Esempio n. 1
0
        public unsafe MassProperties GetMassProperties()
        {
            var vertexCount = Length;

            SafetyChecks.IsTrue(vertexCount >= 3);

            var area = 0f;
            var localCenterOfMass = float2.zero;
            var inertia           = 0f;

            var vertices = Vertices.GetUnsafePtr();

            // Find a reference point inside the hull.
            var referencePoint = float2.zero;

            for (var i = 0; i < vertexCount; ++i)
            {
                referencePoint += vertices[i];
            }
            referencePoint *= 1.0f / vertexCount;

            var oneThird   = math.rcp(3.0f);
            var oneQuarter = math.rcp(4.0f);

            // Calculate the area, center of mass and inertia.
            for (var i = 0; i < vertexCount; ++i)
            {
                var edge1 = vertices[i] - referencePoint;
                var edge2 = (i + 1 < vertexCount ? vertices[i + 1] : vertices[0]) - referencePoint;

                var crossEdge    = PhysicsMath.cross(edge1, edge2);
                var triangleArea = crossEdge * 0.5f;
                area += triangleArea;
                localCenterOfMass += triangleArea * oneThird * (edge1 + edge2);

                var intX = (edge1.x * edge1.x) + (edge2.x * edge1.x) + (edge2.x * edge2.x);
                var intY = (edge1.y * edge1.y) + (edge2.y * edge1.y) + (edge2.y * edge2.y);
                inertia += (oneQuarter * oneThird * crossEdge) * (intX + intY);
            }

            area = math.abs(area);
            SafetyChecks.IsTrue(area > float.Epsilon);
            localCenterOfMass *= math.rcp(area);
            localCenterOfMass += referencePoint;

            // Calculate the angular expansion factor.
            var angularExpansionFactor = 0f;

            for (var i = 0; i < vertexCount; ++i)
            {
                angularExpansionFactor = math.max(angularExpansionFactor, math.lengthsq(vertices[i] - localCenterOfMass));
            }
            angularExpansionFactor = math.sqrt(angularExpansionFactor);

            return(new MassProperties(
                       localCenterOfMass: localCenterOfMass,
                       inertia: inertia,
                       area: area,
                       angularExpansionFactor: angularExpansionFactor));
        }
Esempio n. 2
0
 public ref    T this[int index]
 {
     get
     {
         SafetyChecks.CheckIndexAndThrow(index, Length);
         return(ref UnsafeUtility.ArrayElementAsRef <T>((byte *)m_OffsetPtr + *m_OffsetPtr, index));
     }
 }
Esempio n. 3
0
 public bool AddHit(T hit)
 {
     SafetyChecks.IsTrue(hit.Fraction <= MaxFraction);
     MaxFraction  = hit.Fraction;
     m_ClosestHit = hit;
     NumHits      = 1;
     return(true);
 }
Esempio n. 4
0
            void Segregate(int axis, float pivot, Range range, int minItems, ref Range lRange, ref Range rRange)
            {
                // Range length must be greater than 1.
                SafetyChecks.IsTrue(range.Length > 1);

                var lDomain = Aabb.Empty;
                var rDomain = Aabb.Empty;

                var p     = PointsAsFloat3;
                var start = p + range.Start;
                var end   = start + range.Length - 1;

                do
                {
                    // Consume left.

                    while (start <= end && (*start)[axis] < pivot)
                    {
                        lDomain.Include((*start++).xy);
                    }

                    // Consume right.
                    while (end > start && (*end)[axis] >= pivot)
                    {
                        rDomain.Include((*end--).xy);
                    }

                    if (start >= end)
                    {
                        goto FINISHED;
                    }

                    lDomain.Include((*end).xy);
                    rDomain.Include((*start).xy);

                    Swap(ref *(start++), ref *(end--));
                } while (true);
FINISHED:
                // Build sub-ranges.
                var lSize = (int)(start - p);
                var rSize = range.Length - lSize;

                if (lSize < minItems || rSize < minItems)
                {
                    // Make sure sub-ranges contains at least minItems nodes, in these rare cases (i.e. all points at the same position), we just split the set in half regardless of positions.
                    SplitRange(ref range, range.Length / 2, ref lRange, ref rRange);

