/// <summary>
        /// Computes a convex shape description for a TransformableShape and applies it.
        /// </summary>
        public void UpdateConvexShapeInfo()
        {
            //Compute the volume distribution.
            var samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }
            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                shape.GetLocalExtremePointWithoutMargin(ref InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            var triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            Fix64 volume;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out volume, out volumeDistribution);
            Volume = volume;

            //Estimate the minimum radius based on the surface mesh.
            MinimumRadius = InertiaHelper.ComputeMinimumRadius(samples, triangles, ref Toolbox.ZeroVector) + collisionMargin;
            MaximumRadius = ComputeMaximumRadius();
            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);
        }
Esempio n. 2
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        /// <summary>
        /// Computes a convex shape description for a ConvexHullShape.
        /// </summary>
        /// <param name="vertices">Vertices describing the convex hull shape.</param>
        /// <param name="collisionMargin">Collision margin of the shape.</param>
        /// <param name="center">Computed center of the convex hull shape. Used as the origin of the outputUniqueSurfaceVertices.</param>
        /// <param name="outputHullTriangleIndices">Computed list of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        /// <param name="outputUniqueSurfaceVertices">Computed nonredundant list of vertices composing the outer shell of the input point set. Recentered on the local origin.</param>
        /// <returns>Description required to define a convex shape.</returns>
        public static ConvexShapeDescription ComputeDescription(IList <Vector3> vertices, float collisionMargin, out Vector3 center, IList <int> outputHullTriangleIndices, IList <Vector3> outputUniqueSurfaceVertices)
        {
            if (outputHullTriangleIndices.Count != 0 || outputUniqueSurfaceVertices.Count != 0)
            {
                throw new ArgumentException("Output lists must start empty.");
            }


            ConvexShapeDescription description;

            ConvexHullHelper.GetConvexHull(vertices, outputHullTriangleIndices, outputUniqueSurfaceVertices);

            InertiaHelper.ComputeShapeDistribution(vertices, outputHullTriangleIndices, out center, out description.EntityShapeVolume.Volume, out description.EntityShapeVolume.VolumeDistribution);
            //Recenter the surface vertices.
            for (int i = 0; i < outputUniqueSurfaceVertices.Count; ++i)
            {
                outputUniqueSurfaceVertices[i] -= center;
            }

            description.MinimumRadius = InertiaHelper.ComputeMinimumRadius(vertices, outputHullTriangleIndices, ref center) + collisionMargin;
            description.MaximumRadius = ComputeMaximumRadius(outputUniqueSurfaceVertices, collisionMargin);

            description.CollisionMargin = collisionMargin;
            return(description);
        }
Esempio n. 3
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        public static void GetShapeMeshData(EntityCollidable collidable, List <VertexPositionNormalTexture> vertices, List <ushort> indices)
        {
            var convexHullShape = collidable.Shape as ConvexHullShape;

            if (convexHullShape == null)
            {
                throw new ArgumentException("Wrong shape type.");
            }

            var hullTriangleVertices = new List <Vector3>();
            var hullTriangleIndices  = new List <int>();

            ConvexHullHelper.GetConvexHull(convexHullShape.Vertices, hullTriangleIndices, hullTriangleVertices);
            //The hull triangle vertices are used as a dummy to get the unnecessary hull vertices, which are cleared afterwards.
            hullTriangleVertices.Clear();
            foreach (int i in hullTriangleIndices)
            {
                hullTriangleVertices.Add(convexHullShape.Vertices[i]);
            }

            var     toReturn = new VertexPositionNormalTexture[hullTriangleVertices.Count];
            Vector3 normal;

            for (ushort i = 0; i < hullTriangleVertices.Count; i += 3)
            {
                normal = Vector3.Normalize(Vector3.Cross(hullTriangleVertices[i + 2] - hullTriangleVertices[i], hullTriangleVertices[i + 1] - hullTriangleVertices[i]));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i], normal, new Vector2(0, 0)));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i + 1], normal, new Vector2(1, 0)));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i + 2], normal, new Vector2(0, 1)));
                indices.Add(i);
                indices.Add((ushort)(i + 1));
                indices.Add((ushort)(i + 2));
            }
        }
Esempio n. 4
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        /// <summary>
        /// Computes and applies a convex shape description for this WrappedShape.
        /// </summary>
        /// <param name="center">Computed center of the shape before recentering.</param>
        public void UpdateConvexShapeInfo(out Vector3 center)
        {
            //Compute the volume distribution.
            var samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }
            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            var triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            float volume;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution);
            Volume = volume;

            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);

            //Now recenter the shape and compute the radii estimates.
            for (int i = 0; i < shapes.Count; i++)
            {
                shapes.WrappedList.Elements[i].Transform.Position -= center;
            }
            MinimumRadius = ComputeMinimumRadius();
            MaximumRadius = ComputeMaximumRadius();
        }
Esempio n. 5
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        public static void GetShapeMeshData(EntityCollidable collidable, List <VertexPositionNormalTexture> vertices, List <ushort> indices)
        {
            var transformableShape = collidable.Shape as TransformableShape;

            if (transformableShape == null)
            {
                throw new ArgumentException("Wrong shape type.");
            }
            var     points = new List <Vector3>();
            Vector3 max;
            var     direction   = new Vector3();
            float   angleChange = MathHelper.TwoPi / NumSamples;

