Example #1
0
        /// <summary>
        /// Precomputes the transform to bring triangles from their native local space to the local space of the convex.
        /// </summary>
        /// <param name="convexInverseWorldTransform">Inverse of the world transform of the convex shape.</param>
        /// <param name="fromMeshLocalToConvexLocal">Transform to apply to native local triangles to bring them into the local space of the convex.</param>
        protected override void PrecomputeTriangleTransform(ref AffineTransform convexInverseWorldTransform, out AffineTransform fromMeshLocalToConvexLocal)
        {
            //StaticMeshes only have transformable mesh data.
            var data = ((TransformableMeshData)mesh.Mesh.Data);

            AffineTransform.Multiply(ref data.worldTransform, ref convexInverseWorldTransform, out fromMeshLocalToConvexLocal);
        }
Example #2
0
        //Transform the convex into the space of something else.
        /// <summary>
        /// Gets the bounding box of the convex shape transformed first into world space, and then into the local space of another affine transform.
        /// </summary>
        /// <param name="shapeTransform">Transform to use to put the shape into world space.</param>
        /// <param name="spaceTransform">Used as the frame of reference to compute the bounding box.
        /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.</param>
        /// <param name="boundingBox">Bounding box in the local space.</param>
        public void GetLocalBoundingBox(ref RigidTransform shapeTransform, ref AffineTransform spaceTransform, out BoundingBox boundingBox)
        {
#if !WINDOWS
            boundingBox = new BoundingBox();
#endif
            //TODO: This method peforms quite a few sqrts because the collision margin can get scaled, and so cannot be applied as a final step.
            //There should be a better way to do this. At the very least, it should be possible to avoid the 6 square roots involved currently.
            //If this shows a a bottleneck, it might be best to virtualize this function and implement a per-shape variant.
            //Also... It might be better just to have the internal function be a GetBoundingBox that takes an AffineTransform, and an outer function
            //does the local space fiddling.

            //Move forward into convex's space, backwards into the new space's local space.
            AffineTransform transform;
            AffineTransform.Invert(ref spaceTransform, out transform);
            AffineTransform.Multiply(ref shapeTransform, ref transform, out transform);

            //Sample the local directions from the orientation matrix, implicitly transposed.

            Vector3 right;
            var     direction = new Vector3(transform.LinearTransform.M11, transform.LinearTransform.M21, transform.LinearTransform.M31);
            GetLocalExtremePoint(direction, out right);

            Vector3 left;
            direction = new Vector3(-transform.LinearTransform.M11, -transform.LinearTransform.M21, -transform.LinearTransform.M31);
            GetLocalExtremePoint(direction, out left);

            Vector3 up;
            direction = new Vector3(transform.LinearTransform.M12, transform.LinearTransform.M22, transform.LinearTransform.M32);
            GetLocalExtremePoint(direction, out up);

            Vector3 down;
            direction = new Vector3(-transform.LinearTransform.M12, -transform.LinearTransform.M22, -transform.LinearTransform.M32);
            GetLocalExtremePoint(direction, out down);

            Vector3 backward;
            direction = new Vector3(transform.LinearTransform.M13, transform.LinearTransform.M23, transform.LinearTransform.M33);
            GetLocalExtremePoint(direction, out backward);

            Vector3 forward;
            direction = new Vector3(-transform.LinearTransform.M13, -transform.LinearTransform.M23, -transform.LinearTransform.M33);
            GetLocalExtremePoint(direction, out forward);

            //Rather than transforming each axis independently (and doing three times as many operations as required), just get the 6 required values directly.
            Vector3 positive, negative;
            TransformLocalExtremePoints(ref right, ref up, ref backward, ref transform.LinearTransform, out positive);
            TransformLocalExtremePoints(ref left, ref down, ref forward, ref transform.LinearTransform, out negative);

