コード例 #1
0
        /// <summary>
        /// SupportMapping. Finds the point in the shape furthest away from the given direction.
        /// Imagine a plane with a normal in the search direction. Now move the plane along the normal
        /// until the plane does not intersect the shape. The last intersection point is the result.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <param name="result">The result.</param>
        public override void SupportMapping(ref FPVector direction, out FPVector result)
        {
            result = direction;
            result.Normalize();

            FPVector.Multiply(ref result, radius, out result);
        }
コード例 #2
0
        /// <summary>
        /// SupportMapping. Finds the point in the shape furthest away from the given direction.
        /// Imagine a plane with a normal in the search direction. Now move the plane along the normal
        /// until the plane does not intersect the shape. The last intersection point is the result.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <param name="result">The result.</param>
        public override void SupportMapping(ref FPVector direction, out FPVector result)
        {
            FPVector expandVector;

            FPVector.Normalize(ref direction, out expandVector);
            FPVector.Multiply(ref expandVector, sphericalExpansion, out expandVector);

            int minIndex = 0;
            FP  min      = FPVector.Dot(ref points[0], ref direction);
            FP  dot      = FPVector.Dot(ref points[1], ref direction);

            if (dot > min)
            {
                min      = dot;
                minIndex = 1;
            }
            dot = FPVector.Dot(ref points[2], ref direction);
            if (dot > min)
            {
                min      = dot;
                minIndex = 2;
            }

            FPVector.Add(ref points[minIndex], ref expandVector, out result);
        }
コード例 #3
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            public void SupportMapping(ref FPVector direction, out FPVector result)
            {
                FP min = FPVector.Dot(ref owner.points[indices.I0].position, ref direction);
                FP dot = FPVector.Dot(ref owner.points[indices.I1].position, ref direction);

                FPVector minVertex = owner.points[indices.I0].position;

                if (dot > min)
                {
                    min       = dot;
                    minVertex = owner.points[indices.I1].position;
                }
                dot = FPVector.Dot(ref owner.points[indices.I2].position, ref direction);
                if (dot > min)
                {
                    min       = dot;
                    minVertex = owner.points[indices.I2].position;
                }


                FPVector exp;

                FPVector.Normalize(ref direction, out exp);
                exp   *= owner.triangleExpansion;
                result = minVertex + exp;
            }
コード例 #4
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        /// <summary>
        /// SupportMapping. Finds the point in the shape furthest away from the given direction.
        /// Imagine a plane with a normal in the search direction. Now move the plane along the normal
        /// until the plane does not intersect the shape. The last intersection point is the result.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <param name="result">The result.</param>
        public override void SupportMapping(ref FPVector direction, out FPVector result)
        {
            FPVector exp;

            FPVector.Normalize(ref direction, out exp);
            exp *= sphericalExpansion;

            FP  min      = FPVector.Dot(ref vecs[0], ref direction);
            int minIndex = 0;
            FP  dot      = FPVector.Dot(ref vecs[1], ref direction);

            if (dot > min)
            {
                min      = dot;
                minIndex = 1;
            }
            dot = FPVector.Dot(ref vecs[2], ref direction);
            if (dot > min)
            {
                min      = dot;
                minIndex = 2;
            }

            result = vecs[minIndex] + exp;
        }
コード例 #5
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        /// <summary>
        /// Initializes a contact.
        /// </summary>
        /// <param name="body1">The first body.</param>
        /// <param name="body2">The second body.</param>
        /// <param name="point1">The collision point in worldspace</param>
        /// <param name="point2">The collision point in worldspace</param>
        /// <param name="n">The normal pointing to body2.</param>
        /// <param name="penetration">The estimated penetration depth.</param>
        public void Initialize(RigidBody body1, RigidBody body2, ref FPVector point1, ref FPVector point2, ref FPVector n,
                               FP penetration, bool newContact, ContactSettings settings)
        {
            this.body1  = body1;  this.body2 = body2;
            this.normal = n; normal.Normalize();
            this.p1     = point1; this.p2 = point2;

            this.newContact = newContact;

            FPVector.Subtract(ref p1, ref body1.position, out relativePos1);
            FPVector.Subtract(ref p2, ref body2.position, out relativePos2);
            FPVector.Transform(ref relativePos1, ref body1.invOrientation, out realRelPos1);
            FPVector.Transform(ref relativePos2, ref body2.invOrientation, out realRelPos2);

            this.initialPen  = penetration;
            this.penetration = penetration;

            body1IsMassPoint = body1.isParticle;
            body2IsMassPoint = body2.isParticle;

