public unsafe void ExtractLines(ref PointOnLineServoPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var poseA = bodies.Sets[setIndex].Poses[bodyIndices[0]];
            var poseB = bodies.Sets[setIndex].Poses[bodyIndices[1]];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetA, out var localOffsetA);
            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetB, out var localOffsetB);
            Vector3Wide.ReadFirst(prestepBundle.LocalDirection, out var localDirection);
            QuaternionEx.Transform(localOffsetA, poseA.Orientation, out var worldOffsetA);
            QuaternionEx.Transform(localDirection, poseA.Orientation, out var worldDirection);
            QuaternionEx.Transform(localOffsetB, poseB.Orientation, out var worldOffsetB);

            var anchorA            = poseA.Position + worldOffsetA;
            var anchorB            = poseB.Position + worldOffsetB;
            var closestPointOnLine = Vector3.Dot(anchorB - anchorA, worldDirection) * worldDirection + anchorA;

            var color           = new Vector3(0.2f, 0.2f, 1f) * tint;
            var packedColor     = Helpers.PackColor(color);
            var backgroundColor = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(poseA.Position, anchorA, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(anchorA, closestPointOnLine, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(closestPointOnLine, anchorB, Helpers.PackColor(new Vector3(1, 0, 0) * tint), 0);
            lines.AllocateUnsafely() = new LineInstance(anchorB, poseB.Position, packedColor, 0);
        }
        public unsafe void ExtractLines(ref BallSocketPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var poseA = bodies.Sets[setIndex].Poses[bodyIndices[0]];
            var poseB = bodies.Sets[setIndex].Poses[bodyIndices[1]];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetA, out var localOffsetA);
            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetB, out var localOffsetB);
            QuaternionEx.Transform(localOffsetA, poseA.Orientation, out var worldOffsetA);
            QuaternionEx.Transform(localOffsetB, poseB.Orientation, out var worldOffsetB);
            var endA            = poseA.Position + worldOffsetA;
            var endB            = poseB.Position + worldOffsetB;
            var color           = new Vector3(0.2f, 0.2f, 1f) * tint;
            var packedColor     = Helpers.PackColor(color);
            var backgroundColor = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(poseA.Position, endA, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(poseB.Position, endB, packedColor, 0);

            var errorColor       = new Vector3(1, 0, 0) * tint;
            var packedErrorColor = Helpers.PackColor(errorColor);

            lines.AllocateUnsafely() = new LineInstance(endA, endB, packedErrorColor, 0);
        }
        public unsafe void ExtractLines(ref LinearAxisServoPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var poseA = bodies.Sets[setIndex].Poses[bodyIndices[0]];
            var poseB = bodies.Sets[setIndex].Poses[bodyIndices[1]];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetA, out var localOffsetA);
            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetB, out var localOffsetB);
            Vector3Wide.ReadFirst(prestepBundle.LocalPlaneNormal, out var localPlaneNormal);
            var targetOffset = GatherScatter.GetFirst(ref prestepBundle.TargetOffset);

            Matrix3x3.CreateFromQuaternion(poseA.Orientation, out var orientationA);
            Matrix3x3.Transform(localOffsetA, orientationA, out var worldOffsetA);
            Matrix3x3.Transform(localPlaneNormal, orientationA, out var worldPlaneNormal);
            Quaternion.Transform(localOffsetB, poseB.Orientation, out var worldOffsetB);

            var anchorA             = poseA.Position + worldOffsetA;
            var anchorB             = poseB.Position + worldOffsetB;
            var planeOffset         = Vector3.Dot(anchorB - anchorA, worldPlaneNormal);
            var closestPointOnPlane = anchorB - planeOffset * worldPlaneNormal;

            var packedColor      = Helpers.PackColor(new Vector3(0.2f, 0.2f, 1f) * tint);
            var packedBasisColor = Helpers.PackColor(new Vector3(0.2f, 0.6f, 1f) * tint);
            var backgroundColor  = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(poseA.Position, anchorA, packedColor, 0);
            ContactLines.BuildOrthnormalBasis(localPlaneNormal, out var localTX, out var localTY);
            Matrix3x3.Transform(localTX, orientationA, out var tX);
            Matrix3x3.Transform(localTY, orientationA, out var tY);
            lines.AllocateUnsafely() = new LineInstance(anchorA - tX, anchorA + tX, packedBasisColor, 0);
            lines.AllocateUnsafely() = new LineInstance(anchorA - tY, anchorA + tY, packedBasisColor, 0);
            lines.AllocateUnsafely() = new LineInstance(anchorA, closestPointOnPlane, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(anchorB, poseB.Position, packedColor, 0);
            if (targetOffset < 0)
            {
                targetOffset     = -targetOffset;
                planeOffset      = -planeOffset;
                worldPlaneNormal = -worldPlaneNormal;
            }
            var targetPoint      = closestPointOnPlane + worldPlaneNormal * targetOffset;
            var packedErrorColor = Helpers.PackColor(new Vector3(1, 0, 0) * tint);

