//Relies on the triangle being located in the local space of the convex object. The convex transform is used to transform the //contact points back from the convex's local space into world space. ///<summary> /// Generates a contact between the triangle and convex. ///</summary> ///<param name="contactList">Contact between the shapes, if any.</param> ///<returns>Whether or not the shapes are colliding.</returns> public override bool GenerateContactCandidates(TriangleShape triangle, out TinyStructList <ContactData> contactList) { contactList = new TinyStructList <ContactData>(); Vector3 ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3 triangleNormal; Vector3.Cross(ref ab, ref ac, out triangleNormal); if (triangleNormal.LengthSquared() < Toolbox.Epsilon * .01f) { //If the triangle is degenerate, use the offset between its center and the sphere. Vector3.Add(ref triangle.vA, ref triangle.vB, out triangleNormal); Vector3.Add(ref triangleNormal, ref triangle.vC, out triangleNormal); Vector3.Multiply(ref triangleNormal, 1 / 3f, out triangleNormal); if (triangleNormal.LengthSquared() < Toolbox.Epsilon * .01f) { triangleNormal = Toolbox.UpVector; //Alrighty then! Pick a random direction. } } float dot; Vector3.Dot(ref triangleNormal, ref triangle.vA, out dot); switch (triangle.sidedness) { case TriangleSidedness.DoubleSided: if (dot < 0) { Vector3.Negate(ref triangleNormal, out triangleNormal); //Normal must face outward. } break; case TriangleSidedness.Clockwise: if (dot > 0) { return(false); //Wrong side, can't have a contact pointing in a reasonable direction. } break; case TriangleSidedness.Counterclockwise: if (dot < 0) { return(false); //Wrong side, can't have a contact pointing in a reasonable direction. } break; } Vector3 closestPoint; //Could optimize this process a bit. The 'point' being compared is always zero. Additionally, since the triangle normal is available, //there is a little extra possible optimization. lastRegion = Toolbox.GetClosestPointOnTriangleToPoint(ref triangle.vA, ref triangle.vB, ref triangle.vC, ref Toolbox.ZeroVector, out closestPoint); float lengthSquared = closestPoint.LengthSquared(); float marginSum = triangle.collisionMargin + sphere.collisionMargin; if (lengthSquared <= marginSum * marginSum) { var contact = new ContactData(); if (lengthSquared < Toolbox.Epsilon) { //Super close to the triangle. Normalizing would be dangerous. Vector3.Negate(ref triangleNormal, out contact.Normal); contact.Normal.Normalize(); contact.PenetrationDepth = marginSum; contactList.Add(ref contact); return(true); } lengthSquared = (float)Math.Sqrt(lengthSquared); Vector3.Divide(ref closestPoint, lengthSquared, out contact.Normal); contact.PenetrationDepth = marginSum - lengthSquared; contact.Position = closestPoint; contactList.Add(ref contact); return(true); } return(false); }
private bool DoDeepContact(out TinyStructList<ContactData> contactList) { //Find the origin to triangle center offset. Vector3 center; Vector3.Add(ref triangle.vA, ref triangle.vB, out center); Vector3.Add(ref center, ref triangle.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList<ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); ////The first direction to check is one of the triangle's edge normals. Choose the one that is most aligned with the offset from A to B. ////Project the direction onto the triangle plane. //Vector3.Dot(ref triangleNormal, ref center, out dot); //Vector3 trianglePlaneDirection; //Vector3.Multiply(ref triangleNormal, dot, out trianglePlaneDirection); //Vector3.Subtract(ref trianglePlaneDirection, ref center, out trianglePlaneDirection); ////To find out which edge to use, compute which region the direction is in. ////This is done by constructing three planes which segment the triangle into three sub-triangles. ////These planes are defined by A, origin, center; B, origin, center; C, origin, center. ////The plane tests against the direction can be reordered to: ////(center x direction) * A ////(center x direction) * B ////(center x direction) * C //Vector3 OxD; //Vector3.Cross(ref trianglePlaneDirection, ref center, out OxD); //Vector3 p; //float dotA, dotB, dotC; //Vector3.Dot(ref triangle.vA, ref OxD, out dotA); //Vector3.Dot(ref triangle.vB, ref OxD, out dotB); //Vector3.Dot(ref triangle.vC, ref OxD, out dotC); //if (dotA >= 0 && dotB <= 0) //{ // //Direction is in the AB edge zone. // //Compute the edge normal using AB x (AO x AB). // Vector3 AB, AO; // Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); // Vector3.Subtract(ref center, ref triangle.vA, out AO); // Vector3.Cross(ref AO, ref AB, out p); // Vector3.Cross(ref AB, ref p, out