                    SetAabbFromPoints(ref lDomain, PointsAsFloat3 + lRange.Start, lRange.Length);
                    SetAabbFromPoints(ref rDomain, PointsAsFloat3 + rRange.Start, rRange.Length);
                }
                else
                {
                    SplitRange(ref range, lSize, ref lRange, ref rRange);
                }

                lRange.Domain = lDomain;
                rRange.Domain = rDomain;
            }
Esempio n. 5
0
        // Get the PhysicBody via an Entity lookup.
        public PhysicsBody GetPhysicsBody(Entity entity)
        {
            var physicsBodyIndex = GetPhysicsBodyIndex(entity);

            if (physicsBodyIndex != PhysicsBody.Constants.InvalidBodyIndex)
            {
                var physicsBody = PhysicsWorld.AllBodies[physicsBodyIndex];
                SafetyChecks.IsTrue(entity == physicsBody.Entity);
                return(physicsBody);
            }

            return(default);
Esempio n. 6
0
        internal static unsafe bool PointDistance <T>(PointDistanceInput input, Collider *collider, ref T collector) where T : struct, ICollector <DistanceHit>
        {
            if (!CollisionFilter.IsCollisionEnabled(input.Filter, collider->Filter))
            {
                return(false);
            }

            // Ensure the query context is initialized.
            input.QueryContext.EnsureIsInitialized();

            var           proxySource = new DistanceProxy(1, &input.Position, 0f);
            DistanceProxy proxyTarget;

            switch (collider->ColliderType)
            {
            case ColliderType.Box:
            case ColliderType.Polygon:
            case ColliderType.Capsule:
            case ColliderType.Circle:
            {
                var convexCollider = (ConvexCollider *)collider;
                proxyTarget = new DistanceProxy(ref convexCollider->m_ConvexHull);
                break;
            }

            case ColliderType.Compound:
                return(PointDistanceCompound(input, (PhysicsCompoundCollider *)collider, ref collector));

            default:
                SafetyChecks.ThrowNotImplementedException();
                return(default);
            }

            var hit = ColliderDistance(PhysicsTransform.Identity, ref proxySource, ref proxyTarget);

            if (hit.Distance < collector.MaxFraction)
            {
                hit.PhysicsBodyIndex = input.QueryContext.PhysicsBodyIndex;
                hit.ColliderKey      = input.QueryContext.ColliderKey;
                hit.Entity           = input.QueryContext.Entity;

                hit.PointA = PhysicsMath.mul(input.QueryContext.LocalToWorldTransform, hit.PointA);
                hit.PointB = PhysicsMath.mul(input.QueryContext.LocalToWorldTransform, hit.PointB);

                return(collector.AddHit(hit));
            }

            return(false);
        }
Esempio n. 7
0
        // Create a mask given a selection of layers.
        public static uint CreateMask(params int[] collisionLayers)
        {
            uint mask = 0;

            for (var i = 0; i < collisionLayers.Length; ++i)
            {
                var layer = collisionLayers[i];
                if (layer >= 0 && layer <= 32)
                {
                    mask |= (uint)1 << layer;
                    continue;
                }

                SafetyChecks.ThrowArgumentException("Collision mask layers must be in the range 0-31.");
                return(default);
Esempio n. 8
0
        // Create a Dynamic body with the specified mass.
        public static PhysicsMass CreateDynamic(MassProperties massProperties, float mass)
        {
            if (!(mass <= 0f) && math.isfinite(mass))
            {
                return new PhysicsMass
                       {
                           InverseMass       = math.rcp(mass),
                           InverseInertia    = massProperties.MassDistribution.InverseInertia,
                           LocalCenterOfMass = massProperties.MassDistribution.LocalCenterOfMass,
                       }
            }
            ;