            if (planeOffset > targetOffset)
            {
                lines.AllocateUnsafely() = new LineInstance(closestPointOnPlane, targetPoint, packedColor, 0);
                lines.AllocateUnsafely() = new LineInstance(targetPoint, anchorB, packedErrorColor, 0);
            }
            else
            {
                lines.AllocateUnsafely() = new LineInstance(closestPointOnPlane, anchorB, packedColor, 0);
                lines.AllocateUnsafely() = new LineInstance(anchorB, targetPoint, packedErrorColor, 0);
            }
        }
        public unsafe void ExtractLines(ref DistanceLimitPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var poseA = bodies.Sets[setIndex].Poses[bodyIndices[0]];
            var poseB = bodies.Sets[setIndex].Poses[bodyIndices[1]];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetA, out var localOffsetA);
            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetB, out var localOffsetB);
            var minimumDistance = GatherScatter.GetFirst(ref prestepBundle.MinimumDistance);
            var maximumDistance = GatherScatter.GetFirst(ref prestepBundle.MaximumDistance);

            QuaternionEx.Transform(localOffsetA, poseA.Orientation, out var worldOffsetA);
            QuaternionEx.Transform(localOffsetB, poseB.Orientation, out var worldOffsetB);
            var endA            = poseA.Position + worldOffsetA;
            var endB            = poseB.Position + worldOffsetB;
            var color           = new Vector3(0.2f, 0.2f, 1f) * tint;
            var packedColor     = Helpers.PackColor(color);
            var backgroundColor = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(poseA.Position, endA, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(poseB.Position, endB, packedColor, 0);
            var offset           = endB - endA;
            var length           = offset.Length();
            var direction        = length < 1e-9f ? new Vector3(1, 0, 0) : offset / length;
            var errorColor       = new Vector3(1, 0, 0) * tint;
            var packedErrorColor = Helpers.PackColor(errorColor);
            var packedFarColor   = Helpers.PackColor(color * 0.5f);
            var packedNearColor  = Helpers.PackColor(color * 0.25f);
            var minimumPoint     = endA + direction * minimumDistance;

            if (length >= minimumDistance && length <= maximumDistance)
            {
                //Create a darker bar to signify the minimum limit.
                lines.AllocateUnsafely() = new LineInstance(endA, minimumPoint, packedNearColor, 0);
                lines.AllocateUnsafely() = new LineInstance(minimumPoint, endB, packedFarColor, 0);
                lines.AllocateUnsafely() = new LineInstance(new Vector3(float.MinValue), new Vector3(float.MinValue), 0, 0);
            }
            else if (length < minimumDistance)
            {
                //Too close; draw an error line extending beyond the connecting line.
                lines.AllocateUnsafely() = new LineInstance(endA, endB, packedNearColor, 0);
                lines.AllocateUnsafely() = new LineInstance(endB, endA + direction * minimumDistance, packedErrorColor, 0);
                lines.AllocateUnsafely() = new LineInstance(new Vector3(float.MinValue), new Vector3(float.MinValue), 0, 0);
            }
            else
            {
                //Too far; draw an error line that extends from the desired endpoint to the current endpoint.
                var targetEnd = endA + direction * maximumDistance;
                lines.AllocateUnsafely() = new LineInstance(endA, minimumPoint, packedNearColor, 0);
                lines.AllocateUnsafely() = new LineInstance(minimumPoint, targetEnd, packedFarColor, 0);
                lines.AllocateUnsafely() = new LineInstance(targetEnd, endB, packedErrorColor, 0);
            }
        }
Esempio n. 5
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            //The callbacks distinguish between convex and nonconvex because the underlying data is different.
            //Nonconvex manifolds can have different normals at each contact, while convex manifolds share one normal across all contacts.
            //This also affects the accumulated impulses- nonconvex impulses need to include per-contact tangent friction impulses due to the potentially differing normals.