            // Material Properties
            if (newContact)
            {
                treatBody1AsStatic = body1.isStatic;
                treatBody2AsStatic = body2.isStatic;

                accumulatedNormalImpulse  = FP.Zero;
                accumulatedTangentImpulse = FP.Zero;

                lostSpeculativeBounce = FP.Zero;

                switch (settings.MaterialCoefficientMixing)
                {
                case ContactSettings.MaterialCoefficientMixingType.TakeMaximum:
                    staticFriction  = FPMath.Max(body1.staticFriction, body2.staticFriction);
                    dynamicFriction = FPMath.Max(body1.staticFriction, body2.staticFriction);
                    restitution     = FPMath.Max(body1.restitution, body2.restitution);
                    break;

                case ContactSettings.MaterialCoefficientMixingType.TakeMinimum:
                    staticFriction  = FPMath.Min(body1.staticFriction, body2.staticFriction);
                    dynamicFriction = FPMath.Min(body1.staticFriction, body2.staticFriction);
                    restitution     = FPMath.Min(body1.restitution, body2.restitution);
                    break;

                case ContactSettings.MaterialCoefficientMixingType.UseAverage:
                    staticFriction  = (body1.staticFriction + body2.staticFriction) * FP.Half;
                    dynamicFriction = (body1.staticFriction + body2.staticFriction) * FP.Half;
                    restitution     = (body1.restitution + body2.restitution) * FP.Half;
                    break;
                }
            }

            this.settings = settings;
        }
コード例 #6
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        /// <summary>
        /// Called once before iteration starts.
        /// </summary>
        /// <param name="timestep">The simulation timestep</param>
        public override void PrepareForIteration(FP timestep)
        {
            FPVector.Transform(ref localAnchor1, ref body1.orientation, out r1);
            FPVector.Transform(ref localAnchor2, ref body2.orientation, out r2);

            FPVector p1, p2, dp;

            FPVector.Add(ref body1.position, ref r1, out p1);
            FPVector.Add(ref body2.position, ref r2, out p2);

            FPVector.Subtract(ref p2, ref p1, out dp);

            FPVector l = FPVector.Transform(lineNormal, body1.orientation);

            l.Normalize();

            FPVector t = (p1 - p2) % l;

            if (t.sqrMagnitude != FP.Zero)
            {
                t.Normalize();
            }
            t = t % l;

            jacobian[0] = t;                      // linearVel Body1
            jacobian[1] = (r1 + p2 - p1) % t;     // angularVel Body1
            jacobian[2] = -FP.One * t;            // linearVel Body2
            jacobian[3] = -FP.One * r2 % t;       // angularVel Body2

            effectiveMass = body1.inverseMass + body2.inverseMass
                            + FPVector.Transform(jacobian[1], body1.invInertiaWorld) * jacobian[1]
                            + FPVector.Transform(jacobian[3], body2.invInertiaWorld) * jacobian[3];

            softnessOverDt = softness / timestep;
            effectiveMass += softnessOverDt;

            if (effectiveMass != 0)
            {
                effectiveMass = FP.One / effectiveMass;
            }

            bias = -(l % (p2 - p1)).magnitude * biasFactor * (FP.One / timestep);

            if (!body1.isStatic)
            {
                body1.linearVelocity  += body1.inverseMass * accumulatedImpulse * jacobian[0];
                body1.angularVelocity += FPVector.Transform(accumulatedImpulse * jacobian[1], body1.invInertiaWorld);
            }

            if (!body2.isStatic)
            {
                body2.linearVelocity  += body2.inverseMass * accumulatedImpulse * jacobian[2];
                body2.angularVelocity += FPVector.Transform(accumulatedImpulse * jacobian[3], body2.invInertiaWorld);
            }
        }
コード例 #7
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        /// <summary>
        /// Constraints a point on a body to be fixed on a line
        /// which is fixed on another body.
        /// </summary>
        /// <param name="body1"></param>
        /// <param name="body2"></param>
        /// <param name="lineStartPointBody1"></param>
        /// <param name="lineDirection"></param>
        /// <param name="pointBody2"></param>
        public PointOnLine(RigidBody body1, RigidBody body2,
                           FPVector lineStartPointBody1, FPVector pointBody2) : base(body1, body2)
        {
            FPVector.Subtract(ref lineStartPointBody1, ref body1.position, out localAnchor1);
            FPVector.Subtract(ref pointBody2, ref body2.position, out localAnchor2);

            FPVector.Transform(ref localAnchor1, ref body1.invOrientation, out localAnchor1);
            FPVector.Transform(ref localAnchor2, ref body2.invOrientation, out localAnchor2);

            lineNormal = FPVector.Normalize(lineStartPointBody1 - pointBody2);
        }
コード例 #8
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            /// <summary>
            /// Called once before iteration starts.
            /// </summary>
            /// <param name="timestep">The 5simulation timestep</param>
            public override void PrepareForIteration(FP timestep)
            {
                FPVector dp;

                FPVector.Subtract(ref body2.position, ref body1.position, out dp);

                FP deltaLength = dp.magnitude - distance;

                if (behavior == DistanceBehavior.LimitMaximumDistance && deltaLength <= FP.Zero)
                {
                    skipConstraint = true;
                }
                else if (behavior == DistanceBehavior.LimitMinimumDistance && deltaLength >= FP.Zero)
                {
                    skipConstraint = true;
                }
                else
                {
                    skipConstraint = false;