            SafetyChecks.ThrowArgumentException("Cannot specify less than zero or Infinite/NaN.", "mass");
            return(default);
Esempio n. 9
0
        // Schedule all the jobs for the simulation step.
        public SimulationJobHandles ScheduleStepJobs(PhysicsWorld physicsWorld, PhysicsCallbacks physicsCallbacks, JobHandle inputDeps)
        {
            var physicsSettings = physicsWorld.Settings;

            SafetyChecks.IsFalse(physicsWorld.TimeStep < 0f);

            SimulationContext.Reset(ref physicsWorld, false);
            SimulationContext.TimeStep = physicsWorld.TimeStep;

            if (physicsWorld.DynamicBodyCount == 0)
            {
                // No need to do anything, since nothing can move
                m_StepHandles = new SimulationJobHandles(inputDeps);
                return(m_StepHandles);
            }

            // Execute phase callback.
            var handle = physicsCallbacks.ScheduleCallbacksForPhase(PhysicsCallbacks.Phase.PreStepSimulation, ref physicsWorld, inputDeps);

            // Apply gravity and copy input velocities at this point (in parallel with the scheduler, but before the callbacks)
            handle = Solver.ScheduleApplyGravityAndCopyInputVelocitiesJob(
                ref physicsWorld.DynamicsWorld, SimulationContext.InputVelocities, physicsWorld.TimeStep * physicsSettings.Gravity, handle, physicsSettings.NumberOfThreadsHint);

            handle = physicsCallbacks.ScheduleCallbacksForPhase(PhysicsCallbacks.Phase.PostCreateOverlapBodies, ref physicsWorld, handle);
            handle = physicsCallbacks.ScheduleCallbacksForPhase(PhysicsCallbacks.Phase.PostCreateContacts, ref physicsWorld, handle);
            handle = physicsCallbacks.ScheduleCallbacksForPhase(PhysicsCallbacks.Phase.PostCreateConstraints, ref physicsWorld, handle);

            // Integrate motions.
            handle = Integrator.ScheduleIntegrateJobs(ref physicsWorld, handle, physicsSettings.NumberOfThreadsHint);

            // Schedule phase callback.
            handle = physicsCallbacks.ScheduleCallbacksForPhase(PhysicsCallbacks.Phase.PostIntegrate, ref physicsWorld, handle);

            m_StepHandles.FinalExecutionHandle = handle;
            m_StepHandles.FinalDisposeHandle   = handle;

            return(m_StepHandles);
        }
Esempio n. 10
0
            void ProcessSmallRange(Range baseRange, ref int freeNodeIndex)
            {
                var range = baseRange;

                ComputeAxisAndPivot(ref range, out var axis, out var pivot);
                SortRange(axis, ref range);

                var subRanges    = stackalloc Range[4];
                var hasLeftOvers = 1;

                do
                {
                    var numSubRanges = 0;
                    while (range.Length > 4 && numSubRanges < 3)
                    {
                        subRanges[numSubRanges].Start  = range.Start;
                        subRanges[numSubRanges].Length = 4;
                        numSubRanges++;

                        range.Start  += 4;
                        range.Length -= 4;
                    }

                    if (range.Length > 0)
                    {
                        subRanges[numSubRanges].Start  = range.Start;
                        subRanges[numSubRanges].Length = range.Length;

                        numSubRanges++;
                    }

                    hasLeftOvers = 0;
                    CreateChildren(subRanges, numSubRanges, range.Root, ref freeNodeIndex, (Range *)UnsafeUtility.AddressOf(ref range), ref hasLeftOvers);

                    // Internal error.
                    SafetyChecks.IsTrue(hasLeftOvers <= 1);
                } while (hasLeftOvers > 0);
            }
Esempio n. 11
0
        internal static unsafe bool OverlapPoint <T>(OverlapPointInput input, Collider *collider, ref T collector) where T : struct, ICollector <OverlapPointHit>
        {
            // Nothing to do if:
            // - MaxFraction is zero.
            // - Filtered out.
            if (math.abs(collector.MaxFraction) < 0f ||
                !CollisionFilter.IsCollisionEnabled(input.Filter, collider->Filter))
            {
                return(false);
            }