            for (int i = 1; i < NumSamples / 2 - 1; i++)
            {
                float phi    = MathHelper.PiOver2 - i * angleChange;
                var   sinPhi = (float)Math.Sin(phi);
                var   cosPhi = (float)Math.Cos(phi);
                for (int j = 0; j < NumSamples; j++)
                {
                    float theta = j * angleChange;
                    direction.X = (float)Math.Cos(theta) * cosPhi;
                    direction.Y = sinPhi;
                    direction.Z = (float)Math.Sin(theta) * cosPhi;

                    transformableShape.GetLocalExtremePoint(direction, out max);
                    points.Add(max);
                }
            }

            transformableShape.GetLocalExtremePoint(Toolbox.UpVector, out max);
            points.Add(max);
            transformableShape.GetLocalExtremePoint(Toolbox.DownVector, out max);
            points.Add(max);


            var hullTriangleVertices = new List <Vector3>();
            var hullTriangleIndices  = new List <int>();

            ConvexHullHelper.GetConvexHull(points, hullTriangleIndices, hullTriangleVertices);
            //The hull triangle vertices are used as a dummy to get the unnecessary hull vertices, which are cleared afterwards.
            hullTriangleVertices.Clear();
            foreach (int i in hullTriangleIndices)
            {
                hullTriangleVertices.Add(points[i]);
            }

            Vector3 normal;

            for (ushort i = 0; i < hullTriangleVertices.Count; i += 3)
            {
                normal = Vector3.Normalize(Vector3.Cross(hullTriangleVertices[i + 2] - hullTriangleVertices[i], hullTriangleVertices[i + 1] - hullTriangleVertices[i]));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i], normal, new Vector2(0, 0)));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i + 1], normal, new Vector2(1, 0)));
                vertices.Add(new VertexPositionNormalTexture(hullTriangleVertices[i + 2], normal, new Vector2(0, 1)));
                indices.Add(i);
                indices.Add((ushort)(i + 1));
                indices.Add((ushort)(i + 2));
            }
        }
        /// <summary>
        /// Rescales a convex hull shape.
        /// </summary>
        /// <param name="shape">The shape.</param>
        /// <param name="scaleFactor">The scaling factor.</param>
        /// <returns>The new hull.</returns>
        public static ConvexHullShape Rescale(this ConvexHullShape shape, Vector3 scaleFactor)
        {
            ReadOnlyList <Vector3> verts   = shape.Vertices;
            List <Vector3>         newlist = new List <Vector3>(verts.Count);

            foreach (Vector3 vert in verts)
            {
                newlist.Add(vert * scaleFactor);
            }
            double        len       = scaleFactor.Length();
            RawList <int> triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(newlist, triangles);
            InertiaHelper.ComputeShapeDistribution(newlist, triangles, out double volume, out Matrix3x3 volumeDistribution);
            ConvexShapeDescription csd = new ConvexShapeDescription()
            {
                CollisionMargin   = shape.CollisionMargin,
                EntityShapeVolume = new BEPUphysics.CollisionShapes.EntityShapeVolumeDescription()
                {
                    Volume             = volume,
                    VolumeDistribution = volumeDistribution
                },
                MaximumRadius = shape.MaximumRadius * len,
                MinimumRadius = shape.MinimumRadius * len
            };

            CommonResources.GiveBack(triangles);
            return(new ConvexHullShape(newlist, csd));
        }
        /// <summary>
        /// Converts a mesh to a BEPU convex mesh.
        /// </summary>
        /// <param name="input">The model.</param>
        /// <param name="verts">The vertice count if needed.</param>
        /// <param name="center">The center output.</param>
        /// <returns>The BEPU mesh.</returns>
        public ConvexHullShape MeshToBepuConvex(Model3D input, out int verts, out Vector3 center)
        {
            List <Vector3> vertices = new List <Vector3>(GetCollisionVertices(input));

            ConvexHullHelper.RemoveRedundantPoints(vertices);
            verts = vertices.Count;
            return(new ConvexHullShape(vertices, out center));
        }
Esempio n. 8
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        //List<DebugStep> debugSteps;
        public override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, -2.5f, 10);
            camera.Yaw      = 0;
            camera.Pitch    = 0;

            Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, 0, 0)));

            const int pointCount = 128;

            points = new QuickList <Vector3>(pointCount * 2, BufferPool);
            //points.Allocate(BufferPool) = new Vector3(0, 0, 0);
            //points.Allocate(BufferPool) = new Vector3(0, 0, 1);
            //points.Allocate(BufferPool) = new Vector3(0, 1, 0);
            //points.Allocate(BufferPool) = new Vector3(0, 1, 1);
            //points.Allocate(BufferPool) = new Vector3(1, 0, 0);
            //points.Allocate(BufferPool) = new Vector3(1, 0, 1);
            //points.Allocate(BufferPool) = new Vector3(1, 1, 0);
            //points.Allocate(BufferPool) = new Vector3(1, 1, 1);
            var random = new Random(5);

            for (int i = 0; i < pointCount; ++i)
            {
                points.AllocateUnsafely() = new Vector3(3 * (float)random.NextDouble(), 1 * (float)random.NextDouble(), 3 * (float)random.NextDouble());
                //points.AllocateUnsafely() = new Vector3(0, 1, 0) + Vector3.Normalize(new Vector3((float)random.NextDouble() * 2 - 1, (float)random.NextDouble() * 2 - 1, (float)random.NextDouble() * 2 - 1)) * (float)random.NextDouble();
            }

            var pointsBuffer = points.Span.Slice(0, points.Count);

