コード例 #1
0
        public ColorIntensity RayIntensity(SDScene scene, RayData data)
        {
            ColorIntensity color = new ColorIntensity();

            float lightPass = LightPassValue(scene.ClosestDistance, data.Pos);

            if (lightPass == 0f)
            {
                return(color);
            }

            Vec3f dir = (Pos - data.Pos).Normalized();

            float diffuseDot = dir.Dot(data.Normal);

            if (diffuseDot > 0f)
            {
                color += data.Mat.DiffuseIntensity * DiffuseIntensity * diffuseDot * lightPass;

                Vec3f reflectionDir = 2f * dir.Dot(data.Normal) * data.Normal - dir;
                Vec3f viewerDir     = (data.RayOrigin - data.Pos).Normalized();
                float specularDot   = reflectionDir.Dot(viewerDir);
                if (specularDot > 0f)
                {
                    color += SpecularIntensity * data.Mat.Specular
                             * MathF.Pow(specularDot, data.Mat.Shininess) * lightPass;
                }
            }

            return(color.AtDistance((Pos - data.Pos).Magnitude));
        }
コード例 #2
0
        private void UpdateData()
        {
            localCentroid = Vec3f.Zero;
            Mass          = 0;

            for (int i = 0; i < colliders.Length; i++)
            {
                Collider col = colliders[i];
                col.body       = this;
                Mass          += col.mass;
                localCentroid += col.mass * col.localCentroid;
            }

            InverseMass    = 1 / Mass;
            localCentroid *= InverseMass;

            Mat3f localInertiaTensor = Mat3f.Zero;

            for (int i = 0; i < colliders.Length; i++)
            {
                Collider col   = colliders[i];
                Vec3f    r     = localCentroid - col.localCentroid;
                float    rDotR = Vec3f.Dot(r, r);
                Mat3f    rOutR = Mat3f.OuterProduct(r, r);

                localInertiaTensor = col.localInertiaTensor + col.mass * (rDotR * Mat3f.Identity - rOutR);
            }

            localInverseInertiaTensor = localInertiaTensor.Inverted();
        }
コード例 #3
0
ファイル: MeshTest.cs プロジェクト: Hengle/OpenBoxUnity
        public void TestNormals() {
            var m = EasySquares(1);

            var n1 = m.Normal(0, 1, 2);
            var n2 = m.Normal(2, 1, 0);

            Assert.AreEqual(Vec3f.Dot(n1, n2), -1.0f);
        }
コード例 #4
0
        private bool Gjk(Collider colliderA, Collider colliderB, out ContactData contactData)
        {
            contactData = default;
            Vec3f a, b, c, d;
            Vec3f Asa, Asb, Asc, Asd, Bsa, Bsb, Bsc, Bsd;

            a   = b = c = d = Vec3f.Zero;
            Asa = Asb = Asc = Asd = Vec3f.Zero;
            Bsa = Bsb = Bsc = Bsd = Vec3f.Zero;
            Vec3f searchDir = colliderA.localCentroid - colliderB.localCentroid;

            CsoSupport(colliderB, colliderA, searchDir, out c, out Asc, out Bsc);
            searchDir = -c;

            CsoSupport(colliderB, colliderA, searchDir, out b, out Asb, out Bsb);

            if (Vec3f.Dot(b, searchDir) < 0)
            {
                return(false);
            }

            Vec3f bc = c - b;

            searchDir = Vec3f.Cross(Vec3f.Cross(bc, -b), bc); //search perpendicular to line segment towards origin
            if (searchDir.SqrMagnitude < MathUtils.Epsilon)
            {
                searchDir = Vec3f.Cross(bc, Vec3f.Right); //normal with x-axis
                if (Vec3f.Aproximates(searchDir, Vec3f.Zero))
                {
                    searchDir = Vec3f.Cross(bc, -Vec3f.Forward);                                           //normal with z-axis
                }
            }

            int simplexDimension = 2;

            for (int i = 0; i < 64; i++)
            {
                CsoSupport(colliderB, colliderA, searchDir, out a, out Asa, out Bsa);
                if (Vec3f.Dot(a, searchDir) < 0)
                {
                    return(false);
                }