trianglePlaneDirection); //} //else if (dotB >= 0 && dotC <= 0) //{ // //Direction is in the BC edge zone. // //Compute the edge normal using BC x (BO x BC). // Vector3 BC, BO; // Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); // Vector3.Subtract(ref center, ref triangle.vB, out BO); // Vector3.Cross(ref BO, ref BC, out p); // Vector3.Cross(ref BC, ref p, out trianglePlaneDirection); //} //else // dotC > 0 && dotA < 0 //{ // //Direction is in the CA edge zone. // //Compute the edge normal using CA x (CO x CA). // Vector3 CA, CO; // Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); // Vector3.Subtract(ref center, ref triangle.vC, out CO); // Vector3.Cross(ref CO, ref CA, out p); // Vector3.Cross(ref CA, ref p, out trianglePlaneDirection); //} //dot = trianglePlaneDirection.LengthSquared(); //if (dot > Toolbox.Epsilon) //{ // Vector3.Divide(ref trianglePlaneDirection, (float)Math.Sqrt(dot), out trianglePlaneDirection); // MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref trianglePlaneDirection, out contact.PenetrationDepth, out contact.Normal); // //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. // Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); // if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) // { // //Normal was facing the wrong way. // //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. // Vector3 previousNormal = contact.Normal; // Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); // Vector3.Multiply(ref contact.Normal, dot, out p); // Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); // float length = contact.Normal.LengthSquared(); // if (length > Toolbox.Epsilon) // { // //Renormalize the corrected normal. // Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); // Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); // contact.PenetrationDepth *= dot; // } // else // { // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); // } // } //} //else //{ // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); //} //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. Vector3 AO, BO, CO; Vector3 AB, BC, CA; Vector3.Subtract(ref center, ref triangle.vA, out AO); Vector3.Subtract(ref center, ref triangle.vB, out BO); Vector3.Subtract(ref center, ref triangle.vC, out CO); Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3.Dot(ref AO, ref AB, out dot); Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref BO, ref BC, out dot); Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref CO, ref CA, out dot); Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = contact.Normal; Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref contact.Normal, dot, out p); Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) { //Skip the add process. goto InnerSphere; } } contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState.ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } InnerSphere: if (TryInnerSphereContact(out contact)) { contactList.Add(ref contact); } if (contactList.Count > 0) return true; state = CollisionState.ExternalSeparated; return false; }
private bool DoPlaneTest(out TinyStructList<ContactData> contactList) { //Find closest point between object and plane. Vector3 reverseNormal; Vector3 ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ac, ref ab, out reverseNormal); //Convex position dot normal is ALWAYS zero. The thing to look at is the plane's 'd'. //If the distance along the normal is positive, then the convex is 'behind' that normal. float dotA; Vector3.Dot(ref triangle.vA, ref reverseNormal, out dotA); contactList = new TinyStructList<ContactData>(); switch (triangle.sidedness) { case TriangleSidedness.DoubleSided: if (dotA < 0) { //The reverse normal is pointing towards the convex. //It needs to point away from the convex so that the direction //will get the proper extreme point. Vector3.Negate(ref reverseNormal, out reverseNormal); dotA = -dotA; } break; case TriangleSidedness.Clockwise: //if (dotA < 0) //{ // //The reverse normal is pointing towards the convex. // return false; //} break; case TriangleSidedness.Counterclockwise: //if (dotA > 0) //{ // //The reverse normal is pointing away from the convex. // return false; //} //The reverse normal is pointing towards the convex. //It needs to point away from the convex so that the direction //will get the proper extreme point. Vector3.Negate(ref reverseNormal, out reverseNormal); dotA = -dotA; break; } Vector3 extremePoint; convex.GetLocalExtremePointWithoutMargin(ref reverseNormal, out extremePoint); //See if the extreme point is within the face or not. //It might seem like the easy "depth" test should come first, since a barycentric //calculation takes a bit more time. However, transferring from plane to depth is 'rare' //(like all transitions), and putting this test here is logically closer to its requirements' //computation. if (GetVoronoiRegion(ref extremePoint) != VoronoiRegion.ABC) { state = CollisionState.ExternalSeparated; return DoExternalSeparated(out contactList); } float dotE; Vector3.Dot(ref extremePoint, ref reverseNormal, out dotE); float t = (dotA - dotE) / reverseNormal.LengthSquared(); Vector3 offset; Vector3.Multiply(ref reverseNormal, t, out offset); //Compare the distance from the plane to the convex object. float distanceSquared = offset.LengthSquared(); float marginSum = triangle.collisionMargin + convex.collisionMargin; //TODO: Could just normalize early and avoid computing point plane before it's necessary. //Exposes a sqrt but... if (t <= 0 || distanceSquared < marginSum * marginSum) { //The convex object is in the margin of the plane. //All that's left is to create the contact. var contact = new ContactData(); //Displacement is from A to B. point = A + t * AB, where t = marginA / margin. if (marginSum > Toolbox.Epsilon) //This can be zero! It would cause a NaN is unprotected. Vector3.Multiply(ref offset, convex.collisionMargin / marginSum, out contact.Position); //t * AB else contact.Position = new Vector3(); Vector3.Add(ref extremePoint, ref contact.Position, out contact.Position); //A + t * AB. float normalLength = reverseNormal.Length(); Vector3.Divide(ref reverseNormal, normalLength, out contact.Normal); float distance = normalLength * t; contact.PenetrationDepth = marginSum - distance; if (contact.PenetrationDepth > marginSum) { //Check to see if the inner sphere is touching the plane. //This does not override other tests; there can be more than one contact from a single triangle. ContactData alternateContact; if (TryInnerSphereContact(out alternateContact))// && alternateContact.PenetrationDepth > contact.PenetrationDepth) { contactList.Add(ref alternateContact); } //The convex object is stuck deep in the plane! //The most problematic case for this is when //an object is right on top of a cliff. //The lower, vertical triangle may occasionally detect //a contact with the object, but would compute an extremely //deep depth if the normal plane test was used. //Verify that the depth is correct by trying another approach. CollisionState previousState = state; state = CollisionState.ExternalNear; TinyStructList<ContactData> alternateContacts; if (DoExternalNear(out alternateContacts)) { alternateContacts.Get(0, out alternateContact); if (alternateContact.PenetrationDepth + .01f < contact.PenetrationDepth) //Bias against the subtest's result, since the plane version will probably have a better position. { //It WAS a bad contact. contactList.Add(ref alternateContact); //DoDeepContact (which can be called from within DoExternalNear) can generate two contacts, but the second contact would just be an inner sphere (which we already generated). //DoExternalNear can only generate one contact. So we only need the first contact! //TODO: This is a fairly fragile connection between the two stages. Consider robustifying. (Also, the TryInnerSphereContact is done twice! This process is very rare for marginful pairs, though) } else { //Well, it really is just that deep. contactList.Add(ref contact); state = previousState; } } else { //If the external near test finds that there was no collision at all, //just return to plane testing. If the point turns up outside the face region //next time, the system will adapt. state = previousState; return false; } } else { contactList.Add(ref contact); } return true; } return false; }
private bool DoPlaneTest(TriangleShape triangle, out TinyStructList <ContactData> contactList) { //Find closest point between object and plane. Vector3 reverseNormal; Vector3 ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ac, ref ab, out reverseNormal); //Convex position dot normal is ALWAYS zero. The thing to look at is the plane's 'd'. //If the distance along the normal is positive, then the convex is 'behind' that normal. float dotA; Vector3.Dot(ref triangle.vA, ref reverseNormal, out dotA); contactList = new TinyStructList <ContactData>(); switch (triangle.sidedness) { case TriangleSidedness.DoubleSided: if (dotA < 0) { //The reverse normal is pointing towards the convex. //It needs to point away from the convex so that the direction //will get the proper extreme point. Vector3.Negate(ref reverseNormal, out reverseNormal); dotA = -dotA; } break; case TriangleSidedness.Clockwise: break; case TriangleSidedness.Counterclockwise: //The reverse normal is