            ConvexHullHelper.CreateShape(pointsBuffer, BufferPool, out _, out var hullShape);
            const int iterationCount = 100;
            var       start          = Stopwatch.GetTimestamp();

            for (int i = 0; i < iterationCount; ++i)
            {
                ConvexHullHelper.CreateShape(pointsBuffer, BufferPool, out _, out var perfTestShape);
                perfTestShape.Dispose(BufferPool);
            }
            var end = Stopwatch.GetTimestamp();

            Console.WriteLine($"Hull computation time (us): {(end - start) * 1e6 / (iterationCount * Stopwatch.Frequency)}");


            hullShape.ComputeInertia(1, out var inertia);

            Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(0, 0, 0), inertia, new CollidableDescription(Simulation.Shapes.Add(hullShape), 10.1f), new BodyActivityDescription(0.01f)));

            Simulation.Statics.Add(new StaticDescription(new Vector3(-25, -5, 0), new CollidableDescription(Simulation.Shapes.Add(new Sphere(2)), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(-20, -5, 0), new CollidableDescription(Simulation.Shapes.Add(new Capsule(0.5f, 2)), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(-15, -5, 0), new CollidableDescription(Simulation.Shapes.Add(new Box(2f, 2f, 2f)), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(-10, -5, 5), new CollidableDescription(Simulation.Shapes.Add(new Triangle {
                A = new Vector3(0, 0, -10), B = new Vector3(5, 0, -10), C = new Vector3(0, 0, -5)
            }), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(-5, -5, 0), new CollidableDescription(Simulation.Shapes.Add(new Cylinder(1, 1)), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(-5, -5, 5), new CollidableDescription(Simulation.Shapes.Add(new Cylinder(1, 1)), 0.1f)));
            Simulation.Statics.Add(new StaticDescription(new Vector3(0, -5, 0), new CollidableDescription(Simulation.Shapes.Add(hullShape), 0.1f)));
        }
Esempio n. 9
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        /// <summary>
        /// Computes and applies a convex shape description for this MinkowskiSumShape.
        /// </summary>
        /// <returns>Description required to define a convex shape.</returns>
        public void UpdateConvexShapeInfo()
        {
            //Compute the volume distribution.
            RawList <Vector3> samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }

            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            RawList <int> triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            float   volume;
            Vector3 center;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution);
            Volume = volume;

            //Recenter the shape.
            localOffset = -center;
            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);

            //Compute the radii.
            float minRadius = 0, maxRadius = 0;

            for (int i = 0; i < Shapes.Count; i++)
            {
                minRadius += Shapes.WrappedList.Elements[i].CollisionShape.MinimumRadius;
                maxRadius += Shapes.WrappedList.Elements[i].CollisionShape.MaximumRadius;
            }

            MinimumRadius = minRadius + collisionMargin;
            MaximumRadius = maxRadius + collisionMargin;
        }
Esempio n. 10
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        ///<summary>
        /// Computes the center, volume, and surface triangles of a convex hull defined by a point set.
        ///</summary>
        ///<param name="vertices">Point set defining the convex hull.</param>
        ///<param name="volume">Volume of the convex hull.</param>
        ///<param name="outputSurfaceTriangles">Indices of surface triangles of the convex hull.</param>
        ///<param name="outputLocalSurfaceVertices">Local positions of vertices on the convex hull.</param>
        ///<returns>Center of the convex hull.</returns>
        public static Vector3 ComputeCenter(IList <Vector3> vertices, out float volume, IList <int> outputSurfaceTriangles, IList <Vector3> outputLocalSurfaceVertices)
        {
            Vector3 centroid = Toolbox.ZeroVector;

            for (int k = 0; k < vertices.Count; k++)
            {
                centroid += vertices[k];
            }
            centroid /= vertices.Count;

            //Toolbox.GetConvexHull(vertices, outputSurfaceTriangles, outputLocalSurfaceVertices);
            ConvexHullHelper.GetConvexHull(vertices, outputSurfaceTriangles, outputLocalSurfaceVertices);

            volume = 0;
            var volumes   = Resources.GetFloatList();
            var centroids = Resources.GetVectorList();

            for (int k = 0; k < outputSurfaceTriangles.Count; k += 3)
            {
                volumes.Add(Vector3.Dot(
                                Vector3.Cross(vertices[outputSurfaceTriangles[k + 1]] - vertices[outputSurfaceTriangles[k]],
                                              vertices[outputSurfaceTriangles[k + 2]] - vertices[outputSurfaceTriangles[k]]),
                                centroid - vertices[outputSurfaceTriangles[k]]));
                volume += volumes[k / 3];
                centroids.Add((vertices[outputSurfaceTriangles[k]] + vertices[outputSurfaceTriangles[k + 1]] + vertices[outputSurfaceTriangles[k + 2]] + centroid) / 4);
            }
            Vector3 center = Toolbox.ZeroVector;

            for (int k = 0; k < centroids.Count; k++)
            {
                center += centroids[k] * (volumes[k] / volume);
            }
            volume /= 6;
            for (int k = 0; k < outputLocalSurfaceVertices.Count; k++)
            {
                outputLocalSurfaceVertices[k] -= center;
            }
            Resources.GiveBack(centroids);
            Resources.GiveBack(volumes);
            return(center);
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public ConvexHullTestDemo(DemosGame game)
            : base(game)
        {
            var random = new Random(5);

