/// <summary> /// Computes and applies a convex shape description for this WrappedShape. /// </summary> /// <param name="center">Computed center of the shape before recentering.</param> public void UpdateConvexShapeInfo(out Vector3 center) { //Compute the volume distribution. var samples = CommonResources.GetVectorList(); if (samples.Capacity < InertiaHelper.SampleDirections.Length) { samples.Capacity = InertiaHelper.SampleDirections.Length; } samples.Count = InertiaHelper.SampleDirections.Length; for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i) { GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]); } var triangles = CommonResources.GetIntList(); ConvexHullHelper.GetConvexHull(samples, triangles); float volume; InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution); Volume = volume; CommonResources.GiveBack(samples); CommonResources.GiveBack(triangles); //Now recenter the shape and compute the radii estimates. for (int i = 0; i < shapes.Count; i++) { shapes.WrappedList.Elements[i].Transform.Position -= center; } MinimumRadius = ComputeMinimumRadius(); MaximumRadius = ComputeMaximumRadius(); }
/// <summary> /// Computes a convex shape description for a ConvexHullShape. /// </summary> /// <param name="vertices">Vertices describing the convex hull shape.</param> /// <param name="collisionMargin">Collision margin of the shape.</param> /// <param name="center">Computed center of the convex hull shape. Used as the origin of the outputUniqueSurfaceVertices.</param> /// <param name="outputHullTriangleIndices">Computed list of indices into the input point set composing the triangulated surface of the convex hull. /// Each group of 3 indices represents a triangle on the surface of the hull.</param> /// <param name="outputUniqueSurfaceVertices">Computed nonredundant list of vertices composing the outer shell of the input point set. Recentered on the local origin.</param> /// <returns>Description required to define a convex shape.</returns> public static ConvexShapeDescription ComputeDescription(IList <Vector3> vertices, float collisionMargin, out Vector3 center, IList <int> outputHullTriangleIndices, IList <Vector3> outputUniqueSurfaceVertices) { if (outputHullTriangleIndices.Count != 0 || outputUniqueSurfaceVertices.Count != 0) { throw new ArgumentException("Output lists must start empty."); } ConvexShapeDescription description; ConvexHullHelper.GetConvexHull(vertices, outputHullTriangleIndices, outputUniqueSurfaceVertices); InertiaHelper.ComputeShapeDistribution(vertices, outputHullTriangleIndices, out center, out description.EntityShapeVolume.Volume, out description.EntityShapeVolume.VolumeDistribution); //Recenter the surface vertices. for (int i = 0; i < outputUniqueSurfaceVertices.Count; ++i) { outputUniqueSurfaceVertices[i] -= center; } description.MinimumRadius = InertiaHelper.ComputeMinimumRadius(vertices, outputHullTriangleIndices, ref center) + collisionMargin; description.MaximumRadius = ComputeMaximumRadius(outputUniqueSurfaceVertices, collisionMargin); description.CollisionMargin = collisionMargin; return(description); }
/// <summary> /// Computes a convex shape description for a TransformableShape and applies it. /// </summary> public void UpdateConvexShapeInfo() { //Compute the volume distribution. var samples = CommonResources.GetVectorList(); if (samples.Capacity < InertiaHelper.SampleDirections.Length) { samples.Capacity = InertiaHelper.SampleDirections.Length; } samples.Count = InertiaHelper.SampleDirections.Length; for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i) { shape.GetLocalExtremePointWithoutMargin(ref InertiaHelper.SampleDirections[i], out samples.Elements[i]); } var triangles = CommonResources.GetIntList(); ConvexHullHelper.GetConvexHull(samples, triangles); float volume; InertiaHelper.ComputeShapeDistribution(samples, triangles, out volume, out volumeDistribution); Volume = volume; //Estimate the minimum radius based on the surface mesh. MinimumRadius = InertiaHelper.ComputeMinimumRadius(samples, triangles, ref Toolbox.ZeroVector) + collisionMargin; MaximumRadius = ComputeMaximumRadius(); CommonResources.GiveBack(samples); CommonResources.GiveBack(triangles); }