                    FPVector n = dp;
                    if (n.sqrMagnitude != FP.Zero)
                    {
                        n.Normalize();
                    }

                    jacobian[0] = -FP.One * n;
                    //jacobian[1] = -FP.One * (r1 % n);
                    jacobian[1] = FP.One * n;
                    //jacobian[3] = (r2 % n);

                    effectiveMass = body1.inverseMass + body2.inverseMass;

                    softnessOverDt = softness / timestep;
                    effectiveMass += softnessOverDt;

                    effectiveMass = FP.One / effectiveMass;

                    bias = deltaLength * biasFactor * (FP.One / timestep);

                    if (!body1.isStatic)
                    {
                        body1.linearVelocity += body1.inverseMass * accumulatedImpulse * jacobian[0];
                    }

                    if (!body2.isStatic)
                    {
                        body2.linearVelocity += body2.inverseMass * accumulatedImpulse * jacobian[1];
                    }
                }
            }
コード例 #9
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        /// <summary>
        ///
        /// </summary>
        /// <param name="rayOrigin"></param>
        /// <param name="rayDelta"></param>
        /// <returns></returns>
        public override int Prepare(ref FPVector rayOrigin, ref FPVector rayDelta)
        {
            potentialTriangles.Clear();

            #region Expand Spherical
            FPVector expDelta;
            FPVector.Normalize(ref rayDelta, out expDelta);
            expDelta = rayDelta + expDelta * sphericalExpansion;
            #endregion

            octree.GetTrianglesIntersectingRay(potentialTriangles, rayOrigin, expDelta);

            return(potentialTriangles.Count);
        }
コード例 #10
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        /// <summary>
        /// Called once before iteration starts.
        /// </summary>
        /// <param name="timestep">The 5simulation timestep</param>
        public override void PrepareForIteration(FP timestep)
        {
            FPVector.Transform(ref localAnchor1, ref body1.orientation, out r1);
            FPVector.Transform(ref localAnchor2, ref body2.orientation, out r2);

            FPVector p1, p2, dp;

            FPVector.Add(ref body1.position, ref r1, out p1);
            FPVector.Add(ref body2.position, ref r2, out p2);

            FPVector.Subtract(ref p2, ref p1, out dp);

            FP deltaLength = dp.magnitude;

            FPVector n = p2 - p1;

            if (n.sqrMagnitude != FP.Zero)
            {
                n.Normalize();
            }

            jacobian[0] = -FP.One * n;
            jacobian[1] = -FP.One * (r1 % n);
            jacobian[2] = FP.One * n;
            jacobian[3] = (r2 % n);

            effectiveMass = body1.inverseMass + body2.inverseMass
                            + FPVector.Transform(jacobian[1], body1.invInertiaWorld) * jacobian[1]
                            + FPVector.Transform(jacobian[3], body2.invInertiaWorld) * jacobian[3];

            softnessOverDt = softness / timestep;
            effectiveMass += softnessOverDt;

            effectiveMass = FP.One / effectiveMass;

            bias = deltaLength * biasFactor * (FP.One / timestep);

            if (!body1.isStatic)
            {
                body1.linearVelocity  += body1.inverseMass * accumulatedImpulse * jacobian[0];
                body1.angularVelocity += FPVector.Transform(accumulatedImpulse * jacobian[1], body1.invInertiaWorld);
            }

            if (!body2.isStatic)
            {
                body2.linearVelocity  += body2.inverseMass * accumulatedImpulse * jacobian[2];
                body2.angularVelocity += FPVector.Transform(accumulatedImpulse * jacobian[3], body2.invInertiaWorld);
            }
        }
コード例 #11
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        /// <summary>
        ///
        /// </summary>
        /// <param name="rayOrigin"></param>
        /// <param name="rayDelta"></param>
        /// <returns></returns>
        public override int Prepare(ref FPVector rayOrigin, ref FPVector rayDelta)
        {
            TSBBox box = TSBBox.SmallBox;

            #region RayEnd + Expand Spherical
            FPVector rayEnd;
            FPVector.Normalize(ref rayDelta, out rayEnd);
            rayEnd = rayOrigin + rayDelta + rayEnd * sphericalExpansion;
            #endregion

            box.AddPoint(ref rayOrigin);
            box.AddPoint(ref rayEnd);

            return(this.Prepare(ref box));
        }
コード例 #12
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        public static void LookAt(FPVector forward, FPVector upwards, out FPMatrix result)
        {
            FPVector zaxis = forward; zaxis.Normalize();
            FPVector xaxis = FPVector.Cross(upwards, zaxis); xaxis.Normalize();
            FPVector yaxis = FPVector.Cross(zaxis, xaxis);

            result.M11 = xaxis.x;
            result.M21 = yaxis.x;
            result.M31 = zaxis.x;
            result.M12 = xaxis.y;
            result.M22 = yaxis.y;
            result.M32 = zaxis.y;
            result.M13 = xaxis.z;
            result.M23 = yaxis.z;
            result.M33 = zaxis.z;
        }
コード例 #13
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        /// <summary>
        /// SupportMapping. Finds the point in the shape furthest away from the given direction.
        /// Imagine a plane with a normal in the search direction. Now move the plane along the normal
        /// until the plane does not intersect the shape. The last intersection point is the result.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <param name="result">The result.</param>
        public override void SupportMapping(ref FPVector direction, out FPVector result)
        {
            FP r = FP.Sqrt(direction.x * direction.x + direction.z * direction.z);