            for (int i = 0; i < 500000; ++i)
            {
                List <Vector3> points = new List <Vector3>();
                for (int k = 0; k < random.Next(8, 60); k++)
                {
                    points.Add(new Vector3(-100 + 30 * (Fix64)random.NextDouble(), 100 + 500 * (Fix64)random.NextDouble(), 100 + 30 * (Fix64)random.NextDouble()));
                }
                var convexHull = new ConvexHull(new Vector3(0, 7, 0), points, 10);
                Console.WriteLine(convexHull.CollisionInformation.Shape.Vertices.Count);
            }

            var vertices = new[]
            {
                new Vector3(0, -1.750886E-9m, -1.5m),
                new Vector3(1, 1, 0.5m),
                new Vector3(1, -1, 0.5m),
                new Vector3(-1, 1, 0.5m),
                new Vector3(-1, -1, 0.5m),
            };

            var hullVertices = new RawList <Vector3>();

            ConvexHullHelper.GetConvexHull(vertices, hullVertices);

            ConvexHull hull = new ConvexHull(vertices, 5);

            Space.Add(hull);

            Box ground = new Box(new Vector3(0, -.5m, 0), 50, 1, 50);

            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
Esempio n. 12
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        public static void GetShapeMeshData(EntityCollidable collidable, List <VertexPositionNormalTexture> vertices, List <ushort> indices)
        {
            var shape = collidable.Shape as ConvexShape;

            if (shape == null)
            {
                throw new ArgumentException("Wrong shape type for this helper.");
            }
            var vertexPositions = new BEPUutilities.Vector3[SampleDirections.Length];

            for (int i = 0; i < SampleDirections.Length; ++i)
            {
                shape.GetLocalExtremePoint(SampleDirections[i], out vertexPositions[i]);
            }

            var hullIndices = new RawList <int>();

            ConvexHullHelper.GetConvexHull(vertexPositions, hullIndices);


            var hullTriangleVertices = new RawList <BEPUutilities.Vector3>();

            foreach (int i in hullIndices)
            {
                hullTriangleVertices.Add(vertexPositions[i]);
            }

            for (ushort i = 0; i < hullTriangleVertices.Count; i += 3)
            {
                Vector3 normal = MathConverter.Convert(BEPUutilities.Vector3.Normalize(BEPUutilities.Vector3.Cross(hullTriangleVertices[i + 2] - hullTriangleVertices[i], hullTriangleVertices[i + 1] - hullTriangleVertices[i])));
                vertices.Add(new VertexPositionNormalTexture(MathConverter.Convert(hullTriangleVertices[i]), normal, new Vector2(0, 0)));
                vertices.Add(new VertexPositionNormalTexture(MathConverter.Convert(hullTriangleVertices[i + 1]), normal, new Vector2(1, 0)));
                vertices.Add(new VertexPositionNormalTexture(MathConverter.Convert(hullTriangleVertices[i + 2]), normal, new Vector2(0, 1)));
                indices.Add(i);
                indices.Add((ushort)(i + 1));
                indices.Add((ushort)(i + 2));
            }
        }
Esempio n. 13
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        void ComputeShapeInformation(TransformableMeshData data, out ShapeDistributionInformation shapeInformation)
        {
            //Compute the surface vertices of the shape.
            surfaceVertices.Clear();
            try
            {
                ConvexHullHelper.GetConvexHull(data.vertices, surfaceVertices);
                for (int i = 0; i < surfaceVertices.count; i++)
                {
                    AffineTransform.Transform(ref surfaceVertices.Elements[i], ref data.worldTransform, out surfaceVertices.Elements[i]);
                }
            }
            catch
            {
                surfaceVertices.Clear();
                //If the convex hull failed, then the point set has no volume.  A mobile mesh is allowed to have zero volume, however.
                //In this case, compute the bounding box of all points.
                BoundingBox box = new BoundingBox();
                for (int i = 0; i < data.vertices.Length; i++)
                {
                    Vector3 v;
                    data.GetVertexPosition(i, out v);
                    if (v.X > box.Max.X)
                    {
                        box.Max.X = v.X;
                    }
                    if (v.X < box.Min.X)
                    {
                        box.Min.X = v.X;
                    }
                    if (v.Y > box.Max.Y)
                    {
                        box.Max.Y = v.Y;
                    }
                    if (v.Y < box.Min.Y)
                    {
                        box.Min.Y = v.Y;
                    }
                    if (v.Z > box.Max.Z)
                    {
                        box.Max.Z = v.Z;
                    }
                    if (v.Z < box.Min.Z)
                    {
                        box.Min.Z = v.Z;
                    }
                }
                //Add the corners.  This will overestimate the size of the surface a bit.
                surfaceVertices.Add(box.Min);
                surfaceVertices.Add(box.Max);
                surfaceVertices.Add(new Vector3(box.Min.X, box.Min.Y, box.Max.Z));
                surfaceVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Max.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Max.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Max.Z));
            }
            shapeInformation.Center = new Vector3();

            if (solidity == MobileMeshSolidity.Solid)
            {
                //The following inertia tensor calculation assumes a closed mesh.

                shapeInformation.Volume = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                {
                    Vector3 v2, v3, v4;
                    data.GetTriangle(i, out v2, out v3, out v4);

                    //Determinant is 6 * volume.  It's signed, though; this is because the mesh isn't necessarily convex nor centered on the origin.
                    float tetrahedronVolume = v2.X * (v3.Y * v4.Z - v3.Z * v4.Y) -
                                              v3.X * (v2.Y * v4.Z - v2.Z * v4.Y) +
                                              v4.X * (v2.Y * v3.Z - v2.Z * v3.Y);

                    shapeInformation.Volume += tetrahedronVolume;
                    shapeInformation.Center += tetrahedronVolume * (v2 + v3 + v4);
                }
                shapeInformation.Center /= shapeInformation.Volume * 4;
                shapeInformation.Volume /= 6;
                shapeInformation.Volume  = Math.Abs(shapeInformation.Volume);

                data.worldTransform.Translation -= shapeInformation.Center;

                //Source: Explicit Exact Formulas for the 3-D Tetrahedron Inertia Tensor in Terms of its Vertex Coordinates
                //http://www.scipub.org/fulltext/jms2/jms2118-11.pdf
                //x1, x2, x3, x4 are origin, triangle1, triangle2, triangle3
                //Looking to find inertia tensor matrix of the form
                // [  a  -b' -c' ]
                // [ -b'  b  -a' ]
                // [ -c' -a'  c  ]
                float a = 0, b = 0, c = 0, ao = 0, bo = 0, co = 0;

                float totalWeight = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                {
                    Vector3 v2, v3, v4;
                    data.GetTriangle(i, out v2, out v3, out v4);

                    //Determinant is 6 * volume.  It's signed, though; this is because the mesh isn't necessarily convex nor centered on the origin.
                    float tetrahedronVolume = v2.X * (v3.Y * v4.Z - v3.Z * v4.Y) -
                                              v3.X * (v2.Y * v4.Z - v2.Z * v4.Y) +
                                              v4.X * (v2.Y * v3.Z - v2.Z * v3.Y);

                    totalWeight += tetrahedronVolume;

                    a += tetrahedronVolume * (v2.Y * v2.Y + v2.Y * v3.Y + v3.Y * v3.Y + v2.Y * v4.Y + v3.Y * v4.Y + v4.Y * v4.Y +
                                              v2.Z * v2.Z + v2.Z * v3.Z + v3.Z * v3.Z + v2.Z * v4.Z + v3.Z * v4.Z + v4.Z * v4.Z);
                    b += tetrahedronVolume * (v2.X * v2.X + v2.X * v3.X + v3.X * v3.X + v2.X * v4.X + v3.X * v4.X + v4.X * v4.X +
                                              v2.Z * v2.Z + v2.Z * v3.Z + v3.Z * v3.Z + v2.Z * v4.Z + v3.Z * v4.Z + v4.Z * v4.Z);
                    c += tetrahedronVolume * (v2.X * v2.X + v2.X * v3.X + v3.X * v3.X + v2.X * v4.X + v3.X * v4.X + v4.X * v4.X +
                                              v2.Y * v2.Y + v2.Y * v3.Y + v3.Y * v3.Y + v2.Y * v4.Y + v3.Y * v4.Y + v4.Y * v4.Y);
                    ao += tetrahedronVolume * (2 * v2.Y * v2.Z + v3.Y * v2.Z + v4.Y * v2.Z + v2.Y * v3.Z + 2 * v3.Y * v3.Z + v4.Y * v3.Z + v2.Y * v4.Z + v3.Y * v4.Z + 2 * v4.Y * v4.Z);
                    bo += tetrahedronVolume * (2 * v2.X * v2.Z + v3.X * v2.Z + v4.X * v2.Z + v2.X * v3.Z + 2 * v3.X * v3.Z + v4.X * v3.Z + v2.X * v4.Z + v3.X * v4.Z + 2 * v4.X * v4.Z);
                    co += tetrahedronVolume * (2 * v2.X * v2.Y + v3.X * v2.Y + v4.X * v2.Y + v2.X * v3.Y + 2 * v3.X * v3.Y + v4.X * v3.Y + v2.X * v4.Y + v3.X * v4.Y + 2 * v4.X * v4.Y);
                }
                float density        = 1 / totalWeight;
                float diagonalFactor = density / 10;
                float offFactor      = -density / 20;
                a  *= diagonalFactor;
                b  *= diagonalFactor;
                c  *= diagonalFactor;
                ao *= offFactor;
                bo *= offFactor;
                co *= offFactor;
                shapeInformation.VolumeDistribution = new Matrix3X3(a, bo, co,
                                                                    bo, b, ao,
                                                                    co, ao, c);
            }
            else
            {
                shapeInformation.Center = new Vector3();
                float totalWeight = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                { //Configure the inertia tensor to be local.
                    Vector3 vA, vB, vC;
                    data.GetTriangle(i, out vA, out vB, out vC);
                    Vector3 vAvB;
                    Vector3 vAvC;
                    Vector3.Subtract(ref vB, ref vA, out vAvB);
                    Vector3.Subtract(ref vC, ref vA, out vAvC);
                    Vector3 cross;
                    Vector3.Cross(ref vAvB, ref vAvC, out cross);
                    float weight = cross.Length();
                    totalWeight += weight;

                    shapeInformation.Center += weight * (vA + vB + vC) / 3;
                }
                shapeInformation.Center /= totalWeight;
                shapeInformation.Volume  = 0;


                data.worldTransform.Translation -= shapeInformation.Center;

                shapeInformation.VolumeDistribution = new Matrix3X3();
                for (int i = 0; i < data.indices.Length; i += 3)
                { //Configure the inertia tensor to be local.
                    Vector3 vA, vB, vC;
                    data.GetTriangle(i, out vA, out vB, out vC);
                    Vector3 vAvB;
                    Vector3 vAvC;
                    Vector3.Subtract(ref vB, ref vA, out vAvB);
                    Vector3.Subtract(ref vC, ref vA, out vAvC);
                    Vector3 cross;
                    Vector3.Cross(ref vAvB, ref vAvC, out cross);
                    float weight = cross.Length();
                    totalWeight += weight;