            // Ensure the query context is initialized.
            input.QueryContext.EnsureIsInitialized();

            bool hadHit;

            switch (collider->ColliderType)
            {
            case ColliderType.Box:
            {
                var box = (PhysicsBoxCollider *)collider;
                hadHit = PointConvex(input.Position, ref box->m_ConvexHull);
                break;
            }

            case ColliderType.Polygon:
            {
                var polygon = (PhysicsPolygonCollider *)collider;
                hadHit = PointConvex(input.Position, ref polygon->m_ConvexHull);
                break;
            }

            case ColliderType.Capsule:
            {
                var capsule = (PhysicsCapsuleCollider *)collider;
                hadHit = PointCapsule(input.Position, capsule->Vertex0, capsule->Vertex1, capsule->Radius);
                break;
            }

            case ColliderType.Circle:
            {
                var circle = (PhysicsCircleCollider *)collider;
                hadHit = PointCircle(input.Position, circle->Center, circle->Radius);
                break;
            }

            case ColliderType.Compound:
            {
                return(PointCompound(input, (PhysicsCompoundCollider *)collider, ref collector));
            }

            default:
                SafetyChecks.ThrowNotImplementedException();
                return(default);
            }

            if (hadHit)
            {
                var hit = new OverlapPointHit
                {
                    Fraction = 0f,
                    Position = PhysicsMath.mul(input.QueryContext.LocalToWorldTransform, input.Position),

                    PhysicsBodyIndex = input.QueryContext.PhysicsBodyIndex,
                    ColliderKey      = input.QueryContext.ColliderKey,
                    Entity           = input.QueryContext.Entity
                };

                return(collector.AddHit(hit));
            }
            return(false);
        }
Esempio n. 12
0
        internal static unsafe DistanceHit ColliderDistance(PhysicsTransform transformA, ref DistanceProxy proxyA, ref DistanceProxy proxyB)
        {
            var simplex = new Simplex();

            simplex.Reset(transformA, proxyA, proxyB);

            var inverseRotationA = math.transpose(transformA.Rotation);

            var vertices = &simplex.Vertex1;

            Simplex.VertexIndexTriple saveA;
            Simplex.VertexIndexTriple saveB;

            var iteration = 0;

            while (iteration < PhysicsSettings.Constants.MaxGJKInterations)
            {
                // Copy simplex so we can identify duplicates.
                var saveCount = simplex.Count;
                for (var i = 0; i < saveCount; ++i)
                {
                    saveA.Index[i] = vertices[i].IndexA;
                    saveB.Index[i] = vertices[i].IndexB;
                }

                switch (saveCount)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
                    SafetyChecks.ThrowInvalidOperationException("Simplex has invalid count.");
                    return(default);
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                // Get search direction.
                var direction = simplex.GetSearchDirection();

                // Ensure the search direction is numerically fit.
                if (math.lengthsq(direction) < float.Epsilon * float.Epsilon)
                {
                    // The origin is probably contained by a line segment
                    // or triangle. Thus the shapes are overlapped.

                    // We can't return zero here even though there may be overlap.
                    // In case the simplex is a point, segment, or triangle it is difficult
                    // to determine if the origin is contained in the CSO or very close to it.
                    break;
                }

                // Compute a tentative new simplex vertex using support points.
                var vertex = vertices + simplex.Count;
                vertex->IndexA   = proxyA.GetSupport(PhysicsMath.mul(inverseRotationA, -direction));
                vertex->SupportA = PhysicsMath.mul(transformA, proxyA.Vertices[vertex->IndexA]);
                vertex->IndexB   = proxyB.GetSupport(direction);
                vertex->SupportB = proxyB.Vertices[vertex->IndexB];
                vertex->W        = vertex->SupportB - vertex->SupportA;