            if (FP.Abs(direction.y) > FP.Zero)
            {
                FPVector dir; FPVector.Normalize(ref direction, out dir);
                FPVector.Multiply(ref dir, radius, out result);
                result.y += FP.Sign(direction.y) * FP.Half * length;
            }
            else if (r > FP.Zero)
            {
                result.x = direction.x / r * radius;
                result.y = FP.Zero;
                result.z = direction.z / r * radius;
            }
            else
            {
                result.x = FP.Zero;
                result.y = FP.Zero;
                result.z = FP.Zero;
            }
        }
コード例 #14
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        /// <summary>
        /// Checks two shapes for collisions.
        /// </summary>
        /// <param name="support1">The SupportMappable implementation of the first shape to test.</param>
        /// <param name="support2">The SupportMappable implementation of the seconds shape to test.</param>
        /// <param name="orientation1">The orientation of the first shape.</param>
        /// <param name="orientation2">The orientation of the second shape.</param>
        /// <param name="position1">The position of the first shape.</param>
        /// <param name="position2">The position of the second shape</param>
        /// <param name="point">The pointin world coordinates, where collision occur.</param>
        /// <param name="normal">The normal pointing from body2 to body1.</param>
        /// <param name="penetration">Estimated penetration depth of the collision.</param>
        /// <returns>Returns true if there is a collision, false otherwise.</returns>
        public static bool Detect(ISupportMappable support1, ISupportMappable support2, ref FPMatrix orientation1,
                                  ref FPMatrix orientation2, ref FPVector position1, ref FPVector position2,
                                  out FPVector point, out FPVector normal, out FP penetration)
        {
            // Used variables
            FPVector temp1, temp2;
            FPVector v01, v02, v0;
            FPVector v11, v12, v1;
            FPVector v21, v22, v2;
            FPVector v31, v32, v3;
            FPVector v41 = FPVector.zero, v42 = FPVector.zero, v4 = FPVector.zero;
            FPVector mn;

            // Initialization of the output
            point       = normal = FPVector.zero;
            penetration = FP.Zero;

            //JVector right = JVector.Right;

            // Get the center of shape1 in world coordinates -> v01
            support1.SupportCenter(out v01);
            FPVector.Transform(ref v01, ref orientation1, out v01);
            FPVector.Add(ref position1, ref v01, out v01);

            // Get the center of shape2 in world coordinates -> v02
            support2.SupportCenter(out v02);
            FPVector.Transform(ref v02, ref orientation2, out v02);
            FPVector.Add(ref position2, ref v02, out v02);

            // v0 is the center of the minkowski difference
            FPVector.Subtract(ref v02, ref v01, out v0);

            // Avoid case where centers overlap -- any direction is fine in this case
            if (v0.IsNearlyZero())
            {
                v0 = new FPVector(FP.EN4, 0, 0);
            }

            // v1 = support in direction of origin
            mn = v0;
            FPVector.Negate(ref v0, out normal);
            //UnityEngine.Debug.Log("normal: " + normal);

            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v11);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v12);
            FPVector.Subtract(ref v12, ref v11, out v1);

            if (FPVector.Dot(ref v1, ref normal) <= FP.Zero)
            {
                return(false);
            }

            // v2 = support perpendicular to v1,v0
            FPVector.Cross(ref v1, ref v0, out normal);

            if (normal.IsNearlyZero())
            {
                FPVector.Subtract(ref v1, ref v0, out normal);
                //UnityEngine.Debug.Log("normal: " + normal);

                normal.Normalize();

                point = v11;
                FPVector.Add(ref point, ref v12, out point);
                FPVector.Multiply(ref point, FP.Half, out point);

                FPVector.Subtract(ref v12, ref v11, out temp1);
                penetration = FPVector.Dot(ref temp1, ref normal);

                //point = v11;
                //point2 = v12;
                return(true);
            }

            FPVector.Negate(ref normal, out mn);
            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v21);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v22);
            FPVector.Subtract(ref v22, ref v21, out v2);

            if (FPVector.Dot(ref v2, ref normal) <= FP.Zero)
            {
                return(false);
            }

            // Determine whether origin is on + or - side of plane (v1,v0,v2)
            FPVector.Subtract(ref v1, ref v0, out temp1);
            FPVector.Subtract(ref v2, ref v0, out temp2);
            FPVector.Cross(ref temp1, ref temp2, out normal);

            FP dist = FPVector.Dot(ref normal, ref v0);

            // If the origin is on the - side of the plane, reverse the direction of the plane
            if (dist > FP.Zero)
            {
                FPVector.Swap(ref v1, ref v2);
                FPVector.Swap(ref v11, ref v21);
                FPVector.Swap(ref v12, ref v22);
                FPVector.Negate(ref normal, out normal);
                UnityEngine.Debug.Log("normal: " + normal);
            }


            int  phase2 = 0;
            int  phase1 = 0;
            bool hit    = false;