            //The positive and negative vectors represent the X, Y and Z coordinates of the extreme points in world space along the world space axes.
            boundingBox.Max.X = transform.Translation.X + positive.X;
            boundingBox.Max.Y = transform.Translation.Y + positive.Y;
            boundingBox.Max.Z = transform.Translation.Z + positive.Z;

            boundingBox.Min.X = transform.Translation.X + negative.X;
            boundingBox.Min.Y = transform.Translation.Y + negative.Y;
            boundingBox.Min.Z = transform.Translation.Z + negative.Z;
        }
        /// <summary>
        /// Precomputes the transform to bring triangles from their native local space to the local space of the convex.
        /// </summary>
        /// <param name="convexInverseWorldTransform">Inverse of the world transform of the convex shape.</param>
        /// <param name="fromMeshLocalToConvexLocal">Transform to apply to native local triangles to bring them into the local space of the convex.</param>
        protected override void PrecomputeTriangleTransform(ref AffineTransform convexInverseWorldTransform, out AffineTransform fromMeshLocalToConvexLocal)
        {
            //MobileMeshes only have TransformableMeshData sources.
            var data = ((TransformableMeshData)mesh.Shape.TriangleMesh.Data);
            //The mobile mesh has a shape-based transform followed by the rigid body transform.
            AffineTransform mobileMeshWorldTransform;

            AffineTransform.CreateFromRigidTransform(ref mesh.worldTransform, out mobileMeshWorldTransform);
            AffineTransform combinedMobileMeshWorldTransform;

            AffineTransform.Multiply(ref data.worldTransform, ref mobileMeshWorldTransform, out combinedMobileMeshWorldTransform);
            AffineTransform.Multiply(ref combinedMobileMeshWorldTransform, ref convexInverseWorldTransform, out fromMeshLocalToConvexLocal);
        }
Example #4
0
        /// <summary>
        /// Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
        /// </summary>
        /// <param name="shapeTransform">Transform to use to put the shape into world space.</param>
        /// <param name="spaceTransform">Used as the frame of reference to compute the bounding box.
        /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.</param>
        /// <param name="boundingBox">Bounding box in the local space.</param>
        public void GetLocalBoundingBox(ref RigidTransform shapeTransform, ref AffineTransform spaceTransform, out BoundingBox boundingBox)
        {
#if !WINDOWS
            boundingBox = new BoundingBox();
#endif
            //TODO: This method peforms quite a few sqrts because the collision margin can get scaled, and so cannot be applied as a final step.
            //There should be a better way to do this.
            //Additionally, this bounding box is not consistent in all cases with the post-add version.  Adding the collision margin at the end can
            //slightly overestimate the size of a margin expanded shape at the corners, which is fine (and actually important for the box-box special case).

            //Move forward into convex's space, backwards into the new space's local space.
            AffineTransform transform;
            AffineTransform.Invert(ref spaceTransform, out transform);
            AffineTransform.Multiply(ref shapeTransform, ref transform, out transform);

            GetBoundingBox(ref transform.LinearTransform, out boundingBox);
            boundingBox.Max.X += transform.Translation.X;
            boundingBox.Max.Y += transform.Translation.Y;
            boundingBox.Max.Z += transform.Translation.Z;

            boundingBox.Min.X += transform.Translation.X;
            boundingBox.Min.Y += transform.Translation.Y;
            boundingBox.Min.Z += transform.Translation.Z;
        }
Example #5
0
 /// <summary>
 /// Precomputes the transform to bring triangles from their native local space to the local space of the convex.
 /// </summary>
 /// <param name="convexInverseWorldTransform">Inverse of the world transform of the convex shape.</param>
 /// <param name="fromMeshLocalToConvexLocal">Transform to apply to native local triangles to bring them into the local space of the convex.</param>
 protected override void PrecomputeTriangleTransform(ref AffineTransform convexInverseWorldTransform, out AffineTransform fromMeshLocalToConvexLocal)
 {
     //InstancedMeshShapes don't have a shape-level transform. The instance transform is all there is.
     AffineTransform.Multiply(ref mesh.worldTransform, ref convexInverseWorldTransform, out fromMeshLocalToConvexLocal);
 }
Example #6
0
 /// <summary>
 /// Precomputes the transform to bring triangles from their native local space to the local space of the convex.
 /// </summary>
 /// <param name="convexInverseWorldTransform">Inverse of the world transform of the convex shape.</param>
 /// <param name="fromMeshLocalToConvexLocal">Transform to apply to native local triangles to bring them into the local space of the convex.</param>
 protected override void PrecomputeTriangleTransform(ref AffineTransform convexInverseWorldTransform, out AffineTransform fromMeshLocalToConvexLocal)
 {
     AffineTransform.Multiply(ref terrain.worldTransform, ref convexInverseWorldTransform, out fromMeshLocalToConvexLocal);
 }