pointing towards the convex. //It needs to point away from the convex so that the direction //will get the proper extreme point. Vector3.Negate(ref reverseNormal, out reverseNormal); dotA = -dotA; break; } Vector3 extremePoint; convex.GetLocalExtremePointWithoutMargin(ref reverseNormal, out extremePoint); //See if the extreme point is within the face or not. //It might seem like the easy "depth" test should come first, since a barycentric //calculation takes a bit more time. However, transferring from plane to depth is 'rare' //(like all transitions), and putting this test here is logically closer to its requirements' //computation. if (GetVoronoiRegion(triangle, ref extremePoint) != VoronoiRegion.ABC) { state = CollisionState.ExternalSeparated; return(DoExternalSeparated(triangle, out contactList)); } float dotE; Vector3.Dot(ref extremePoint, ref reverseNormal, out dotE); float t = (dotA - dotE) / reverseNormal.LengthSquared(); Vector3 offset; Vector3.Multiply(ref reverseNormal, t, out offset); //Compare the distance from the plane to the convex object. float distanceSquared = offset.LengthSquared(); float marginSum = triangle.collisionMargin + convex.collisionMargin; //TODO: Could just normalize early and avoid computing point plane before it's necessary. //Exposes a sqrt but... if (t <= 0 || distanceSquared < marginSum * marginSum) { //The convex object is in the margin of the plane. //All that's left is to create the contact. ContactData contact = new ContactData(); //Displacement is from A to B. point = A + t * AB, where t = marginA / margin. if (marginSum > Toolbox.Epsilon) //This can be zero! It would cause a NaN is unprotected. { Vector3.Multiply(ref offset, convex.collisionMargin / marginSum, out contact.Position); //t * AB } else { contact.Position = new Vector3(); } Vector3.Add(ref extremePoint, ref contact.Position, out contact.Position); //A + t * AB. float normalLength = reverseNormal.Length(); Vector3.Divide(ref reverseNormal, normalLength, out contact.Normal); float distance = normalLength * t; contact.PenetrationDepth = marginSum - distance; if (contact.PenetrationDepth > marginSum) { //Check to see if the inner sphere is touching the plane. //This does not override other tests; there can be more than one contact from a single triangle. ContactData alternateContact; if (TryInnerSphereContact(triangle, out alternateContact) ) // && alternateContact.PenetrationDepth > contact.PenetrationDepth) { contactList.Add(ref alternateContact); } //The convex object is stuck deep in the plane! //The most problematic case for this is when //an object is right on top of a cliff. //The lower, vertical triangle may occasionally detect //a contact with the object, but would compute an extremely //deep depth if the normal plane test was used. //Verify that the depth is correct by trying another approach. CollisionState previousState = state; state = CollisionState.ExternalNear; TinyStructList <ContactData> alternateContacts; if (DoExternalNear(triangle, out alternateContacts)) { alternateContacts.Get(0, out alternateContact); if (alternateContact.PenetrationDepth + .01f < contact.PenetrationDepth ) //Bias against the subtest's result, since the plane version will probably have a better position. { //It WAS a bad contact. contactList.Add(ref alternateContact); //DoDeepContact (which can be called from within DoExternalNear) can generate two contacts, but the second contact would just be an inner sphere (which we already generated). //DoExternalNear can only generate one contact. So we only need the first contact! //TODO: This is a fairly fragile connection between the two stages. Consider robustifying. (Also, the TryInnerSphereContact is done twice! This process is very rare for marginful pairs, though) } else { //Well, it really is just that deep. contactList.Add(ref contact); state = previousState; } } else { //If the external near test finds that there was no collision at all, //just return to plane testing. If the point turns up outside the face region //next time, the system will adapt. state = previousState; return(false); } } else { contactList.Add(ref contact); } return(true); } return(false); }
private bool DoExternalNear(out TinyStructList<ContactData> contactList) { Vector3 closestA, closestB; //Don't bother trying to do any clever caching. The continually transforming simplex makes it very rarely useful. //TODO: Initialize the simplex of the GJK method using the 'true' center of the triangle. //If left unmodified, the simplex that is used in GJK will just be a point at 0,0,0, which of course is at the origin. //This causes an instant-out, always. Not good! //By giving the contributing simplex the average centroid, it has a better guess. Vector3 triangleCentroid; Vector3.Add(ref triangle.vA, ref triangle.vB, out triangleCentroid); Vector3.Add(ref triangleCentroid, ref triangle.vC, out triangleCentroid); Vector3.Multiply(ref triangleCentroid, .33333333f, out triangleCentroid); var initialSimplex = new CachedSimplex { State = SimplexState.Point, LocalSimplexB = { A = triangleCentroid } }; if (GJKToolbox.GetClosestPoints(convex, triangle, ref Toolbox.RigidIdentity, ref Toolbox.RigidIdentity, ref initialSimplex, out closestA, out closestB)) { state = CollisionState.Deep; return DoDeepContact(out contactList); } Vector3 displacement; Vector3.Subtract(ref closestB, ref closestA, out displacement); float distanceSquared = displacement.LengthSquared(); float margin = convex.collisionMargin + triangle.collisionMargin; contactList = new TinyStructList<ContactData>(); if (distanceSquared < margin * margin) { //Try to generate a contact. var contact = new ContactData(); //Determine if the normal points in the appropriate direction given the sidedness of the triangle. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float dot; Vector3.Dot(ref triangleNormal, ref displacement, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) return false; if (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) return false; } //Displacement is from A to B. point = A + t * AB, where t = marginA / margin. if (margin > Toolbox.Epsilon) //This can be zero! It would cause a NaN if unprotected. Vector3.Multiply(ref displacement, convex.collisionMargin / margin, out contact.Position); //t * AB else contact.Position = new Vector3(); Vector3.Add(ref closestA, ref contact.Position, out contact.Position); //A + t * AB. contact.Normal = displacement; float distance = (float)Math.Sqrt(distanceSquared); Vector3.Divide(ref contact.Normal, distance, out contact.Normal); contact.PenetrationDepth = margin - distance; contactList.Add(ref contact); TryToEscape(ref contact.Position); return true; } //Too far to make a contact- move back to separation. state = CollisionState.ExternalSeparated; return false; }
private bool DoDeepContact(TriangleShape triangle, out TinyStructList <ContactData> contactList) { //Find the origin to triangle center offset. Vector3 center; Vector3.Add(ref triangle.vA, ref triangle.vB, out center); Vector3.Add(ref center, ref triangle.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList <ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. Vector3 AO, BO, CO; Vector3 AB, BC, CA; Vector3.Subtract(ref center, ref triangle.vA, out AO); Vector3.Subtract(ref center, ref triangle.vB, out BO); Vector3.Subtract(ref center, ref triangle.vC, out CO); Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3.Dot(ref AO, ref AB, out dot); Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref BO, ref BC, out dot); Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref CO, ref CA, out dot); Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = contact.Normal; Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref contact.Normal, dot, out p); Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) //Skip the add process. { goto InnerSphere; } } contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState .ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } InnerSphere: if (TryInnerSphereContact(triangle, out contact)) { contactList.Add(ref contact); } if (contactList.Count > 0) { return(true); } state = CollisionState.ExternalSeparated; return(false); }
private bool DoExternalNear(TriangleShape triangle, out TinyStructList <ContactData> contactList) { Vector3 closestA, closestB; //Don't bother trying to do any clever caching. The continually transforming simplex makes it very rarely useful. //TODO: Initialize the simplex of the GJK method using the 'true' center of the triangle. //If left unmodified, the simplex that is used in GJK will just be a point at 0,0,0, which of course is at the origin. //This causes an instant-out, always. Not good! //By giving the contributing simplex the average centroid, it has a better guess. Vector3 triangleCentroid; Vector3.Add(ref triangle.vA, ref triangle.vB, out triangleCentroid); Vector3.Add(ref triangleCentroid, ref triangle.vC, out triangleCentroid); Vector3.Multiply(ref triangleCentroid, .33333333f, out triangleCentroid); CachedSimplex initialSimplex = new CachedSimplex { State = SimplexState.Point, LocalSimplexB = { A = triangleCentroid } }; if (GJKToolbox.GetClosestPoints(convex, triangle, ref Toolbox.RigidIdentity, ref Toolbox.RigidIdentity, ref initialSimplex, out closestA, out closestB)) { state = CollisionState.Deep; return(DoDeepContact(triangle, out contactList)); } Vector3 displacement; Vector3.Subtract(ref closestB, ref closestA, out displacement); float distanceSquared = displacement.LengthSquared(); float margin = convex.collisionMargin + triangle.collisionMargin; contactList = new TinyStructList <ContactData>(); if (distanceSquared < margin * margin) { //Try to generate a contact. ContactData contact = new ContactData(); //Determine if the normal points in the appropriate direction given the sidedness of the triangle. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float dot; Vector3.Dot(ref triangleNormal, ref displacement, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) { return(false); } if (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { return(false); } } //Displacement is from A to B. point = A + t * AB, where t = marginA / margin. if (margin > Toolbox.Epsilon) //This can be zero! It would cause a NaN if unprotected. { Vector3.Multiply(ref displacement, convex.collisionMargin / margin, out contact.Position); //t * AB } else { contact.Position = new Vector3(); } Vector3.Add(ref closestA, ref contact.Position, out contact.Position); //A + t * AB. contact.Normal = displacement; float distance = (float)Math.Sqrt(distanceSquared); Vector3.Divide(ref contact.Normal, distance, out contact.Normal); contact.PenetrationDepth = margin - distance; contactList.Add(ref contact); TryToEscape(triangle, ref contact.Position); return(true); } //Too far to make a contact- move back to separation. state = CollisionState.ExternalSeparated; return(false); }
private bool DoDeepContact(out TinyStructList <ContactData> contactList) { //Find the origin to triangle center offset. Vector3 center; Vector3.Add(ref triangle.vA, ref triangle.vB, out center); Vector3.Add(ref center, ref triangle.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList <ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); ////The first direction to check is one of the triangle's edge normals. Choose the one that is most aligned with the offset from A to B. ////Project the direction onto the triangle plane. //Vector3.Dot(ref triangleNormal, ref center, out dot); //Vector3 trianglePlaneDirection; //Vector3.Multiply(ref triangleNormal, dot, out trianglePlaneDirection); //Vector3.Subtract(ref trianglePlaneDirection, ref center, out trianglePlaneDirection); ////To find out which edge to use, compute which region the direction is in. ////This is done by constructing three planes which segment the triangle into three sub-triangles. ////These planes are defined by A, origin, center; B, origin, center; C, origin, center. ////The plane tests against the direction can be reordered to: ////(center x direction) * A ////(center x direction) * B ////(center x direction) * C //Vector3 OxD; //Vector3.Cross(ref trianglePlaneDirection, ref center, out OxD); //Vector3 p; //float dotA, dotB, dotC; //Vector3.Dot(ref triangle.vA, ref OxD, out dotA); //Vector3.Dot(ref triangle.vB, ref OxD, out dotB); //Vector3.Dot(ref triangle.vC, ref OxD, out dotC); //if (dotA >= 0 && dotB <= 0) //{ // //Direction is in the AB edge zone. // //Compute the edge normal using AB x (AO x AB). // Vector3 AB, AO; // Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); // Vector3.Subtract(ref center, ref triangle.vA, out AO); // Vector3.Cross(ref AO, ref AB, out p); // Vector3.Cross(ref AB, ref p, out trianglePlaneDirection); //} //else if (dotB >= 0 && dotC <= 0) //{ // //Direction is in the BC edge zone. // //Compute the edge normal using BC x (BO x BC). // Vector3 BC, BO; // Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); // Vector3.Subtract(ref center, ref triangle.vB, out BO); // Vector3.Cross(ref BO, ref BC, out p); // Vector3.Cross(ref BC, ref p, out trianglePlaneDirection); //} //else // dotC > 0 && dotA < 0 //{ // //Direction is in the CA edge zone. // //Compute the edge normal using CA x (CO x CA). // Vector3 CA, CO; // Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); // Vector3.Subtract(ref center, ref triangle.vC, out CO); // Vector3.Cross(ref CO, ref CA, out p); // Vector3.Cross(ref CA, ref p, out trianglePlaneDirection); //} //dot = trianglePlaneDirection.LengthSquared(); //if (dot > Toolbox.Epsilon) //{ // Vector3.Divide(ref trianglePlaneDirection, (float)Math.Sqrt(dot), out trianglePlaneDirection); // MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref trianglePlaneDirection, out contact.PenetrationDepth, out contact.Normal); // //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. // Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); // if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) // { // //Normal