            // Phase One: Identify a portal
            while (true)
            {
                if (phase1 > MaximumIterations)
                {
                    return(false);
                }

                phase1++;

                // Obtain the support point in a direction perpendicular to the existing plane
                // Note: This point is guaranteed to lie off the plane
                FPVector.Negate(ref normal, out mn);
                //UnityEngine.Debug.Log("mn: " + mn);
                SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v31);
                SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v32);
                FPVector.Subtract(ref v32, ref v31, out v3);


                if (FPVector.Dot(ref v3, ref normal) <= FP.Zero)
                {
                    return(false);
                }

                // If origin is outside (v1,v0,v3), then eliminate v2 and loop
                FPVector.Cross(ref v1, ref v3, out temp1);
                if (FPVector.Dot(ref temp1, ref v0) < FP.Zero)
                {
                    v2  = v3;
                    v21 = v31;
                    v22 = v32;
                    FPVector.Subtract(ref v1, ref v0, out temp1);
                    FPVector.Subtract(ref v3, ref v0, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    //	UnityEngine.Debug.Log("normal: " + normal);
                    continue;
                }

                // If origin is outside (v3,v0,v2), then eliminate v1 and loop
                FPVector.Cross(ref v3, ref v2, out temp1);
                if (FPVector.Dot(ref temp1, ref v0) < FP.Zero)
                {
                    v1  = v3;
                    v11 = v31;
                    v12 = v32;
                    FPVector.Subtract(ref v3, ref v0, out temp1);
                    FPVector.Subtract(ref v2, ref v0, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    //UnityEngine.Debug.Log("normal: " + normal);
                    continue;
                }

                // Phase Two: Refine the portal
                // We are now inside of a wedge...
                while (true)
                {
                    phase2++;

                    /*
                     * UnityEngine.Debug.LogError(" ::Start STATE");
                     * UnityEngine.Debug.Log(temp1 + " " +  temp2);
                     * UnityEngine.Debug.Log( v01 + " " + v02 + " "+ v0);
                     * UnityEngine.Debug.Log( v11+" "+ v12 +" "+ v1);
                     * UnityEngine.Debug.Log( v21 +" "+ v22 +" "+ v2);
                     * UnityEngine.Debug.Log( v31 +" "+ v32 +" "+ v3);
                     * UnityEngine.Debug.Log( v41 +" "+ v42 +" "+ v4);
                     * UnityEngine.Debug.Log( mn);
                     *
                     * UnityEngine.Debug.LogError(" ::END STATE");
                     */
                    // Compute normal of the wedge face
                    FPVector.Subtract(ref v2, ref v1, out temp1);
                    FPVector.Subtract(ref v3, ref v1, out temp2);
                    FPVector.Cross(ref temp1, ref temp2, out normal);
                    // Beginer
                    //	UnityEngine.Debug.Log("normal: " + normal);

                    // Can this happen???  Can it be handled more cleanly?
                    if (normal.IsNearlyZero())
                    {
                        return(true);
                    }

                    normal.Normalize();
                    //UnityEngine.Debug.Log("normal: " + normal);
                    // Compute distance from origin to wedge face
                    FP d = FPVector.Dot(ref normal, ref v1);


                    // If the origin is inside the wedge, we have a hit
                    if (d >= 0 && !hit)
                    {
                        // HIT!!!
                        hit = true;
                    }

                    // Find the support point in the direction of the wedge face
                    FPVector.Negate(ref normal, out mn);
                    SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v41);
                    SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v42);
                    FPVector.Subtract(ref v42, ref v41, out v4);

                    FPVector.Subtract(ref v4, ref v3, out temp1);
                    FP delta = FPVector.Dot(ref temp1, ref normal);
                    penetration = FPVector.Dot(ref v4, ref normal);

                    // If the boundary is thin enough or the origin is outside the support plane for the newly discovered vertex, then we can terminate
                    if (delta <= CollideEpsilon || penetration <= FP.Zero || phase2 > MaximumIterations)
                    {
                        if (hit)
                        {
                            FPVector.Cross(ref v1, ref v2, out temp1);
                            FP b0 = FPVector.Dot(ref temp1, ref v3);
                            FPVector.Cross(ref v3, ref v2, out temp1);
                            FP b1 = FPVector.Dot(ref temp1, ref v0);
                            FPVector.Cross(ref v0, ref v1, out temp1);
                            FP b2 = FPVector.Dot(ref temp1, ref v3);
                            FPVector.Cross(ref v2, ref v1, out temp1);
                            FP b3 = FPVector.Dot(ref temp1, ref v0);

                            FP sum = b0 + b1 + b2 + b3;

                            if (sum <= 0)
                            {
                                b0 = 0;
                                FPVector.Cross(ref v2, ref v3, out temp1);
                                b1 = FPVector.Dot(ref temp1, ref normal);
                                FPVector.Cross(ref v3, ref v1, out temp1);
                                b2 = FPVector.Dot(ref temp1, ref normal);
                                FPVector.Cross(ref v1, ref v2, out temp1);
                                b3 = FPVector.Dot(ref temp1, ref normal);