                simplexDimension++;
                if (simplexDimension == 3)
                {
                    UpdateSimplex3(ref a, ref b, ref c, ref d, ref simplexDimension, ref searchDir, ref Asa, ref Asb, ref Asc, ref Asd
                                   , ref Bsa, ref Bsb, ref Bsc, ref Bsd);
                }
                else if (UpdateSimplex4(ref a, ref b, ref c, ref d, ref simplexDimension, ref searchDir, ref Asa, ref Asb, ref Asc, ref Asd
                                        , ref Bsa, ref Bsb, ref Bsc, ref Bsd))
                {
                    contactData = Epa(colliderA, colliderB, a, b, c, d, Asa, Asb, Asc, Asd, Bsa, Bsb, Bsc, Bsd);
                    return(true);
                }
            }
            return(false);
        }
コード例 #5
0
ファイル: Quatf.cs プロジェクト: luxgile/Entygine
        public static Quatf operator *(Quatf lhs, Quatf rhs)
        {
            Vec3f lxyz = lhs.XYZ;
            Vec3f rxyz = rhs.XYZ;

            return(new Quatf(
                       (rhs.w * lxyz) + (lhs.w * rxyz) + Vec3f.Cross(lxyz, rxyz),
                       (lhs.w * rhs.w) - Vec3f.Dot(lxyz, rxyz)));
        }
コード例 #6
0
        public IEnumerable <List <int> > AllPolygons()
        {
            HashSet <int> foundTris = new HashSet <int>();
            Queue <int>   triQueue  = new Queue <int>();

            for (int i = 0; i < Edges.Length; i += 3)
            {
                if (Edges[i].vertexIdx < 0 || foundTris.Contains(i))
                {
                    continue;
                }

                List <int> currPoly = new List <int>();

                Vec3f n = Normal(i);

                triQueue.Enqueue(i);

                while (triQueue.Count > 0)
                {
                    int e = triQueue.Dequeue();

                    if (foundTris.Contains(e))
                    {
                        // Already processed
                        continue;
                    }

                    if (Vec3f.Dot(n, Normal(e)) < 0.99f)
                    {
                        // Creased edge; not part of the same polygon.
                        continue;
                    }

                    foundTris.Add(e);
                    currPoly.Add(e);

                    foreach (int nextE in new int[] { Opp(e), Opp(Next(e)), Opp(Prev(e)) })
                    {
                        if (nextE < 0)
                        {
                            // Open edge
                            continue;
                        }

                        int nextEBase = Base(nextE);

                        triQueue.Enqueue(nextEBase);
                    }
                }

                yield return(currPoly);
            }
        }
コード例 #7
0
        public bool IsCreased(int edgeIdx)
        {
            if (IsOpen(edgeIdx))
            {
                return(false);
            }

            Vec3f n1 = Normal(edgeIdx);
            Vec3f n2 = Normal(Opp(edgeIdx));

            return(Vec3f.Dot(n1, n2) < 0.99f);
        }
コード例 #8
0
ファイル: Triangle.cs プロジェクト: luxgile/Entygine
        public static bool ContainsPoint(Vec3f a, Vec3f b, Vec3f c, Vec3f point)
        {
            a -= point;
            b -= point;
            c -= point;

            Vec3f u = Vec3f.Cross(b, c);
            Vec3f v = Vec3f.Cross(c, a);
            Vec3f w = Vec3f.Cross(a, b);

            return(Vec3f.Dot(u, v) >= 0f && Vec3f.Dot(u, w) > 0f);
        }
コード例 #9
0
        public bool Flips(int vert1, int vert2, int vertOld, int vertNew)
        {
            Vec3f n1 = Normal(vert1, vert2, vertOld);
            Vec3f n2 = Normal(vert1, vert2, vertNew);

            if (float.IsNaN(n2.x))
            {
                return(true);
            }

            //return Vec3f.Dot(n1, n2) <= 0f;
            return(Vec3f.Dot(n1, n2) <= 0.01f);
        }
コード例 #10
0
        public IEnumerable <int> FullPolygon(int startEdge)
        {
            HashSet <int> foundTris = new HashSet <int>();
            Queue <int>   triQueue  = new Queue <int>();