                    Matrix3X3 innerProduct;
                    Matrix3X3.CreateScale(vA.LengthSquared(), out innerProduct);
                    Matrix3X3 outerProduct;
                    Matrix3X3.CreateOuterProduct(ref vA, ref vA, out outerProduct);
                    Matrix3X3 contribution;
                    Matrix3X3.Subtract(ref innerProduct, ref outerProduct, out contribution);
                    Matrix3X3.Multiply(ref contribution, weight, out contribution);
                    Matrix3X3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);

                    Matrix3X3.CreateScale(vB.LengthSquared(), out innerProduct);
                    Matrix3X3.CreateOuterProduct(ref vB, ref vB, out outerProduct);
                    Matrix3X3.Subtract(ref innerProduct, ref outerProduct, out outerProduct);
                    Matrix3X3.Multiply(ref contribution, weight, out contribution);
                    Matrix3X3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);

                    Matrix3X3.CreateScale(vC.LengthSquared(), out innerProduct);
                    Matrix3X3.CreateOuterProduct(ref vC, ref vC, out outerProduct);
                    Matrix3X3.Subtract(ref innerProduct, ref outerProduct, out contribution);
                    Matrix3X3.Multiply(ref contribution, weight, out contribution);
                    Matrix3X3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);
                }
                Matrix3X3.Multiply(ref shapeInformation.VolumeDistribution, 1 / (6 * totalWeight), out shapeInformation.VolumeDistribution);
            }

            ////Configure the inertia tensor to be local.
            //Vector3 finalOffset = shapeInformation.Center;
            //Matrix3X3 finalInnerProduct;
            //Matrix3X3.CreateScale(finalOffset.LengthSquared(), out finalInnerProduct);
            //Matrix3X3 finalOuterProduct;
            //Matrix3X3.CreateOuterProduct(ref finalOffset, ref finalOffset, out finalOuterProduct);

            //Matrix3X3 finalContribution;
            //Matrix3X3.Subtract(ref finalInnerProduct, ref finalOuterProduct, out finalContribution);

            //Matrix3X3.Subtract(ref shapeInformation.VolumeDistribution, ref finalContribution, out shapeInformation.VolumeDistribution);
        }
Esempio n. 14
0
        public override void Update(Fix64 dt)
        {
            if (Game.KeyboardInput.IsKeyDown(Keys.Left))
            {
                rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Forward, .01m));
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.Right))
            {
                rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Forward, -.01m));
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.Down))
            {
                rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Right, .01m));
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.Up))
            {
                rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Right, -.01m));
            }


            if (Game.KeyboardInput.IsKeyDown(Keys.P))
            {
                Debug.WriteLine("Break.");
            }

            base.Update(dt);

            RigidTransform localTransformB;
            RigidTransform aTransform = a.CollisionInformation.WorldTransform, bTransform = b.CollisionInformation.WorldTransform;

            MinkowskiToolbox.GetLocalTransform(ref aTransform, ref bTransform, out localTransformB);

            Vector3 position;

            if (MPRToolbox.GetLocalOverlapPosition((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, out position))
            {
                //Vector3 rayCastDirection = new Vector3(1,0,0);// (Vector3.Normalize(localDirection) + Vector3.Normalize(collidableB.worldTransform.Position - collidableA.worldTransform.Position)) / 2;
                Fix64   previousT;
                Vector3 previousNormal;
                Fix64   t;
                Vector3 normal;

                rayCastDirection = localTransformB.Position;
                MPRToolbox.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref rayCastDirection, out previousT, out previousNormal);
                //Vector3 secondDirection = Vector3.Cross(rayCastDirection, Vector3.Up);
                //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref secondDirection, out t, out normal);
                //if (t < previousT)
                //{
                //    previousNormal = normal;
                //    previousT = t;
                //}
                //Vector3 thirdDirection = Vector3.Cross(secondDirection, rayCastDirection);
                //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref thirdDirection, out t, out normal);
                //if (t < previousT)
                //{
                //    previousNormal = normal;
                //    previousT = t;
                //}
                //Vector3 fourthDirection = -secondDirection;
                //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref fourthDirection, out t, out normal);
                //if (t < previousT)
                //{
                //    previousNormal = normal;
                //    previousT = t;
                //}
                //Vector3 fifthDirection = -thirdDirection;
                //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref fifthDirection, out t, out normal);
                //if (t < previousT)
                //{
                //    previousNormal = normal;
                //    previousT = t;
                //}

                //Correct the penetration depth.