                                sum = b1 + b2 + b3;
                            }

                            FP inv = FP.One / sum;

                            FPVector.Multiply(ref v01, b0, out point);
                            FPVector.Multiply(ref v11, b1, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v21, b2, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v31, b3, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);

                            FPVector.Multiply(ref v02, b0, out temp2);
                            FPVector.Add(ref temp2, ref point, out point);
                            FPVector.Multiply(ref v12, b1, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v22, b2, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);
                            FPVector.Multiply(ref v32, b3, out temp1);
                            FPVector.Add(ref point, ref temp1, out point);

                            FPVector.Multiply(ref point, inv * FP.Half, out point);
                        }

                        // Compute the barycentric coordinates of the origin
                        return(hit);
                    }

                    //// Compute the tetrahedron dividing face (v4,v0,v1)
                    //JVector.Cross(ref v4, ref v1, out temp1);
                    //FP d1 = JVector.Dot(ref temp1, ref v0);


                    //// Compute the tetrahedron dividing face (v4,v0,v2)
                    //JVector.Cross(ref v4, ref v2, out temp1);
                    //FP d2 = JVector.Dot(ref temp1, ref v0);


                    // Compute the tetrahedron dividing face (v4,v0,v3)
                    //UnityEngine.Debug.LogError("v4:" +  v4 + " v0:" + v0);
                    FPVector.Cross(ref v4, ref v0, out temp1);
                    //UnityEngine.Debug.LogError("temp1:"+ temp1);

                    //Ender
                    //	UnityEngine.Debug.Log("normal: " + normal);
                    FP dot = FPVector.Dot(ref temp1, ref v1);

                    if (dot >= FP.Zero)
                    {
                        //	UnityEngine.Debug.Log("dot >= 0 temp1:" + temp1 + "  v2:" + v2 );
                        dot = FPVector.Dot(ref temp1, ref v2);

                        if (dot >= FP.Zero)
                        {
                            //		UnityEngine.Debug.Log("dot >= 0 v1->v4");

                            // Inside d1 & inside d2 ==> eliminate v1
                            v1  = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                        else
                        {
                            //		UnityEngine.Debug.Log("dot < v3->v4");

                            // Inside d1 & outside d2 ==> eliminate v3
                            v3  = v4;
                            v31 = v41;
                            v32 = v42;
                        }
                    }
                    else
                    {
                        //	UnityEngine.Debug.Log("dot < 0 temp1:" + temp1 + "  v3:" + v3 );
                        dot = FPVector.Dot(ref temp1, ref v3);

                        if (dot >= FP.Zero)
                        {
                            //	UnityEngine.Debug.Log("dot >= 0 v2 => v4");
                            // Outside d1 & inside d3 ==> eliminate v2
                            v2  = v4;
                            v21 = v41;
                            v22 = v42;
                        }
                        else
                        {
                            //		UnityEngine.Debug.Log("dot < 0 v1 => v4");
                            // Outside d1 & outside d3 ==> eliminate v1
                            v1  = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                    }
                }
            }
        }
コード例 #15
0
        /// <summary>
        /// Hull making.
        /// </summary>
        /// <remarks>Based/Completely from http://www.xbdev.net/physics/MinkowskiDifference/index.php
        /// I don't (100%) see why this should always work.
        /// </remarks>
        /// <param name="triangleList"></param>
        /// <param name="generationThreshold"></param>
        public virtual void MakeHull(ref List <FPVector> triangleList, int generationThreshold)
        {
            FP distanceThreshold = FP.Zero;

            if (generationThreshold < 0)
            {
                generationThreshold = 4;
            }

            Stack <ClipTriangle> activeTriList = new Stack <ClipTriangle>();

            FPVector[] v = new FPVector[] // 6 Array
            {
                new FPVector(-1, 0, 0),
                new FPVector(1, 0, 0),

                new FPVector(0, -1, 0),
                new FPVector(0, 1, 0),

                new FPVector(0, 0, -1),
                new FPVector(0, 0, 1),
            };

            int[,] kTriangleVerts = new int[8, 3] // 8 x 3 Array
            {
                { 5, 1, 3 },
                { 4, 3, 1 },
                { 3, 4, 0 },
                { 0, 5, 3 },

                { 5, 2, 1 },
                { 4, 1, 2 },
                { 2, 0, 4 },
                { 0, 2, 5 }
            };

            for (int i = 0; i < 8; i++)
            {
                ClipTriangle tri = new ClipTriangle();
                tri.n1         = v[kTriangleVerts[i, 0]];
                tri.n2         = v[kTriangleVerts[i, 1]];
                tri.n3         = v[kTriangleVerts[i, 2]];
                tri.generation = 0;
                activeTriList.Push(tri);
            }

            // surfaceTriList
            while (activeTriList.Count > 0)
            {
                ClipTriangle tri = activeTriList.Pop();