            Vec3f n = Normal(startEdge);

            foundTris.Add(Base(startEdge));
            triQueue.Enqueue(Base(startEdge));

            while (triQueue.Count > 0)
            {
                int e = triQueue.Dequeue();

                if (Vec3f.Dot(n, Normal(e)) < 0.99f)
                {
                    // Creased edge; not part of the same polygon.
                    continue;
                }

                yield return(e);

                foreach (int nextE in new int[] { Opp(e), Opp(Next(e)), Opp(Prev(e)) })
                {
                    if (nextE < 0)
                    {
                        // Open edge
                        continue;
                    }

                    int nextEBase = Base(nextE);

                    if (foundTris.Contains(nextEBase))
                    {
                        // All processed triangle
                        continue;
                    }

                    foundTris.Add(nextEBase);
                    triQueue.Enqueue(nextEBase);
                }
            }
        }
コード例 #11
0
ファイル: Triangle.cs プロジェクト: luxgile/Entygine
        public Vec3f GetBarycentric(Vec3f point)
        {
            Vec3f v0 = b - a;
            Vec3f v1 = c - a;
            Vec3f v2 = point - a;

            float d00   = Vec3f.Dot(v0, v0);
            float d01   = Vec3f.Dot(v0, v1);
            float d11   = Vec3f.Dot(v1, v1);
            float d20   = Vec3f.Dot(v2, v0);
            float d21   = Vec3f.Dot(v2, v1);
            float denom = d00 * d11 - d01 * d01;

            float v = (d11 * d20 - d01 * d21) / denom;
            float w = (d00 * d21 - d01 * d20) / denom;
            float u = 1.0f - v - w;

            return(new Vec3f(u, v, w));
        }
コード例 #12
0
ファイル: SDScene.cs プロジェクト: nobrn/sd-renderer
        public DirectionalColorData DirectionalColor(Vec3f start, Vec3f direction, int reflections)
        {
            Vec3f pos = start;

            for (int i = 0; i < MaxMarches; i++)
            {
                var objData = ClosestObject(pos);

                if (objData.Distance <= DistanceThreshold)
                {
                    Vec3f normal = Gradient(pos);

                    pos += 2f * DistanceThreshold * normal;

                    var data = new RayData(pos, start, normal, objData.SDObj.Mat);

                    ColorIntensity intensity = Lighting.RayIntensity(data);

                    if (reflections > 0 && objData.SDObj.Mat.Specular > 0f)
                    {
                        Vec3f reflectionDir = direction - 2f * normal.Dot(direction) * normal;
                        intensity += DirectionalColor(pos, reflectionDir, reflections - 1).Intensity
                                     *objData.SDObj.Mat.Specular;
                    }

                    return(new DirectionalColorData
                    {
                        Intensity = intensity
                    });
                }

                if ((pos - Cam.Pos).Magnitude > MaxRayDistance)
                {
                    return(Lighting.Background.BackgroundColorData(direction));
                }

                pos += direction * objData.Distance;
            }

            return(Lighting.Background.BackgroundColorData(direction));
        }
コード例 #13
0
ファイル: Line.cs プロジェクト: luxgile/Entygine
        public static Vec3f ClosestPointToPoint(Vec3f lineA, Vec3f lineB, Vec3f point)
        {
            Vec3f ab = lineB - lineA;
            Vec3f ap = point - lineA;

            float atbsqr = ab.SqrMagnitude;
            float dot    = Vec3f.Dot(ab, ap);
            float dist   = dot / atbsqr;

            if (dist < 0)
            {
                return(lineA);
            }
            else if (dist > 1)
            {
                return(lineB);
            }
            else
            {
                return(lineA + ab * dist);
            }
        }
コード例 #14
0
        public bool SameDirEdges(int edge1, int edge2)
        {
            Vec3f d1 = GetEdgeDelta(edge1);
            Vec3f d2 = GetEdgeDelta(edge2);

            if (Vec3f.Dot(d1, d2) < 0)
            {
                return(false);
            }

            float c = Vec3f.Cross(d1, d2).MagnitudeSqrd();

            const float kEdgeThresh = 0.01f;

            if (c >= kEdgeThresh * kEdgeThresh)
            {
                return(false);
            }
            else
            {
                return(true);
            }
        }
コード例 #15
0
ファイル: Plane.cs プロジェクト: luxgile/Entygine
 public Plane(Vec3f a, Vec3f b, Vec3f c)
 {
     normal   = Vec3f.Cross(a - b, a - c).Normalized();
     distance = Vec3f.Dot(normal, a);
 }
コード例 #16
0
        public bool CanCollapse(int edgeIdx)
        {
            var srcType  = SrcType(edgeIdx);
            var destType = DestType(edgeIdx);