                MPRToolbox.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref previousNormal, out t, out normal);
                contactDepth  = t;
                contactNormal = previousNormal;

                ////Converge to local minimum.
                //while (true)
                //{
                //    MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref previousNormal, out t, out normal);
                //    if (previousT - t <= Toolbox.BigEpsilon)
                //        break;

                //    previousT = t;
                //    previousNormal = normal;
                //}
            }

            #region Box Box minkowski sum
            ////Construct explicit minkowski sum.
            //Vector3[] aLines = new Vector3[8];
            //aLines[0] = new Vector3(-boxWidth / 2, -boxHeight / 2, -boxLength / 2);
            //aLines[1] = new Vector3(-boxWidth / 2, -boxHeight / 2, boxLength / 2);
            //aLines[2] = new Vector3(-boxWidth / 2, boxHeight / 2, -boxLength / 2);
            //aLines[3] = new Vector3(-boxWidth / 2, boxHeight / 2, boxLength / 2);
            //aLines[4] = new Vector3(boxWidth / 2, -boxHeight / 2, -boxLength / 2);
            //aLines[5] = new Vector3(boxWidth / 2, -boxHeight / 2, boxLength / 2);
            //aLines[6] = new Vector3(boxWidth / 2, boxHeight / 2, -boxLength / 2);
            //aLines[7] = new Vector3(boxWidth / 2, boxHeight / 2, boxLength / 2);

            //Vector3[] bLines = new Vector3[8];
            //bLines[0] = new Vector3(-groundWidth / 2, -groundHeight / 2, -groundLength / 2);
            //bLines[1] = new Vector3(-groundWidth / 2, -groundHeight / 2, groundLength / 2);
            //bLines[2] = new Vector3(-groundWidth / 2, groundHeight / 2, -groundLength / 2);
            //bLines[3] = new Vector3(-groundWidth / 2, groundHeight / 2, groundLength / 2);
            //bLines[4] = new Vector3(groundWidth / 2, -groundHeight / 2, -groundLength / 2);
            //bLines[5] = new Vector3(groundWidth / 2, -groundHeight / 2, groundLength / 2);
            //bLines[6] = new Vector3(groundWidth / 2, groundHeight / 2, -groundLength / 2);
            //bLines[7] = new Vector3(groundWidth / 2, groundHeight / 2, groundLength / 2);

            //for (int i = 0; i < 8; i++)
            //    aLines[i] = Vector3.Transform(aLines[i], localTransformB.Matrix);

            //List<Vector3> vertices = new List<Vector3>();
            //for (int i = 0; i < 8; i++)
            //{
            //    for (int j = 0; j < 8; j++)
            //    {

            //        if (b.CollisionInformation.Pairs.Count > 0)
            //        {
            //            if (b.CollisionInformation.Pairs[0].BroadPhaseOverlap.EntryA == b.CollisionInformation)
            //                vertices.Add(aLines[i] - bLines[j]);
            //            else
            //                vertices.Add(bLines[i] - aLines[j]);
            //        }
            //        else
            //        {
            //            vertices.Add(bLines[i] - aLines[j]);
            //        }
            //    }
            //}

            //var indices = new List<int>();
            //Toolbox.GetConvexHull(vertices, indices);
            #endregion

            #region Arbitrary minkowski sum
            var     vertices = new List <Vector3>();
            Vector3 max;
            var     direction   = new Vector3();
            int     NumSamples  = 16;
            Fix64   angleChange = MathHelper.TwoPi / NumSamples;

            for (int i = 1; i < NumSamples / 2 - 1; i++)
            {
                Fix64 phi    = MathHelper.PiOver2 - i * angleChange;
                var   sinPhi = Fix64.Sin(phi);
                var   cosPhi = Fix64.Cos(phi);
                for (int j = 0; j < NumSamples; j++)
                {
                    Fix64 theta = j * angleChange;
                    direction.X = Fix64.Cos(theta) * cosPhi;
                    direction.Y = sinPhi;
                    direction.Z = Fix64.Sin(theta) * cosPhi;


                    MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref direction, ref localTransformB, out max);

                    vertices.Add(max);
                }
            }


            MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref Toolbox.UpVector, ref localTransformB, out max);
            vertices.Add(max);
            MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref Toolbox.DownVector, ref localTransformB, out max);
            vertices.Add(max);



            var indices = new List <int>();
            ConvexHullHelper.GetConvexHull(vertices, indices);
            #endregion

            minkowskiLines.Clear();
            for (int i = 0; i < indices.Count; i += 3)
            {
                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i]]), Microsoft.Xna.Framework.Color.Blue));
                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 1]]), Microsoft.Xna.Framework.Color.Blue));

                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 1]]), Microsoft.Xna.Framework.Color.Blue));
                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 2]]), Microsoft.Xna.Framework.Color.Blue));