                FPVector p1; SupportMapping(ref tri.n1, out p1);
                FPVector p2; SupportMapping(ref tri.n2, out p2);
                FPVector p3; SupportMapping(ref tri.n3, out p3);

                FP d1 = (p2 - p1).sqrMagnitude;
                FP d2 = (p3 - p2).sqrMagnitude;
                FP d3 = (p1 - p3).sqrMagnitude;

                if (FPMath.Max(FPMath.Max(d1, d2), d3) > distanceThreshold && tri.generation < generationThreshold)
                {
                    ClipTriangle tri1 = new ClipTriangle();
                    ClipTriangle tri2 = new ClipTriangle();
                    ClipTriangle tri3 = new ClipTriangle();
                    ClipTriangle tri4 = new ClipTriangle();

                    tri1.generation = tri.generation + 1;
                    tri2.generation = tri.generation + 1;
                    tri3.generation = tri.generation + 1;
                    tri4.generation = tri.generation + 1;

                    tri1.n1 = tri.n1;
                    tri2.n2 = tri.n2;
                    tri3.n3 = tri.n3;

                    FPVector n = FP.Half * (tri.n1 + tri.n2);
                    n.Normalize();

                    tri1.n2 = n;
                    tri2.n1 = n;
                    tri4.n3 = n;

                    n = FP.Half * (tri.n2 + tri.n3);
                    n.Normalize();

                    tri2.n3 = n;
                    tri3.n2 = n;
                    tri4.n1 = n;

                    n = FP.Half * (tri.n3 + tri.n1);
                    n.Normalize();

                    tri1.n3 = n;
                    tri3.n1 = n;
                    tri4.n2 = n;

                    activeTriList.Push(tri1);
                    activeTriList.Push(tri2);
                    activeTriList.Push(tri3);
                    activeTriList.Push(tri4);
                }
                else
                {
                    if (((p3 - p1) % (p2 - p1)).sqrMagnitude > FPMath.Epsilon)
                    {
                        triangleList.Add(p1);
                        triangleList.Add(p2);
                        triangleList.Add(p3);
                    }
                }
            }
        }
コード例 #16
0
        //    public static bool TimeOfImpact(ISupportMappable support1, ISupportMappable support2, ref JMatrix orientation1,
        //ref JMatrix orientation2, ref JVector position1, ref JVector position2, ref JVector sweptA, ref JVector sweptB,
        //out JVector p1, out JVector p2, out JVector normal)
        //    {

        //        VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();
        //        simplexSolver.Reset();

        //        FP lambda = FP.Zero;

        //        p1 = p2 = JVector.Zero;

        //        JVector x1 = position1;
        //        JVector x2 = position2;

        //        JVector r = sweptA - sweptB;
        //        JVector w, v;

        //        JVector supVertexA;
        //        JVector rn = JVector.Negate(r);
        //        SupportMapTransformed(support1, ref orientation1, ref x1, ref rn, out supVertexA);

        //        JVector supVertexB;
        //        SupportMapTransformed(support2, ref orientation2, ref x2, ref r, out supVertexB);

        //        v = supVertexA - supVertexB;

        //        bool hasResult = false;

        //        normal = JVector.Zero;


        //        FP lastLambda = lambda;

        //        int maxIter = MaxIterations;

        //        FP distSq = v.LengthSquared();
        //        FP epsilon = FP.EN5;

        //        FP VdotR;

        //        while ((distSq > epsilon) && (maxIter-- != 0))
        //        {

        //            JVector vn = JVector.Negate(v);
        //            SupportMapTransformed(support1, ref orientation1, ref x1, ref vn, out supVertexA);
        //            SupportMapTransformed(support2, ref orientation2, ref x2, ref v, out supVertexB);
        //            w = supVertexA - supVertexB;

        //            FP VdotW = JVector.Dot(ref v, ref w);

        //            if (VdotW > FP.Zero)
        //            {
        //                VdotR = JVector.Dot(ref v, ref r);

        //                if (VdotR >= -JMath.Epsilon)
        //                {
        //                    simplexSolverPool.GiveBack(simplexSolver);
        //                    return false;
        //                }
        //                else
        //                {
        //                    lambda = lambda - VdotW / VdotR;


        //                    x1 = position1 + lambda * sweptA;
        //                    x2 = position2 + lambda * sweptB;

        //                    w = supVertexA - supVertexB;

        //                    normal = v;
        //                    hasResult = true;
        //                }
        //            }
        //            if (!simplexSolver.InSimplex(w)) simplexSolver.AddVertex(w, supVertexA, supVertexB);
        //            if (simplexSolver.Closest(out v))
        //            {
        //                distSq = v.LengthSquared();
        //                normal = v;
        //                hasResult = true;
        //            }
        //            else distSq = FP.Zero;
        //        }


        //        simplexSolver.ComputePoints(out p1, out p2);


        //        if (normal.LengthSquared() > JMath.Epsilon * JMath.Epsilon)
        //            normal.Normalize();

        //        p1 = p1 - lambda * sweptA;
        //        p2 = p2 - lambda * sweptB;

        //        simplexSolverPool.GiveBack(simplexSolver);