            //return !IsCorner(edgeIdx);
            if (srcType == VertexType.PerimeterCorner)
            {
                ignore1++;
                return(false);
            }

            if (srcType == VertexType.PerimeterStraight && destType == VertexType.Interior)
            {
                ignore2++;
                return(false);
            }

            /*if (srcType != VertexType.Interior && destType != VertexType.Interior
             *  && !IsOpen(edgeIdx)) {
             *  // Can not connect open edges by a closed edge
             *  ignore3++;
             *  return false;
             * }*/

            /*if (srcType != VertexType.Interior && destType != VertexType.Interior
             *  && !IsCreased(edgeIdx)) {
             *  // Can not connect open edges by a closed edge
             *  ignore3++;
             *  return false;
             * }*/

            if (srcType != VertexType.Interior && destType != VertexType.Interior
                //&& GetOpenOutEdgeSrc(edgeIdx) != edgeIdx) {
                && (GetOpenInEdgeDest(edgeIdx) != edgeIdx || GetOpenOutEdgeSrc(edgeIdx) != edgeIdx))
            {
                // Can not connect open edges by a closed edge
                ignore3++;
                return(false);
            }

            if (srcType != VertexType.Interior && destType != VertexType.Interior &&
                !SameDirEdges(GetOpenOutEdgeSrc(edgeIdx), GetOpenInEdgeSrc(edgeIdx)))
            {
                // Can not connect open edges by a closed edge
                ignore3++;
                return(false);
            }

            if (srcType != VertexType.Interior && destType != VertexType.Interior &&
                !SameDirEdges(edgeIdx, GetOpenInEdgeSrc(edgeIdx)))
            {
                // Can not connect open edges by a closed edge
                ignore3++;
                return(false);
            }

            foreach (var e1 in OpenOrCreasedEdges(Prev(edgeIdx)))
            {
                foreach (var e2 in OpenOrCreasedEdges(Prev(edgeIdx)))
                {
                    //if (Math.Abs(Vec3f.Dot(GetEdgeDelta(e1), GetEdgeDelta(e2))) < 0.01f) {
                    if (Math.Abs(Vec3f.Dot(GetEdgeDelta(e1), GetEdgeDelta(e2))) < 0.01f)
                    {
                        // Open or creased edges that are orthogonal; stop.
                        return(false);
                    }
                }
            }

            int vIdxOld = Edges[Prev(edgeIdx)].vertexIdx;
            int vIdxNew = Edges[edgeIdx].vertexIdx;

            // Checks if the collapse would put points on the wrong side of line segments

            /*foreach (var e1 in IncomingEdges(Prev(edgeIdx))) {
             *  if (e1 == Prev(edgeIdx) || e1 == Opp(edgeIdx)) {
             *      // Ignore triangles that are about to be removed
             *      continue;
             *  }
             *  int from = Edges[Prev(e1)].vertexIdx;
             *
             *  foreach (var e2 in IncomingEdges(Prev(edgeIdx))) {
             *  //foreach (var e2 in IncomingEdges(Prev(e1))) {
             *      if (InsideTri(from, vIdxOld, vIdxNew, Edges[Prev(e2)].vertexIdx)) {
             *          return false;
             *      }
             *  }
             * }*/

            // Check if this merge would flip any triangles
            foreach (var e in IncomingEdges(Prev(edgeIdx)))
            {
                if (e == Prev(edgeIdx) || e == Opp(edgeIdx))
                {
                    // Ignore triangles that are about to be removed
                    continue;
                }

                if (Flips(Edges[Prev(e)].vertexIdx, Edges[Next(e)].vertexIdx, vIdxOld, vIdxNew))
                {
                    return(false);
                }
            }