was facing the wrong way. // //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. // Vector3 previousNormal = contact.Normal; // Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); // Vector3.Multiply(ref contact.Normal, dot, out p); // Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); // float length = contact.Normal.LengthSquared(); // if (length > Toolbox.Epsilon) // { // //Renormalize the corrected normal. // Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); // Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); // contact.PenetrationDepth *= dot; // } // else // { // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); // } // } //} //else //{ // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); //} //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. Vector3 AO, BO, CO; Vector3 AB, BC, CA; Vector3.Subtract(ref center, ref triangle.vA, out AO); Vector3.Subtract(ref center, ref triangle.vB, out BO); Vector3.Subtract(ref center, ref triangle.vC, out CO); Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3.Dot(ref AO, ref AB, out dot); Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref BO, ref BC, out dot); Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref CO, ref CA, out dot); Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = contact.Normal; Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref contact.Normal, dot, out p); Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) { return(false); } } ////The local casting can optionally continue. Eventually, it will converge to the local minimum. //int optimizingCount = 0; //while (true) //{ // MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out candidateDepth, out candidateNormal); // if (contact.PenetrationDepth - candidateDepth <= Toolbox.BigEpsilon || // ++optimizingCount < 4) // { // //If we've reached the end due to convergence, the normal will be extremely close to correct (if not 100% correct). // //The candidateDepth computed is the previous contact normal's depth. // //The reason why the previous normal is kept is that the last raycast computed the depth for that normal, not the new normal. // contact.PenetrationDepth = candidateDepth; // break; // } // contact.PenetrationDepth = candidateDepth; // contact.Normal = candidateNormal; //} //Correct the penetration depth. //MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out contact.PenetrationDepth, out center); //Center is just a trash variable now. contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState.ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } if (TryInnerSphereContact(out contact)) { contactList.Add(ref contact); } if (contactList.count > 0) { return(true); } state = CollisionState.ExternalSeparated; return(false); }
//Relies on the triangle being located in the local space of the convex object. The convex transform is used to transform the //contact points back from the convex's local space into world space. ///<summary> /// Generates a contact between the triangle and convex. ///</summary> ///<param name="contactList">Contact between the shapes, if any.</param> ///<returns>Whether or not the shapes are colliding.</returns> public override bool GenerateContactCandidate(out TinyStructList<ContactData> contactList) { contactList = new TinyStructList<ContactData>(); Vector3 ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3 triangleNormal; Vector3.Cross(ref ab, ref ac, out triangleNormal); if (triangleNormal.LengthSquared() < Toolbox.Epsilon * .01f) { //If the triangle is degenerate, use the offset between its center and the sphere. Vector3.Add(ref triangle.vA, ref triangle.vB, out triangleNormal); Vector3.Add(ref triangleNormal, ref triangle.vC, out triangleNormal); Vector3.Multiply(ref triangleNormal, 1 / 3f, out triangleNormal); if (triangleNormal.LengthSquared() < Toolbox.Epsilon * .01f) triangleNormal = Toolbox.UpVector; //Alrighty then! Pick a random direction. } float dot; Vector3.Dot(ref triangleNormal, ref triangle.vA, out dot); switch (triangle.sidedness) { case TriangleSidedness.DoubleSided: if (dot < 0) Vector3.Negate(ref triangleNormal, out triangleNormal); //Normal must face outward. break; case TriangleSidedness.Clockwise: if (dot > 0) return false; //Wrong side, can't have a contact pointing in a reasonable direction. break; case TriangleSidedness.Counterclockwise: if (dot < 0) return false; //Wrong side, can't have a contact pointing in a reasonable direction. break; } Vector3 closestPoint; //Could optimize this process a bit. The 'point' being compared is always zero. Additionally, since the triangle normal is available, //there is