetected(body1.VertexBodies[minIndexMy],
                                           body2.VertexBodies[minIndexOther], ref point, ref point, ref normal, penetration);
                }
            }

            my.Clear(); other.Clear();
            potentialTriangleLists.GiveBack(my);
            potentialTriangleLists.GiveBack(other);
        }
Ejemplo n.º 2
0
        private void BuildVertices()
        {
            //Console.WriteLine("clothBuilt");
            vertices = new VertexPositionNormalTexture[cloth.VertexBodies.Count];
            indices  = new int[cloth.Triangles.Count * 3];

            for (int i = 0; i < cloth.Triangles.Count; i++)
            {
                SoftBody.Triangle t = cloth.Triangles[i];
                indices[3 * i + 0] = t.Indices.I0;
                indices[3 * i + 1] = t.Indices.I1;
                indices[3 * i + 2] = t.Indices.I2;

                /*t.Indices.I0 = indices[3 * i + 2];
                *  t.Indices.I1 = indices[3 * i + 0];
                *  t.Indices.I2 = indices[3 * i + 1];*/
            }

            UpdatePositionAndNormal();

            int sqrt = (int)Math.Sqrt(vertices.Length);

            for (int i = 0; i < sqrt; i++)
            {
                for (int e = 0; e < sqrt; e++)
                {
                    vertices[i * sqrt + e].TextureCoordinate = new Vector2(1.0f / (float)(sqrt - 1) * (float)i, 1.0f / (float)(sqrt - 1) * (float)e);
                }
            }

            //vertices[0].Position = Vector3.Forward + Vector3.Left;
            //vertices[0].TextureCoordinate = new Vector2(0.0f, 1.0f);
            //vertices[1].Position = Vector3.Backward + Vector3.Left;
            //vertices[1].TextureCoordinate = new Vector2(0.0f, 0.0f);
            //vertices[2].Position = Vector3.Forward + Vector3.Right;
            //vertices[2].TextureCoordinate = new Vector2(1.0f, 1.0f);
            //vertices[3].Position = Vector3.Backward + Vector3.Right;
            //vertices[3].TextureCoordinate = new Vector2(1.0f, 0.0f);

            //for (int i = 0; i < vertices.Length; i++)
            //{
            //    vertices[i].Normal = Vector3.Up;
            //    vertices[i].Position *= size;
            //    vertices[i].TextureCoordinate *= size;
            //}

            //indices[5] = 0; indices[4] = 1; indices[3] = 2;
            //indices[2] = 2; indices[1] = 1; indices[0] = 3;
        }
Ejemplo n.º 3
0
        public static int FindNearestTrianglePoint(SoftBody sb, int id, ref JVector point)
        {
            SoftBody.Triangle triangle = sb.dynamicTree.GetUserData(id);
            JVector           p;

            p = sb.points[triangle.indices.I0].position;
            JVector.Subtract(ref p, ref point, out p);

            float length0 = p.LengthSquared();

            p = sb.points[triangle.indices.I1].position;
            JVector.Subtract(ref p, ref point, out p);

            float length1 = p.LengthSquared();

            p = sb.points[triangle.indices.I2].position;
            JVector.Subtract(ref p, ref point, out p);

            float length2 = p.LengthSquared();

            if (length0 < length1)
            {
                if (length0 < length2)
                {
                    return(triangle.indices.I0);
                }
                else
                {
                    return(triangle.indices.I2);
                }
            }
            else
            {
                if (length1 < length2)
                {
                    return(triangle.indices.I1);
                }
                else
                {
                    return(triangle.indices.I2);
                }
            }
        }
Ejemplo n.º 4
0
        private void DetectSoftRigid(RigidBody rigidBody, SoftBody softBody)
        {
            if (rigidBody.Shape is Multishape)
            {
                Multishape ms = (rigidBody.Shape as Multishape);
                ms = ms.RequestWorkingClone();

                JBBox transformedBoundingBox = softBody.BoundingBox;
                transformedBoundingBox.InverseTransform(ref rigidBody.position, ref rigidBody.orientation);

                int msLength = ms.Prepare(ref transformedBoundingBox);

                List <int> detected = potentialTriangleLists.GetNew();
                softBody.dynamicTree.Query(detected, ref rigidBody.boundingBox);

                foreach (int i in detected)
                {
                    SoftBody.Triangle t = softBody.dynamicTree.GetUserData(i);

                    JVector point, normal;
                    float   penetration;
                    bool    result;

                    for (int e = 0; e < msLength; e++)
                    {
                        ms.SetCurrentShape(e);

                        result = XenoCollide.Detect(ms, t, ref rigidBody.orientation, ref JMatrix.InternalIdentity,
                                                    ref rigidBody.position, ref JVector.InternalZero, out point, out normal, out penetration);

                        if (result)
                        {
                            int minIndex = FindNearestTrianglePoint(softBody, i, ref point);

                            if (this.RaisePassedNarrowphase(rigidBody, softBody.points[minIndex],
                                                            ref point, ref normal, penetration))
                            {
                                RaiseCollisionDetected(rigidBody,
                                                       softBody.points[minIndex], ref point, ref point, ref normal, penetration);
                            }
                        }
                    }
                }

                detected.Clear(); potentialTriangleLists.GiveBack(detected);
                ms.ReturnWorkingClone();
            }
            else
            {
                List <int> detected = potentialTriangleLists.GetNew();
                softBody.dynamicTree.Query(detected, ref rigidBody.boundingBox);

                foreach (int i in detected)
                {
                    SoftBody.Triangle t = softBody.dynamicTree.GetUserData(i);

                    JVector point, normal;
                    float   penetration;
                    bool    result;

                    result = XenoCollide.Detect(rigidBody.Shape, t, ref rigidBody.orientation, ref JMatrix.InternalIdentity,
                                                ref rigidBody.position, ref JVector.InternalZero, out point, out normal, out penetration);

                    if (result)
                    {
                        int minIndex = FindNearestTrianglePoint(softBody, i, ref point);

                        if (this.RaisePassedNarrowphase(rigidBody, softBody.points[minIndex],
                                                        ref point, ref normal, penetration))
                        {
                            RaiseCollisionDetected(rigidBody,
                                                   softBody.points[minIndex], ref point, ref point, ref normal, penetration);
                        }
                    }
                }

                detected.Clear();
                potentialTriangleLists.GiveBack(detected);
            }
        }