                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 2]]), Microsoft.Xna.Framework.Color.Blue));
                minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i]]), Microsoft.Xna.Framework.Color.Blue));
            }
        }
Esempio n. 15
0
 private void UpdateSurfaceVertices()
 {
     hullVertices.Clear();
     if (Volume > F64.C0)
     {
         ConvexHullHelper.GetConvexHull(triangleMesh.Data.vertices, hullVertices);
         var transformableData = triangleMesh.Data as TransformableMeshData;
         if (transformableData != null)
         {
             var transform = transformableData.worldTransform;
             for (int i = 0; i < hullVertices.Count; i++)
             {
                 AffineTransform.Transform(ref hullVertices.Elements[i], ref transform, out hullVertices.Elements[i]);
             }
         }
     }
     else
     {
         hullVertices.Clear();
         //A mobile mesh is allowed to have zero volume, so long as it isn't solid.
         //In this case, compute the bounding box of all points.
         BoundingBox box = new BoundingBox();
         for (int i = 0; i < triangleMesh.Data.vertices.Length; i++)
         {
             Vector3 v;
             triangleMesh.Data.GetVertexPosition(i, out v);
             if (v.X > box.Max.X)
             {
                 box.Max.X = v.X;
             }
             if (v.X < box.Min.X)
             {
                 box.Min.X = v.X;
             }
             if (v.Y > box.Max.Y)
             {
                 box.Max.Y = v.Y;
             }
             if (v.Y < box.Min.Y)
             {
                 box.Min.Y = v.Y;
             }
             if (v.Z > box.Max.Z)
             {
                 box.Max.Z = v.Z;
             }
             if (v.Z < box.Min.Z)
             {
                 box.Min.Z = v.Z;
             }
         }
         //Add the corners.  This will overestimate the size of the surface a bit.
         hullVertices.Add(box.Min);
         hullVertices.Add(box.Max);
         hullVertices.Add(new Vector3(box.Min.X, box.Min.Y, box.Max.Z));
         hullVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Min.Z));
         hullVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Min.Z));
         hullVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Max.Z));
         hullVertices.Add(new Vector3(box.Max.X, box.Max.Y, box.Min.Z));
         hullVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Max.Z));
     }
 }
Esempio n. 16
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, 10, 40);
            camera.Yaw      = 0;
            camera.Pitch    = 0;
            Simulation      = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)));

            var box     = new Box(2f, 2f, 2f);
            var capsule = new Capsule(1f, 1f);
            var sphere  = new Sphere(1.5f);

            box.ComputeInertia(1, out var boxInertia);
            capsule.ComputeInertia(1, out var capsuleInertia);
            sphere.ComputeInertia(1, out var sphereInertia);
            var       boxIndex     = Simulation.Shapes.Add(box);
            var       capsuleIndex = Simulation.Shapes.Add(capsule);
            var       sphereIndex  = Simulation.Shapes.Add(sphere);
            const int width        = 12;
            const int height       = 3;
            const int length       = 12;

            for (int i = 0; i < width; ++i)
            {
                for (int j = 0; j < height; ++j)
                {
                    for (int k = 0; k < length; ++k)
                    {
                        var location        = new Vector3(5, 5, 5) * new Vector3(i, j, k) + new Vector3(-width * 2.5f, 2.5f, -length * 2.5f);
                        var bodyDescription = new BodyDescription
                        {
                            Activity = new BodyActivityDescription {
                                MinimumTimestepCountUnderThreshold = 32, SleepThreshold = 0.1f
                            },
                            Pose = new RigidPose
                            {
                                Orientation = Quaternion.Identity,
                                Position    = location
                            },
                            Collidable = new CollidableDescription
                            {
                                Continuity = new ContinuousDetectionSettings {
                                    Mode = ContinuousDetectionMode.Discrete
                                },
                                SpeculativeMargin = 0.1f
                            }
                        };
                        switch (j % 3)
                        {
                        case 0:
                            bodyDescription.Collidable.Shape = boxIndex;
                            bodyDescription.LocalInertia     = boxInertia;
                            break;

                        case 1:
                            bodyDescription.Collidable.Shape = capsuleIndex;
                            bodyDescription.LocalInertia     = capsuleInertia;
                            break;

                        case 2:
                            bodyDescription.Collidable.Shape = sphereIndex;
                            bodyDescription.LocalInertia     = sphereInertia;
                            break;
                        }
                        Simulation.Bodies.Add(bodyDescription);
                    }
                }
            }

            //Don't really want to regenerate a convex hull every frame; just cache one out.
            const int pointCount = 32;
            var       points     = new QuickList <Vector3>(pointCount, BufferPool);
            var       random     = new Random(5);

            for (int i = 0; i < pointCount; ++i)
            {
                points.AllocateUnsafely() = new Vector3((float)random.NextDouble() - 0.5f, (float)random.NextDouble() - 0.5f, (float)random.NextDouble() - 0.5f);
            }
            ConvexHullHelper.CreateShape(points.Span.Slice(0, points.Count), BufferPool, out _, out hull);
            points.Dispose(BufferPool);

            //var staticShapeIndex = Simulation.Shapes.Add(new Box(100, 1, 100));
            //var staticDescription = new StaticDescription
            //{
            //    Collidable = new CollidableDescription
            //    {
            //        Continuity = new ContinuousDetectionSettings { Mode = ContinuousDetectionMode.Discrete },
            //        Shape = Simulation.Shapes.Add(new Box(100, 1, 100)),
            //        SpeculativeMargin = 0.1f
            //    },
            //    Pose = new RigidPose { Position = new Vector3(0, -1, 0), Orientation = Quaternion.Identity }
            //};
            //Simulation.Statics.Add(staticDescription);

            const int planeWidth  = 64;
            const int planeHeight = 64;

            DemoMeshHelper.CreateDeformedPlane(planeWidth, planeHeight,
                                               (int x, int y) =>
            {
                return(new Vector3(x, 1 * (float)Math.Cos(x / 4f) * (float)Math.Sin(y / 4f), y));
            }, new Vector3(2, 3, 2), BufferPool, out var planeMesh);
            Simulation.Statics.Add(new StaticDescription(new Vector3(-64, -10, -64), new CollidableDescription(Simulation.Shapes.Add(planeMesh), 0.1f)));
        }