/// <summary> /// Computes and applies a convex shape description for this MinkowskiSumShape. /// </summary> /// <returns>Description required to define a convex shape.</returns> public void UpdateConvexShapeInfo() { //Compute the volume distribution. var samples = CommonResources.GetVectorList(); if (samples.Capacity < InertiaHelper.SampleDirections.Length) { samples.Capacity = InertiaHelper.SampleDirections.Length; } samples.Count = InertiaHelper.SampleDirections.Length; for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i) { GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]); } var triangles = CommonResources.GetIntList(); ConvexHullHelper.GetConvexHull(samples, triangles); float volume; Vector3 center; InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution); Volume = volume; //Recenter the shape. localOffset = -center; CommonResources.GiveBack(samples); CommonResources.GiveBack(triangles); //Compute the radii. float minRadius = 0, maxRadius = 0; for (int i = 0; i < shapes.Count; i++) { minRadius += shapes.WrappedList.Elements[i].CollisionShape.MinimumRadius; maxRadius += shapes.WrappedList.Elements[i].CollisionShape.MaximumRadius; } MinimumRadius = minRadius + collisionMargin; MaximumRadius = maxRadius + collisionMargin; }
/// <summary> /// Recenters the triangle data and computes the volume distribution. /// </summary> /// <param name="data">Mesh data to analyze.</param> /// <returns>Computed center, volume, and volume distribution.</returns> private ShapeDistributionInformation ComputeVolumeDistribution(TransformableMeshData data) { //Compute the surface vertices of the shape. ShapeDistributionInformation shapeInformation; if (solidity == MobileMeshSolidity.Solid) { //The following inertia tensor calculation assumes a closed mesh. var transformedVertices = CommonResources.GetVectorList(); if (transformedVertices.Capacity < data.vertices.Length) { transformedVertices.Capacity = data.vertices.Length; } transformedVertices.Count = data.vertices.Length; for (int i = 0; i < data.vertices.Length; ++i) { data.GetVertexPosition(i, out transformedVertices.Elements[i]); } InertiaHelper.ComputeShapeDistribution(transformedVertices, data.indices, out shapeInformation.Center, out shapeInformation.Volume, out shapeInformation.VolumeDistribution); CommonResources.GiveBack(transformedVertices); if (shapeInformation.Volume > 0) { return(shapeInformation); } throw new ArgumentException("A solid mesh must have volume."); } shapeInformation.Center = new Vector3(); shapeInformation.VolumeDistribution = new Matrix3x3(); float totalWeight = 0; for (int i = 0; i < data.indices.Length; i += 3) { //Compute the center contribution. Vector3 vA, vB, vC; data.GetTriangle(i, out vA, out vB, out vC); Vector3 vAvB; Vector3 vAvC; Vector3.Subtract(ref vB, ref vA, out vAvB); Vector3.Subtract(ref vC, ref vA, out vAvC); Vector3 cross; Vector3.Cross(ref vAvB, ref vAvC, out cross); float weight = cross.Length(); totalWeight += weight; float perVertexWeight = weight * (1f / 3f); shapeInformation.Center += perVertexWeight * (vA + vB + vC); //Compute the inertia contribution of this triangle. //Approximate it using pointmasses positioned at the triangle vertices. //(There exists a direct solution, but this approximation will do plenty fine.) Matrix3x3 aContribution, bContribution, cContribution; InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vA, out aContribution); InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vB, out bContribution); InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vC, out cContribution); Matrix3x3.Add(ref aContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution); Matrix3x3.Add(ref bContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution); Matrix3x3.Add(ref cContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution); } shapeInformation.Center /= totalWeight; //The extra factor of 2 is used because the cross product length was twice the actual area. Matrix3x3.Multiply(ref shapeInformation.VolumeDistribution, 1 / (2 * totalWeight), out shapeInformation.VolumeDistribution); //Move the inertia tensor into position according to the center. Matrix3x3 additionalInertia; InertiaHelper.GetPointContribution(0.5f, ref Toolbox.ZeroVector, ref shapeInformation.Center, out additionalInertia); Matrix3x3.Subtract(ref shapeInformation.VolumeDistribution, ref additionalInertia, out shapeInformation.VolumeDistribution); shapeInformation.Volume = 0; return(shapeInformation); }
static DisplayConvex() { int[] sampleTriangleIndices; InertiaHelper.GenerateSphere(2, out SampleDirections, out sampleTriangleIndices); }