a little extra possible optimization. lastRegion = Toolbox.GetClosestPointOnTriangleToPoint(ref triangle.vA, ref triangle.vB, ref triangle.vC, ref Toolbox.ZeroVector, out closestPoint); float lengthSquared = closestPoint.LengthSquared(); float marginSum = triangle.collisionMargin + sphere.collisionMargin; if (lengthSquared <= marginSum * marginSum) { var contact = new ContactData(); if (lengthSquared < Toolbox.Epsilon) { //Super close to the triangle. Normalizing would be dangerous. Vector3.Negate(ref triangleNormal, out contact.Normal); contact.Normal.Normalize(); contact.PenetrationDepth = marginSum; contactList.Add(ref contact); return true; } lengthSquared = (float)Math.Sqrt(lengthSquared); Vector3.Divide(ref closestPoint, lengthSquared, out contact.Normal); contact.PenetrationDepth = marginSum - lengthSquared; contact.Position = closestPoint; contactList.Add(ref contact); return true; } return false; }
private bool DoDeepContact(TriangleShape triangle, out TinyStructList<ContactData> contactList) { //Find the origin to triangle center offset. System.Numerics.Vector3 center; Vector3Ex.Add(ref triangle.vA, ref triangle.vB, out center); Vector3Ex.Add(ref center, ref triangle.vC, out center); Vector3Ex.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList<ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; System.Numerics.Vector3 triangleNormal, ab, ac; Vector3Ex.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3Ex.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3Ex.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3Ex.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. System.Numerics.Vector3 AO, BO, CO; System.Numerics.Vector3 AB, BC, CA; Vector3Ex.Subtract(ref center, ref triangle.vA, out AO); Vector3Ex.Subtract(ref center, ref triangle.vB, out BO); Vector3Ex.Subtract(ref center, ref triangle.vC, out CO); Vector3Ex.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3Ex.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3Ex.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. System.Numerics.Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3Ex.Dot(ref AO, ref AB, out dot); Vector3Ex.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3Ex.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3Ex.Dot(ref BO, ref BC, out dot); Vector3Ex.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3Ex.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3Ex.Dot(ref CO, ref CA, out dot); Vector3Ex.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3Ex.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3Ex.Dot(ref triangleNormal, ref contact.Normal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. System.Numerics.Vector3 previousNormal = contact.Normal; Vector3Ex.Dot(ref contact.Normal, ref triangleNormal, out dot); System.Numerics.Vector3 p; Vector3Ex.Multiply(ref contact.Normal, dot, out p); Vector3Ex.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3Ex.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3Ex.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new System.Numerics.Vector3(); } } System.Numerics.Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3Ex.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. System.Numerics.Vector3 previousNormal = candidateNormal; Vector3Ex.Dot(ref candidateNormal, ref triangleNormal, out dot); System.Numerics.Vector3 p; Vector3Ex.Multiply(ref candidateNormal, dot, out p); Vector3Ex.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3Ex.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3Ex.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new System.Numerics.Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3Ex.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. System.Numerics.Vector3 previousNormal = candidateNormal; Vector3Ex.Dot(ref candidateNormal, ref triangleNormal, out dot); System.Numerics.Vector3 p; Vector3Ex.Multiply(ref candidateNormal, dot, out p); Vector3Ex.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3Ex.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3Ex.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new System.Numerics.Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3Ex.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3Ex.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) { //Skip the add process. goto InnerSphere; } } contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState.ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } InnerSphere: if (TryInnerSphereContact(triangle, out contact)) { contactList.Add(ref contact); } if (contactList.Count > 0) return true; state = CollisionState.ExternalSeparated; return false; }