            //In all of the following, you might notice an unusual pattern- things like prestep.GetNormal(ref prestep...).
            //This is a bit of a hack to work around the fact that
            //1) struct member functions cannot return a reference to the 'this' instance, and
            //2) there is no way in the current version of C# for an interface to require a static function.
            //It's another weird little tradeoff for minimal overhead.

            void ExtractConvexData <TPrestep, TAccumulatedImpulses>(ref ConstraintContacts constraintContacts, ref TPrestep prestep, ref TAccumulatedImpulses impulses)
                where TPrestep : struct, IConvexContactPrestep <TPrestep>
                where TAccumulatedImpulses : struct, IConvexContactAccumulatedImpulses <TAccumulatedImpulses>
            {
                //Note that we narrow from the raw vectorized reference into a more application-convenient AOS representation.
                Vector3Wide.ReadFirst(prestep.GetNormal(ref prestep), out var normal);

                //We'll approximate the per-contact friction by allocating the shared friction impulses to contacts weighted by their penetration impulse.
                float totalPenetrationImpulse = 0;

                for (int i = 0; i < prestep.ContactCount; ++i)
                {
                    ref var sourceContact = ref prestep.GetContact(ref prestep, i);
                    ref var targetContact = ref constraintContacts.Contacts.AllocateUnsafely();
Esempio n. 6
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        public unsafe void ExtractLines(ref OneBodyLinearServoPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var pose = bodies.Sets[setIndex].Poses[*bodyIndices];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffset, out var localOffset);
            Vector3Wide.ReadFirst(prestepBundle.Target, out var target);
            Quaternion.Transform(localOffset, pose.Orientation, out var worldOffset);

            var anchor = pose.Position + worldOffset;

            var backgroundColor = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(pose.Position, anchor, Helpers.PackColor(new Vector3(0.2f, 0.2f, 1f) * tint), 0);
            lines.AllocateUnsafely() = new LineInstance(anchor, target, Helpers.PackColor(new Vector3(1, 0, 0) * tint), 0);
        }
Esempio n. 7
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        public unsafe void ExtractLines(ref DistanceServoPrestepData prestepBundle, int setIndex, int *bodyIndices,
                                        Bodies bodies, ref Vector3 tint, ref QuickList <LineInstance> lines)
        {
            //Could do bundles of constraints at a time, but eh.
            var poseA = bodies.Sets[setIndex].Poses[bodyIndices[0]];
            var poseB = bodies.Sets[setIndex].Poses[bodyIndices[1]];

            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetA, out var localOffsetA);
            Vector3Wide.ReadFirst(prestepBundle.LocalOffsetB, out var localOffsetB);
            var targetDistance = GatherScatter.GetFirst(ref prestepBundle.TargetDistance);

            Quaternion.Transform(localOffsetA, poseA.Orientation, out var worldOffsetA);
            Quaternion.Transform(localOffsetB, poseB.Orientation, out var worldOffsetB);
            var endA            = poseA.Position + worldOffsetA;
            var endB            = poseB.Position + worldOffsetB;
            var color           = new Vector3(0.2f, 0.2f, 1f) * tint;
            var packedColor     = Helpers.PackColor(color);
            var backgroundColor = new Vector3(0f, 0f, 1f) * tint;

            lines.AllocateUnsafely() = new LineInstance(poseA.Position, endA, packedColor, 0);
            lines.AllocateUnsafely() = new LineInstance(poseB.Position, endB, packedColor, 0);
            //Draw a line from A to B. If the true distance is longer than the target distance, draw a red line to complete the gap.
            //If the true distance is shorter than the target distance, draw an overshooting red line.
            var offset              = endB - endA;
            var length              = offset.Length();
            var direction           = length < 1e-9f ? new Vector3(1, 0, 0) : offset / length;
            var errorColor          = new Vector3(1, 0, 0) * tint;
            var packedErrorColor    = Helpers.PackColor(errorColor);
            var packedDistanceColor = Helpers.PackColor(color * 0.5f);
            var targetEnd           = endA + direction * targetDistance;

            if (length < targetDistance)
            {
                lines.AllocateUnsafely() = new LineInstance(endA, endB, packedDistanceColor, 0);
                lines.AllocateUnsafely() = new LineInstance(endB, targetEnd, packedErrorColor, 0);
            }
            else
            {
                lines.AllocateUnsafely() = new LineInstance(endA, targetEnd, packedDistanceColor, 0);
                lines.AllocateUnsafely() = new LineInstance(targetEnd, endB, packedErrorColor, 0);
            }
        }