            /*if (srcType != VertexType.Interior && destType != VertexType.Interior
             *  && !SameDirEdges(edgeIdx, GetOpenOutEdgeDest(edgeIdx))) {
             *  // Can not connect open edges by a closed edge
             *  ignore3++;
             *  return false;
             * }*/

            int openCount = 0;

            foreach (var startEdge in new int[] { edgeIdx, Opp(edgeIdx) })
            {
                int localOpenCount = 0;
                if (startEdge < 0)
                {
                    continue;
                }

                int e = startEdge;
                for (int i = 0; i < 3; ++i)
                {
                    if (IsOpen(e) || IsCreased(e))
                    {
                        openCount++;
                        localOpenCount++;
                    }

                    e = Next(e);
                }

                if (localOpenCount >= 2)
                {
                    //return false;
                }
            }

            /*if (openCount > 2) {
             *  return false;
             * } else if (openCount == 2) {
             *  return srcType == VertexType.PerimeterStraight;
             * } else {
             *  return true;
             * }*/

            return(true);
            //return false;
        }
コード例 #17
0
ファイル: Plane.cs プロジェクト: luxgile/Entygine
 public Plane(Vec3f point, Vec3f normal)
 {
     this.normal = normal;
     distance    = Vec3f.Dot(normal, point);
 }
コード例 #18
0
        public void CullInvisibleChunks()
        {
            if (!ClientSettings.Occlusionculling || game.WorldMap.chunks.Count < 100)
            {
                return;
            }

            Vec3d camPos = game.player.Entity.CameraPos;

            centerpos.Set((int)(camPos.X / chunksize), (int)(camPos.Y / chunksize), (int)(camPos.Z / chunksize));

            isAboveHeightLimit = centerpos.Y >= game.WorldMap.ChunkMapSizeY;

            playerViewVec = EntityPos.GetViewVector(game.mousePitch, game.mouseYaw).Normalize();

            lock (game.WorldMap.chunksLock)
            {
                foreach (var val in game.WorldMap.chunks)
                {
                    val.Value.SetVisible(false);
                }

                // We sometimes have issues with chunks adjacent to the player getting culled, so lets make these always visible
                for (int dx = -1; dx <= 1; dx++)
                {
                    for (int dy = -1; dy <= 1; dy++)
                    {
                        for (int dz = -1; dz <= 1; dz++)
                        {
                            long        index3d = game.WorldMap.ChunkIndex3D(dx + centerpos.X, dy + centerpos.Y, dz + centerpos.Z);
                            ClientChunk chunk   = null;

                            if (game.WorldMap.chunks.TryGetValue(index3d, out chunk))
                            {
                                chunk.SetVisible(true);
                            }
                        }
                    }
                }
            }


            // Add some 15 extra degrees to the field of view angle for safety
            float fov = GameMath.Cos(game.MainCamera.Fov + 15 * GameMath.DEG2RAD);

            for (int i = 0; i < cubicShellPositions.Length; i++)
            {
                Vec3i vec = cubicShellPositions[i];

                float dotProd = playerViewVec.Dot(cubicShellPositionsNormalized[i]);
                if (dotProd <= fov / 2)
                {
                    // Outside view frustum
                    continue;
                }

                // It seems that one trace can cause issues where chunks are culled when they shouldn't
                // 2 traces with a y-offset seems to mitigate most of that issue
                TraverseRayAndMarkVisible(centerpos, vec, 0.25);
                TraverseRayAndMarkVisible(centerpos, vec, 0.75);
            }
        }
コード例 #19
0
ファイル: Plane.cs プロジェクト: luxgile/Entygine
 public static float SignedDistanceToPoint(float distance, Vec3f planeNormal, Vec3f point)
 {
     return(Vec3f.Dot(planeNormal, point - (planeNormal * distance)));
 }
コード例 #20
0
        private ContactData Epa(Collider colliderA, Collider colliderB, Vec3f a, Vec3f b, Vec3f c, Vec3f d,
                                Vec3f Asa, Vec3f Asb, Vec3f Asc, Vec3f Asd, Vec3f Bsa, Vec3f Bsb, Vec3f Bsc, Vec3f Bsd)
        {
            List <FaceData> faces = new List <FaceData>
            {
                new FaceData {
                    triangle = new Triangle(a, b, c), aSupport = new Triangle(Asa, Asb, Asc), bSupport = new Triangle(Bsa, Bsb, Bsc)
                },
                new FaceData {
                    triangle = new Triangle(a, c, d), aSupport = new Triangle(Asa, Asc, Asd), bSupport = new Triangle(Bsa, Bsc, Bsd)
                },
                new FaceData {
                    triangle = new Triangle(a, d, b), aSupport = new Triangle(Asa, Asd, Asb), bSupport = new Triangle(Bsa, Bsd, Bsb)
                },
                new FaceData {
                    triangle = new Triangle(b, d, c), aSupport = new Triangle(Asb, Asd, Asc), bSupport = new Triangle(Bsb, Bsd, Bsc)
                },
            };

            FaceData prevFace = faces[0];

            for (int maxIt = 0; maxIt < 64; maxIt++)
            {
                int   closestFaceIndex = GetClosestTriangle(faces, out float distance, out Vec3f projectedPoint);
                Vec3f searchDir        = faces[closestFaceIndex].triangle.GetNormal();
                CsoSupport(colliderA, colliderB, searchDir, out Vec3f support, out Vec3f supportA, out Vec3f supportB);

                //If closest is no closer than previous face
                if (distance >= prevFace.triangle.ClosestPointToPoint(Vec3f.Zero).SqrMagnitude)
                {
                    FaceData closestFace = faces[closestFaceIndex];
                    Vec3f    barycentric = closestFace.triangle.GetBarycentric(projectedPoint);
                    Vec3f    localA      = closestFace.aSupport.a * barycentric.x + closestFace.aSupport.b * barycentric.y + closestFace.aSupport.c * barycentric.z;
                    Vec3f    localB      = closestFace.bSupport.a * barycentric.x + closestFace.bSupport.b * barycentric.y + closestFace.bSupport.c * barycentric.z;
                    return(new ContactData(colliderA.body.LocalToGlobalPos(localA), localA, colliderB.body.LocalToGlobalPos(localB)
                                           , localB, searchDir, distance));
                }

                prevFace = faces[closestFaceIndex];


                List <LineData> edgesToFix = new List <LineData>();
                for (int i = 0; i < faces.Count; i++)
                {
                    FaceData currFace = faces[i];

                    //Remove face and add edges be fixed. Remove if they are already in the list since it doesn't have any faces conected.
                    if (Vec3f.Dot(currFace.triangle.GetNormal(), support - currFace.triangle.a) > 0)
                    {
                        LineData ab = new LineData()
                        {
                            line = currFace.triangle.AB, aSup = currFace.aSupport.AB, bSup = currFace.bSupport.AB
                        };
                        if (edgesToFix.Contains(ab))
                        {
                            edgesToFix.Remove(ab);
                        }
                        else
                        {
                            edgesToFix.Add(ab);
                        }

                        LineData ac = new LineData()
                        {
                            line = currFace.triangle.AC, aSup = currFace.aSupport.AC, bSup = currFace.bSupport.AC
                        };
                        if (edgesToFix.Contains(ac))
                        {
                            edgesToFix.Remove(ac);
                        }
                        else
                        {
                            edgesToFix.Add(ac);
                        }

                        LineData bc = new LineData()
                        {
                            line = currFace.triangle.BC, aSup = currFace.aSupport.BC, bSup = currFace.bSupport.BC
                        };
                        if (edgesToFix.Contains(bc))
                        {
                            edgesToFix.Remove(bc);
                        }
                        else
                        {
                            edgesToFix.Add(bc);
                        }

                        faces.RemoveAt(i);
                        i--;
                    }
                }

                for (int i = 0; i < edgesToFix.Count; i++)
                {
                    LineData currEdge = edgesToFix[i];
                    FaceData face     = new FaceData()
                    {
                        triangle = new Triangle(currEdge.line.a, currEdge.line.b, support),
                        aSupport = new Triangle(currEdge.aSup.a, currEdge.aSup.b, supportA),
                        bSupport = new Triangle(currEdge.bSup.a, currEdge.bSup.b, supportB),
                    };

                    if (Vec3f.Dot(face.triangle.a, face.triangle.GetNormal()) + MathUtils.Epsilon < 0)
                    {
                        Vec3f temp = face.triangle.a;
                        face.triangle.a = face.triangle.b;
                        face.triangle.b = temp;

                        temp            = face.aSupport.a;
                        face.aSupport.a = face.aSupport.b;
                        face.aSupport.b = temp;

                        temp            = face.bSupport.a;
                        face.bSupport.a = face.bSupport.b;
                        face.bSupport.b = temp;
                    }

                    faces.Add(face);
                }
            }

            return(default);