                // Iteration count is equated to the number of support point calls.
                ++iteration;

                // Check for duplicate support points. This is the main termination criteria.
                var duplicate = false;
                for (var i = 0; i < saveCount; ++i)
                {
                    if (vertex->IndexA == saveA.Index[i] && vertex->IndexB == saveB.Index[i])
                    {
                        duplicate = true;
                        break;
                    }
                }

                // If we found a duplicate support point we must exit to avoid cycling.
                if (duplicate)
                {
                    break;
                }

                // New vertex is okay and needed.
                simplex.Count++;
            }

            // Prepare result.
            var pointA = float2.zero;
            var pointB = float2.zero;

            simplex.GetWitnessPoints(ref pointA, ref pointB);

            var distance = math.distance(pointA, pointB);
            var radiusA  = proxyA.ConvexRadius;
            var radiusB  = proxyB.ConvexRadius;

            if (distance > (radiusA + radiusB) && distance > float.Epsilon)
            {
                // Shapes not overlapped.
                // Move the witness points to the outer surface.
                distance -= radiusA + radiusB;
                var normal = math.normalize(pointB - pointA);
                pointA += radiusA * normal;
                pointB -= radiusB * normal;
            }
            else
            {
                // Shapes are overlapped.
                // Move the witness points to the middle.
                pointA   = pointB = 0.5f * (pointA + pointB);
                distance = 0f;
            }

            return(new DistanceHit
            {
                PointA = pointA,
                PointB = pointB,
                Fraction = distance
            });
        }
Esempio n. 13
0
 public bool AddHit(T hit)
 {
     SafetyChecks.IsTrue(hit.Fraction < MaxFraction);
     AllHits.Add(hit);
     return(true);
 }
Esempio n. 14
0
        public unsafe void SetAndGiftWrap(NativeArray <float2> points)
        {
            SafetyChecks.IsTrue(Length == points.Length);

            // Find rightmost point.
            var maxX     = points[0].x;
            var maxIndex = 0;

            for (var i = 0; i < Length; ++i)
            {
                var vertex = points[i];
                var x      = vertex.x;
                if (x > maxX || (x == maxX && vertex.y < points[maxIndex].y))
                {
                    maxIndex = i;
                    maxX     = x;
                }
            }

            // Find convex hull.
            var hullIndices = new NativeArray <int>(Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            var m           = 0;
            var ih          = maxIndex;

            while (true)
            {
                SafetyChecks.IsTrue(m < Length);
                hullIndices[m] = ih;

                var ie = 0;
                for (var j = 1; j < Length; ++j)
                {
                    if (ie == ih)
                    {
                        ie = j;
                        continue;
                    }

                    var r         = points[ie] - points[hullIndices[m]];
                    var v         = points[j] - points[hullIndices[m]];
                    var crossEdge = PhysicsMath.cross(r, v);

                    // Check hull point or being collinear.
                    if (crossEdge < 0f || (math.abs(crossEdge) < float.Epsilon && math.lengthsq(v) > math.lengthsq(r)))
                    {
                        ie = j;
                    }
                }

                ++m;
                ih = ie;

                if (ie == maxIndex)
                {
                    break;
                }
            }

            // Trim lengths for vertices and normals.
            Length = m_Vertices.Length = m_Normals.Length = m;

            // Copy hull vertices.
            var vertices = Vertices.GetUnsafePtr();

            for (var i = 0; i < Length; ++i)
            {
                vertices[i] = points[hullIndices[i]];
            }

            hullIndices.Dispose();

            // Calculate normals.
            var normals = Normals.GetUnsafePtr();

            for (var i = 0; i < Length; ++i)
            {
                var i1   = i;
                var i2   = i + 1 < Length ? i + 1 : 0;
                var edge = vertices[i2] - vertices[i1];
                SafetyChecks.IsTrue(math.lengthsq(edge) > float.Epsilon);
                normals[i] = math.normalize(PhysicsMath.cross(edge, 1.0f));
            }
        }