        //        return true;

        //    }
        #endregion

        // see: btSubSimplexConvexCast.cpp

        /// <summary>
        /// Checks if a ray definied through it's origin and direction collides
        /// with a shape.
        /// </summary>
        /// <param name="support">The supportmap implementation representing the shape.</param>
        /// <param name="orientation">The orientation of the shape.</param>
        /// <param name="invOrientation">The inverse orientation of the shape.</param>
        /// <param name="position">The position of the shape.</param>
        /// <param name="origin">The origin of the ray.</param>
        /// <param name="direction">The direction of the ray.</param>
        /// <param name="fraction">The fraction which gives information where at the
        /// ray the collision occured. The hitPoint is calculated by: origin+friction*direction.</param>
        /// <param name="normal">The normal from the ray collision.</param>
        /// <returns>Returns true if the ray hit the shape, false otherwise.</returns>
        public static bool Raycast(ISupportMappable support, ref FPMatrix orientation, ref FPMatrix invOrientation,
                                   ref FPVector position, ref FPVector origin, ref FPVector direction, out FP fraction, out FPVector normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            normal   = FPVector.zero;
            fraction = FP.MaxValue;

            FP lambda = FP.Zero;

            FPVector r = direction;
            FPVector x = origin;
            FPVector w, p, v;

            FPVector arbitraryPoint;

            SupportMapTransformed(support, ref orientation, ref position, ref r, out arbitraryPoint);
            FPVector.Subtract(ref x, ref arbitraryPoint, out v);

            int maxIter = MaxIterations;

            FP distSq  = v.sqrMagnitude;
            FP epsilon = FP.EN6;

            FP VdotR;

            while ((distSq > epsilon) && (maxIter-- != 0))
            {
                SupportMapTransformed(support, ref orientation, ref position, ref v, out p);
                FPVector.Subtract(ref x, ref p, out w);

                FP VdotW = FPVector.Dot(ref v, ref w);

                if (VdotW > FP.Zero)
                {
                    VdotR = FPVector.Dot(ref v, ref r);

                    if (VdotR >= -FPMath.Epsilon)
                    {
                        simplexSolverPool.GiveBack(simplexSolver);
                        return(false);
                    }
                    else
                    {
                        lambda = lambda - VdotW / VdotR;
                        FPVector.Multiply(ref r, lambda, out x);
                        FPVector.Add(ref origin, ref x, out x);
                        FPVector.Subtract(ref x, ref p, out w);
                        normal = v;
                    }
                }
                if (!simplexSolver.InSimplex(w))
                {
                    simplexSolver.AddVertex(w, x, p);
                }
                if (simplexSolver.Closest(out v))
                {
                    distSq = v.sqrMagnitude;
                }
                else
                {
                    distSq = FP.Zero;
                }
            }

            #region Retrieving hitPoint

            // Giving back the fraction like this *should* work
            // but is inaccurate against large objects:
            // fraction = lambda;

            FPVector p1, p2;
            simplexSolver.ComputePoints(out p1, out p2);

            p2       = p2 - origin;
            fraction = p2.magnitude / direction.magnitude;

            #endregion

            if (normal.sqrMagnitude > FPMath.Epsilon * FPMath.Epsilon)
            {
                normal.Normalize();
            }

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }
コード例 #17
0
        public static bool ClosestPoints(ISupportMappable support1, ISupportMappable support2, ref FPMatrix orientation1,
                                         ref FPMatrix orientation2, ref FPVector position1, ref FPVector position2,
                                         out FPVector p1, out FPVector p2, out FPVector normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            p1 = p2 = FPVector.zero;

            FPVector r = position1 - position2;
            FPVector w, v;

            FPVector supVertexA;
            FPVector rn, vn;

            rn = FPVector.Negate(r);

            SupportMapTransformed(support1, ref orientation1, ref position1, ref rn, out supVertexA);

            FPVector supVertexB;

            SupportMapTransformed(support2, ref orientation2, ref position2, ref r, out supVertexB);

            v = supVertexA - supVertexB;

            normal = FPVector.zero;

            int maxIter = MaxIterations;

            FP distSq  = v.sqrMagnitude;
            FP epsilon = CollideEpsilon;

            while ((distSq > epsilon) && (maxIter-- != 0))
            {
                vn = FPVector.Negate(v);
                SupportMapTransformed(support1, ref orientation1, ref position1, ref vn, out supVertexA);
                SupportMapTransformed(support2, ref orientation2, ref position2, ref v, out supVertexB);
                w = supVertexA - supVertexB;

                if (!simplexSolver.InSimplex(w))
                {
                    simplexSolver.AddVertex(w, supVertexA, supVertexB);
                }
                if (simplexSolver.Closest(out v))
                {
                    distSq = v.sqrMagnitude;
                    normal = v;
                }
                else
                {
                    distSq = FP.Zero;
                }
            }


            simplexSolver.ComputePoints(out p1, out p2);

            if (normal.sqrMagnitude > FPMath.Epsilon * FPMath.Epsilon)
            {
                normal.Normalize();
            }

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }