예제 #1
0
 public void EmptyConvexHullOfPoints()
 {
     ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(Enumerable.Empty<Vector3F>());
       Assert.AreEqual(0, convexHullOfPoints.Points.Count);
       Assert.AreEqual(Vector3F.Zero, convexHullOfPoints.InnerPoint);
       Assert.AreEqual(new Aabb(), convexHullOfPoints.GetAabb(Pose.Identity));
 }
예제 #2
0
 public void OnePoint()
 {
     Vector3F point = new Vector3F(1, 0, 0);
       ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point });
       Assert.AreEqual(1, convexHullOfPoints.Points.Count);
       Assert.AreEqual(point, convexHullOfPoints.InnerPoint);
       Assert.AreEqual(new Aabb(point, point), convexHullOfPoints.GetAabb(Pose.Identity));
 }
        public void EmptyConvexHullOfPoints()
        {
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(Enumerable.Empty <Vector3>());

            Assert.AreEqual(0, convexHullOfPoints.Points.Count);
            Assert.AreEqual(Vector3.Zero, convexHullOfPoints.InnerPoint);
            Assert.AreEqual(new Aabb(), convexHullOfPoints.GetAabb(Pose.Identity));
        }
        public void OnePoint()
        {
            Vector3            point = new Vector3(1, 0, 0);
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point });

            Assert.AreEqual(1, convexHullOfPoints.Points.Count);
            Assert.AreEqual(point, convexHullOfPoints.InnerPoint);
            Assert.AreEqual(new Aabb(point, point), convexHullOfPoints.GetAabb(Pose.Identity));
        }
        public void TwoPoints()
        {
            Vector3            point0             = new Vector3(1, 0, 0);
            Vector3            point1             = new Vector3(10, 0, 0);
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point0, point1 });

            Assert.AreEqual(2, convexHullOfPoints.Points.Count);
            Assert.AreEqual((point0 + point1) / 2, convexHullOfPoints.InnerPoint);
            Assert.AreEqual(new Aabb(point0, point1), convexHullOfPoints.GetAabb(Pose.Identity));
        }
예제 #6
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        public void ConvexHullOfPointsTest()
        {
            var s  = new BoxShape(1, 2, 3);
            var v0 = s.GetVolume(0.001f, 10);

            var s1 = new ConvexHullOfPoints(s.GetMesh(0.1f, 1).Vertices);
            var v1 = s1.GetVolume(0.001f, 10);

            Assert.IsTrue(Numeric.AreEqual(v0, v1, 0.01f * (1 + v0))); // 1% error is allowed.
        }
        public void RandomConvexHullOfPoints()
        {
            // Use a fixed seed.
            RandomHelper.Random = new Random(12345);

            // Try polyhedra with 0, 1, 2, ... points.
            for (int numberOfPoints = 0; numberOfPoints < 100; numberOfPoints++)
            {
                List <Vector3> points = new List <Vector3>(numberOfPoints);

                // Create random polyhedra.
                for (int i = 0; i < numberOfPoints; i++)
                {
                    points.Add(
                        new Vector3(
                            RandomHelper.Random.NextFloat(-10, 10),
                            RandomHelper.Random.NextFloat(-20, 20),
                            RandomHelper.Random.NextFloat(-100, 100)));
                }

                ConvexHullOfPoints convex = new ConvexHullOfPoints(points);

                // Sample primary directions
                Vector3 right = new Vector3(2, 0, 0);
                AssertSupportPointsAreEquivalent(GetSupportPoint(right, points), convex.GetSupportPoint(right), right);
                Vector3 left = new Vector3(-2, 0, 0);
                AssertSupportPointsAreEquivalent(GetSupportPoint(left, points), convex.GetSupportPoint(left), left);
                Vector3 up = new Vector3(0, 2, 0);
                AssertSupportPointsAreEquivalent(GetSupportPoint(up, points), convex.GetSupportPoint(up), up);
                Vector3 down = new Vector3(0, -2, 0);
                AssertSupportPointsAreEquivalent(GetSupportPoint(down, points), convex.GetSupportPoint(down), down);
                Vector3 back = new Vector3(0, 0, 2);
                AssertSupportPointsAreEquivalent(GetSupportPoint(back, points), convex.GetSupportPoint(back), back);
                Vector3 front = new Vector3(0, 0, -2);
                AssertSupportPointsAreEquivalent(GetSupportPoint(front, points), convex.GetSupportPoint(front), front);

                // Sample random directions
                for (int i = 0; i < 10; i++)
                {
                    Vector3 direction = RandomHelper.Random.NextVector3(-1, 1);
                    if (direction.IsNumericallyZero)
                    {
                        continue;
                    }

                    Vector3 supportPoint = convex.GetSupportPoint(direction);
                    Vector3 reference    = GetSupportPoint(direction, points);

                    // The support points can be different, e.g. if a an edge of face is normal to the
                    // direction. When projected onto the direction both support points must be at equal
                    // distance.
                    AssertSupportPointsAreEquivalent(reference, supportPoint, direction);
                }
            }
        }
        public void ThreePoints()
        {
            Vector3            point0             = new Vector3(1, 1, 1);
            Vector3            point1             = new Vector3(2, 1, 1);
            Vector3            point2             = new Vector3(1, 2, 1);
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point0, point1, point2 });

            Assert.AreEqual(3, convexHullOfPoints.Points.Count);
            Assert.AreEqual((point0 + point1 + point2) / 3, convexHullOfPoints.InnerPoint);
            Assert.AreEqual(new Aabb(new Vector3(1, 1, 1), new Vector3(2, 2, 1)), convexHullOfPoints.GetAabb(Pose.Identity));
        }
예제 #9
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        public void GetSupportPoint()
        {
            ConvexHullOfPoints emptyConvexHullOfPoints = new ConvexHullOfPoints(Enumerable.Empty<Vector3F>());
              Assert.AreEqual(new Vector3F(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3F(1, 0, 0)));
              Assert.AreEqual(new Vector3F(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3F(0, 1, 0)));
              Assert.AreEqual(new Vector3F(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3F(0, 0, 1)));
              Assert.AreEqual(new Vector3F(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3F(1, 1, 1)));

              Vector3F p0 = new Vector3F(2, 0, 0);
              Vector3F p1 = new Vector3F(-1, -1, -2);
              Vector3F p2 = new Vector3F(0, 2, -3);
              Assert.AreEqual(p0, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3F(1, 0, 0)));
              Assert.AreEqual(p2, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3F(0, 1, 0)));
              Assert.AreEqual(p2, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3F(0, 0, -1)));
              Assert.AreEqual(p1, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3F(-1, 0, 1)));
        }
        public void SimpleTetrahedron()
        {
            List <Vector3> points = new List <Vector3>
            {
                new Vector3(0, 0, 0),
                new Vector3(0, 1, 0),
                new Vector3(1, 0, 0),
                new Vector3(0, 0, 1),
            };

            ConvexHullOfPoints convex = new ConvexHullOfPoints(points);

            // Sample primary directions
            Vector3 right = new Vector3(2, 0, 0);

            AssertSupportPointsAreEquivalent(GetSupportPoint(right, points), convex.GetSupportPoint(right), right);
            Vector3 left = new Vector3(-2, 0, 0);

            AssertSupportPointsAreEquivalent(GetSupportPoint(left, points), convex.GetSupportPoint(left), left);
            Vector3 up = new Vector3(0, 2, 0);

            AssertSupportPointsAreEquivalent(GetSupportPoint(up, points), convex.GetSupportPoint(up), up);
            Vector3 down = new Vector3(0, -2, 0);

            AssertSupportPointsAreEquivalent(GetSupportPoint(down, points), convex.GetSupportPoint(down), down);
            Vector3 back = new Vector3(0, 0, 2);

            AssertSupportPointsAreEquivalent(GetSupportPoint(back, points), convex.GetSupportPoint(back), back);
            Vector3 front = new Vector3(0, 0, -2);

            AssertSupportPointsAreEquivalent(GetSupportPoint(front, points), convex.GetSupportPoint(front), front);

            // Sample random directions
            for (int i = 0; i < 10; i++)
            {
                Vector3 direction    = RandomHelper.Random.NextVector3(-1, 1);
                Vector3 supportPoint = convex.GetSupportPoint(direction);
                Vector3 reference    = GetSupportPoint(direction, points);

                // The support points can be different, e.g. if a an edge of face is normal to the
                // direction. When projected onto the direction both support points must be at equal
                // distance.
                AssertSupportPointsAreEquivalent(reference, supportPoint, direction);
            }
        }
        public void GetSupportPoint()
        {
            ConvexHullOfPoints emptyConvexHullOfPoints = new ConvexHullOfPoints(Enumerable.Empty <Vector3>());

            Assert.AreEqual(new Vector3(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3(1, 0, 0)));
            Assert.AreEqual(new Vector3(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3(0, 1, 0)));
            Assert.AreEqual(new Vector3(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3(0, 0, 1)));
            Assert.AreEqual(new Vector3(0, 0, 0), emptyConvexHullOfPoints.GetSupportPoint(new Vector3(1, 1, 1)));

            Vector3 p0 = new Vector3(2, 0, 0);
            Vector3 p1 = new Vector3(-1, -1, -2);
            Vector3 p2 = new Vector3(0, 2, -3);

            Assert.AreEqual(p0, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3(1, 0, 0)));
            Assert.AreEqual(p2, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3(0, 1, 0)));
            Assert.AreEqual(p2, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3(0, 0, -1)));
            Assert.AreEqual(p1, new ConvexHullOfPoints(new[] { p0, p1, p2 }).GetSupportPoint(new Vector3(-1, 0, 1)));
        }
예제 #12
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        public void Clone()
        {
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(
            new[]
            {
              new Vector3F(0, 0, 0),
              new Vector3F(1, 0, 0),
              new Vector3F(0, 2, 0),
              new Vector3F(0, 0, 3),
              new Vector3F(1, 5, 0),
              new Vector3F(0, 1, 7),
            });
              ConvexHullOfPoints clone = convexHullOfPoints.Clone() as ConvexHullOfPoints;
              Assert.IsNotNull(clone);

              for (int i = 0; i < clone.Points.Count; i++)
            Assert.AreEqual(convexHullOfPoints.Points[i], clone.Points[i]);

              Assert.AreEqual(convexHullOfPoints.GetAabb(Pose.Identity).Minimum, clone.GetAabb(Pose.Identity).Minimum);
              Assert.AreEqual(convexHullOfPoints.GetAabb(Pose.Identity).Maximum, clone.GetAabb(Pose.Identity).Maximum);
        }
예제 #13
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        public void ApproximateAabbMass()
        {
            var       s = new ConvexHullOfPoints(new[] { new Vector3F(1, 1, 1), new Vector3F(2, 4, 6) });
            float     m0;
            Vector3F  com0;
            Matrix33F i0;

            MassHelper.GetMass(s, new Vector3F(1.2f, 2.1f, 0.6f), 0.7f, true, 0.001f, 0, out m0, out com0, out i0);

            var       s2 = new TransformedShape(new GeometricObject(new BoxShape(1, 3, 5), new Pose(new Vector3F(1.5f, 2.5f, 3.5f))));
            float     m1;
            Vector3F  com1;
            Matrix33F i1;

            MassHelper.GetMass(s2, new Vector3F(1.2f, 2.1f, 0.6f), 0.7f, true, 0.001f, 0, out m1, out com1, out i1);

            const float e = 0.0001f;

            Assert.IsTrue(Numeric.AreEqual(m0, m1, e * (1 + m0)));
            Assert.IsTrue(Vector3F.AreNumericallyEqual(com0, com1, e * (1 + com0.Length)));
            Assert.IsTrue(Matrix33F.AreNumericallyEqual(i0, i1, e * (1 + i0.Trace)));
        }
        public void Clone()
        {
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(
                new[]
            {
                new Vector3(0, 0, 0),
                new Vector3(1, 0, 0),
                new Vector3(0, 2, 0),
                new Vector3(0, 0, 3),
                new Vector3(1, 5, 0),
                new Vector3(0, 1, 7),
            });
            ConvexHullOfPoints clone = convexHullOfPoints.Clone() as ConvexHullOfPoints;

            Assert.IsNotNull(clone);

            for (int i = 0; i < clone.Points.Count; i++)
            {
                Assert.AreEqual(convexHullOfPoints.Points[i], clone.Points[i]);
            }

            Assert.AreEqual(convexHullOfPoints.GetAabb(Pose.Identity).Minimum, clone.GetAabb(Pose.Identity).Minimum);
            Assert.AreEqual(convexHullOfPoints.GetAabb(Pose.Identity).Maximum, clone.GetAabb(Pose.Identity).Maximum);
        }
예제 #15
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        public void SimpleTetrahedron()
        {
            List<Vector3F> points = new List<Vector3F>
              {
            new Vector3F(0, 0, 0),
            new Vector3F(0, 1, 0),
            new Vector3F(1, 0, 0),
            new Vector3F(0, 0, 1),
              };

              ConvexHullOfPoints convex = new ConvexHullOfPoints(points);

              // Sample primary directions
              Vector3F right = new Vector3F(2, 0, 0);
              AssertSupportPointsAreEquivalent(GetSupportPoint(right, points), convex.GetSupportPoint(right), right);
              Vector3F left = new Vector3F(-2, 0, 0);
              AssertSupportPointsAreEquivalent(GetSupportPoint(left, points), convex.GetSupportPoint(left), left);
              Vector3F up = new Vector3F(0, 2, 0);
              AssertSupportPointsAreEquivalent(GetSupportPoint(up, points), convex.GetSupportPoint(up), up);
              Vector3F down = new Vector3F(0, -2, 0);
              AssertSupportPointsAreEquivalent(GetSupportPoint(down, points), convex.GetSupportPoint(down), down);
              Vector3F back = new Vector3F(0, 0, 2);
              AssertSupportPointsAreEquivalent(GetSupportPoint(back, points), convex.GetSupportPoint(back), back);
              Vector3F front = new Vector3F(0, 0, -2);
              AssertSupportPointsAreEquivalent(GetSupportPoint(front, points), convex.GetSupportPoint(front), front);

              // Sample random directions
              for (int i = 0; i < 10; i++)
              {
            Vector3F direction = RandomHelper.Random.NextVector3F(-1, 1);
            Vector3F supportPoint = convex.GetSupportPoint(direction);
            Vector3F reference = GetSupportPoint(direction, points);

            // The support points can be different, e.g. if a an edge of face is normal to the
            // direction. When projected onto the direction both support points must be at equal
            // distance.
            AssertSupportPointsAreEquivalent(reference, supportPoint, direction);
              }
        }
예제 #16
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    // Creates a lot of random objects.
    private void CreateRandomObjects()
    {
      var random = new Random();

      var isFirstHeightField = true;

      int currentShape = 0;
      int numberOfObjects = 0;
      while (true)
      {
        numberOfObjects++;
        if (numberOfObjects > ObjectsPerType)
        {
          currentShape++;
          numberOfObjects = 0;
        }

        Shape shape;
        switch (currentShape)
        {
          case 0:
            // Box
            shape = new BoxShape(ObjectSize, ObjectSize * 2, ObjectSize * 3);
            break;
          case 1:
            // Capsule
            shape = new CapsuleShape(0.3f * ObjectSize, 2 * ObjectSize);
            break;
          case 2:
            // Cone
            shape = new ConeShape(1 * ObjectSize, 2 * ObjectSize);
            break;
          case 3:
            // Cylinder
            shape = new CylinderShape(0.4f * ObjectSize, 2 * ObjectSize);
            break;
          case 4:
            // Sphere
            shape = new SphereShape(ObjectSize);
            break;
          case 5:
            // Convex hull of several points.
            ConvexHullOfPoints hull = new ConvexHullOfPoints();
            hull.Points.Add(new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize));
            hull.Points.Add(new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize));
            hull.Points.Add(new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
            hull.Points.Add(new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
            hull.Points.Add(new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize));
            shape = hull;
            break;
          case 6:
            // A composite shape: two boxes that form a "T" shape.
            var composite = new CompositeShape();
            composite.Children.Add(
              new GeometricObject(
                new BoxShape(ObjectSize, 3 * ObjectSize, ObjectSize),
                new Pose(new Vector3(0, 0, 0))));
            composite.Children.Add(
              new GeometricObject(
                new BoxShape(2 * ObjectSize, ObjectSize, ObjectSize),
                new Pose(new Vector3(0, 2 * ObjectSize, 0))));
            shape = composite;
            break;
          case 7:
            shape = new CircleShape(ObjectSize);
            break;
          case 8:
            {
              var compBvh = new CompositeShape();
              compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Matrix.Identity)));
              compBvh.Children.Add(new GeometricObject(new BoxShape(0.8f, 0.5f, 0.5f), new Pose(new Vector3(0.5f, 0.7f, 0), Matrix.CreateRotationZ(-MathHelper.ToRadians(15)))));
              compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Matrix.Identity)));
              compBvh.Children.Add(new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Matrix.CreateRotationX(0.3f))));
              compBvh.Partition = new AabbTree<int>();
              shape = compBvh;
              break;
            }
          case 9:
            CompositeShape comp = new CompositeShape();
            comp.Children.Add(new GeometricObject(new BoxShape(0.5f * ObjectSize, 1 * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3(0, 0.5f * ObjectSize, 0), Quaternion.Identity)));
            comp.Children.Add(new GeometricObject(new BoxShape(0.8f * ObjectSize, 0.5f * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3(0.3f * ObjectSize, 0.7f * ObjectSize, 0), Quaternion.CreateRotationZ(-MathHelper.ToRadians(45)))));
            comp.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3(0, 1.15f * ObjectSize, 0), Quaternion.Identity)));
            shape = comp;
            break;
          case 10:
            shape = new ConvexHullOfPoints(new[]
            {
              new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize),
              new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize),
              new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize)
            });
            break;
          case 11:
            ConvexHullOfShapes shapeHull = new ConvexHullOfShapes();
            shapeHull.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3(0, 2 * ObjectSize, 0), Matrix.Identity)));
            shapeHull.Children.Add(new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize), Pose.Identity));
            shape = shapeHull;
            break;
          case 12:
            shape = Shape.Empty;
            break;
          case 13:
            var numberOfSamplesX = 10;
            var numberOfSamplesZ = 10;
            var samples = new float[numberOfSamplesX * numberOfSamplesZ];
            for (int z = 0; z < numberOfSamplesZ; z++)
              for (int x = 0; x < numberOfSamplesX; x++)
                samples[z * numberOfSamplesX + x] = (float)(Math.Cos(z / 3f) * Math.Sin(x / 2f) * BoxSize / 6);
            HeightField heightField = new HeightField(0, 0, 2 * BoxSize, 2 * BoxSize, samples, numberOfSamplesX, numberOfSamplesZ);
            shape = heightField;
            break;
          //case 14:
          //shape = new LineShape(new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.1f, 0.2f, -0.3f).Normalized);
          //break;            
          case 15:
            shape = new LineSegmentShape(
              new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.1f, 0.2f, 0.3f) + 3 * ObjectSize * new Vector3(0.1f, 0.2f, -0.3f));
            break;
          case 16:
            shape = new MinkowskiDifferenceShape
            {
              ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)),
              ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize))
            };
            break;
          case 17:
            shape = new MinkowskiSumShape
            {
              ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)),
              ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize)),
            };
            break;
          case 18:
            shape = new OrthographicViewVolume(0, ObjectSize, 0, ObjectSize, ObjectSize / 2, ObjectSize * 2);
            break;
          case 19:
            shape = new PerspectiveViewVolume(MathHelper.ToRadians(60f), 16f / 10, ObjectSize / 2, ObjectSize * 3);
            break;
          case 20:
            shape = new PointShape(0.1f, 0.3f, 0.2f);
            break;
          case 21:
            shape = new RayShape(new Vector3(0.2f, 0, -0.12f), new Vector3(1, 2, 3).Normalized, ObjectSize * 2);
            break;
          case 22:
            shape = new RayShape(new Vector3(0.2f, 0, -0.12f), new Vector3(1, 2, 3).Normalized, ObjectSize * 2)
            {
              StopsAtFirstHit = true
            };
            break;
          case 23:
            shape = new RectangleShape(ObjectSize, ObjectSize * 2);
            break;
          case 24:
            shape = new TransformedShape(
              new GeometricObject(
                new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize),
                new Pose(new Vector3(0.1f, 1, -0.2f))));
            break;
          case 25:
            shape = new TriangleShape(
              new Vector3(ObjectSize, 0, 0), new Vector3(0, ObjectSize, 0), new Vector3(ObjectSize, ObjectSize, ObjectSize));
            break;
          //case 26:
          //  {
          //    // Create a composite object from which we get the mesh.
          //    CompositeShape compBvh = new CompositeShape();
          //    compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Matrix.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(
          //        new BoxShape(0.8f, 0.5f, 0.5f),
          //        new Pose(new Vector3(0.5f, 0.7f, 0), Matrix.CreateRotationZ(-(float)MathHelper.ToRadians(15)))));
          //    compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Matrix.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Matrix.CreateRotationX(0.3f))));

          //    TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) };
          //    meshBvhShape.Partition = new AabbTree<int>();
          //    shape = meshBvhShape;
          //    break;
          //  }
          //case 27:
          //  {
          //    // Create a composite object from which we get the mesh.
          //    CompositeShape compBvh = new CompositeShape();
          //    compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Quaternion.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(
          //        new BoxShape(0.8f, 0.5f, 0.5f),
          //        new Pose(new Vector3(0.5f, 0.7f, 0), Quaternion.CreateRotationZ(-(float)MathHelper.ToRadians(15)))));
          //    compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Quaternion.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Quaternion.CreateRotationX(0.3f))));

          //    TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) };
          //    meshBvhShape.Partition = new AabbTree<int>();
          //    shape = meshBvhShape;
          //    break;
          //  }
          case 28:
            shape = new ConvexPolyhedron(new[]
            {
              new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize),
              new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize),
              new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize)
            });
            break;
          case 29:
            return;
          default:
            currentShape++;
            continue;
        }

        // Create an object with the random shape, pose, color and velocity.
        Pose randomPose = new Pose(
          random.NextVector3(-BoxSize + ObjectSize * 2, BoxSize - ObjectSize * 2),
          random.NextQuaternion());
        var newObject = new MovingGeometricObject
        {
          Pose = randomPose,
          Shape = shape,
          LinearVelocity = random.NextQuaternion().Rotate(new Vector3(MaxLinearVelocity, 0, 0)),
          AngularVelocity = random.NextQuaternion().Rotate(Vector3.Forward)
                            * RandomHelper.Random.NextFloat(0, MaxAngularVelocity),
        };

        if (RandomHelper.Random.NextBool())
          newObject.LinearVelocity = Vector3.Zero;
        if (RandomHelper.Random.NextBool())
          newObject.AngularVelocity = Vector3.Zero;

        if (shape is LineShape || shape is HeightField)
        {
          // Do not move lines or the height field.
          newObject.LinearVelocity = Vector3.Zero;
          newObject.AngularVelocity = Vector3.Zero;
        }

        // Create only 1 heightField!
        if (shape is HeightField)
        {
          if (isFirstHeightField)
          {
            isFirstHeightField = true;
            newObject.Pose = new Pose(new Vector3(-BoxSize, -BoxSize, -BoxSize));
          }
          else
          {
            currentShape++;
            numberOfObjects = 0;
            continue;
          }
        }

        // Add collision object to collision domain.
        _domain.CollisionObjects.Add(new CollisionObject(newObject));

        //co.Type = CollisionObjectType.Trigger;
        //co.Name = "Object" + shape.GetType().Name + "_" + i;
      }
    }
예제 #17
0
        public ShapesSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            // Add basic force effects.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Add a ground plane.
            RigidBody groundPlane = new RigidBody(new PlaneShape(Vector3F.UnitY, 0))
            {
                Name       = "GroundPlane", // Names are not required but helpful for debugging.
                MotionType = MotionType.Static,
            };

            Simulation.RigidBodies.Add(groundPlane);

            // ----- Add a sphere.
            Shape sphere = new SphereShape(0.5f);

            Simulation.RigidBodies.Add(new RigidBody(sphere));

            // ----- Add a box.
            BoxShape box = new BoxShape(0.5f, 0.9f, 0.7f);

            Simulation.RigidBodies.Add(new RigidBody(box));

            // ----- Add a capsule.
            CapsuleShape capsule = new CapsuleShape(0.4f, 1.2f);

            Simulation.RigidBodies.Add(new RigidBody(capsule));

            // ----- Add a cone.
            ConeShape cone = new ConeShape(0.5f, 1f);

            Simulation.RigidBodies.Add(new RigidBody(cone));

            // ----- Add a cylinder.
            CylinderShape cylinder = new CylinderShape(0.3f, 1f);

            Simulation.RigidBodies.Add(new RigidBody(cylinder));

            // ----- Add a convex hull of random points.
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints();

            for (int i = 0; i < 20; i++)
            {
                convexHullOfPoints.Points.Add(RandomHelper.Random.NextVector3F(-0.5f, 0.5f));
            }
            Simulation.RigidBodies.Add(new RigidBody(convexHullOfPoints));

            // ----- Add a convex polyhedron.
            // (A ConvexPolyhedron is similar to the ConvexHullOfPoints. The difference is that
            // the points in a ConvexHullOfPoints can be changed at runtime. A ConvexPolyhedron
            // cannot be changed at runtime, but it is faster.)
            List <Vector3F> points = new List <Vector3F>();

            for (int i = 0; i < 20; i++)
            {
                points.Add(RandomHelper.Random.NextVector3F(-0.7f, 0.7f));
            }
            ConvexPolyhedron convexPolyhedron = new ConvexPolyhedron(points);

            Simulation.RigidBodies.Add(new RigidBody(convexPolyhedron));

            // ----- Add a composite shape (a table that consists of 5 boxes).
            CompositeShape composite = new CompositeShape();

            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(-0.75f, 0.4f, -0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(0.75f, 0.4f, -0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(-0.75f, 0.4f, 0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(0.75f, 0.4f, 0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(1.8f, 0.1f, 1.1f), new Pose(new Vector3F(0, 0.8f, 0))));
            Simulation.RigidBodies.Add(new RigidBody(composite));

            // ----- Add a convex hull of multiple shapes.
            ConvexHullOfShapes convexHullOfShapes = new ConvexHullOfShapes();

            convexHullOfShapes.Children.Add(new GeometricObject(new CylinderShape(0.2f, 0.8f), new Pose(new Vector3F(-0.4f, 0, 0))));
            convexHullOfShapes.Children.Add(new GeometricObject(new CylinderShape(0.2f, 0.8f), new Pose(new Vector3F(+0.4f, 0, 0))));
            Simulation.RigidBodies.Add(new RigidBody(convexHullOfShapes));

            // ----- Add the Minkowski sum of two shapes.
            // (The Minkowski sum is a mathematical operation that combines two shapes.
            // Here a circle is combined with a sphere. The result is a wheel.)
            MinkowskiSumShape minkowskiSum = new MinkowskiSumShape();

            minkowskiSum.ObjectA = new GeometricObject(new SphereShape(0.2f), Pose.Identity);
            minkowskiSum.ObjectB = new GeometricObject(new CircleShape(0.5f), Pose.Identity);
            Simulation.RigidBodies.Add(new RigidBody(minkowskiSum));

            // Create another Minkowski sum. (Here a small sphere is added to a box to create a
            // box with rounded corners.)
            minkowskiSum         = new MinkowskiSumShape();
            minkowskiSum.ObjectA = new GeometricObject(new SphereShape(0.1f), Pose.Identity);
            minkowskiSum.ObjectB = new GeometricObject(new BoxShape(0.2f, 0.5f, 0.8f), Pose.Identity);
            Simulation.RigidBodies.Add(new RigidBody(minkowskiSum));

            // ----- Add a triangle mesh.
            // A triangle mesh could be loaded from a file or built from an XNA model.
            // Here we first create a composite shape and convert the shape into a triangle
            // mesh. (Any Shape in DigitalRune.Geometry can be converted to a triangle mesh.)
            CompositeShape dumbbell = new CompositeShape();

            dumbbell.Children.Add(new GeometricObject(new SphereShape(0.4f), new Pose(new Vector3F(0.6f, 0.0f, 0.0f))));
            dumbbell.Children.Add(new GeometricObject(new SphereShape(0.4f), new Pose(new Vector3F(-0.6f, 0.0f, 0.0f))));
            dumbbell.Children.Add(new GeometricObject(new CylinderShape(0.1f, 0.6f), new Pose(Matrix33F.CreateRotationZ(ConstantsF.PiOver2))));

            TriangleMeshShape triangleMeshShape = new TriangleMeshShape(dumbbell.GetMesh(0.01f, 2));

            // Optional: We can enable "contact welding". When this flag is enabled, the triangle shape
            // precomputes additional internal information for the mesh. The collision detection will
            // be able to compute better contacts (e.g. better normal vectors at triangle edges).
            // Pro: Collision detection can compute better contact information.
            // Con: Contact welding information needs a bit of memory. And the collision detection is
            // a bit slower.
            triangleMeshShape.EnableContactWelding = true;

            // Optional: Assign a spatial partitioning scheme to the triangle mesh. (A spatial partition
            // adds an additional memory overhead, but it improves collision detection speed tremendously!)
            triangleMeshShape.Partition = new AabbTree <int>();

            Simulation.RigidBodies.Add(new RigidBody(triangleMeshShape));

            // ----- Set random positions/orientations.
            // (Start with the second object. The first object is the ground plane which should
            // not be changed.)
            for (int i = 1; i < Simulation.RigidBodies.Count; i++)
            {
                RigidBody body = Simulation.RigidBodies[i];

                Vector3F position = RandomHelper.Random.NextVector3F(-3, 3);
                position.Y = 3; // Position the objects 3m above ground.
                QuaternionF orientation = RandomHelper.Random.NextQuaternionF();
                body.Pose = new Pose(position, orientation);
            }
        }
        private Ragdoll CreateRagdoll(MeshNode meshNode)
        {
            var mesh     = meshNode.Mesh;
            var skeleton = mesh.Skeleton;

            // Extract the vertices from the mesh sorted per bone.
            var verticesPerBone = new List <Vector3F> [skeleton.NumberOfBones];
            // Also get the AABB of the model.
            Aabb?aabb = null;

            foreach (var submesh in mesh.Submeshes)
            {
                // Get vertex element info.
                var vertexDeclaration = submesh.VertexBuffer.VertexDeclaration;
                var vertexElements    = vertexDeclaration.GetVertexElements();

                // Get the vertex positions.
                var positionElement = vertexElements.First(e => e.VertexElementUsage == VertexElementUsage.Position);
                if (positionElement.VertexElementFormat != VertexElementFormat.Vector3)
                {
                    throw new NotSupportedException("For vertex positions only VertexElementFormat.Vector3 is supported.");
                }
                var positions = new Vector3[submesh.VertexCount];
                submesh.VertexBuffer.GetData(
                    submesh.StartVertex * vertexDeclaration.VertexStride + positionElement.Offset,
                    positions,
                    0,
                    submesh.VertexCount,
                    vertexDeclaration.VertexStride);

                // Get the bone indices.
                var boneIndexElement = vertexElements.First(e => e.VertexElementUsage == VertexElementUsage.BlendIndices);
                if (boneIndexElement.VertexElementFormat != VertexElementFormat.Byte4)
                {
                    throw new NotSupportedException();
                }
                var boneIndicesArray = new Byte4[submesh.VertexCount];
                submesh.VertexBuffer.GetData(
                    submesh.StartVertex * vertexDeclaration.VertexStride + boneIndexElement.Offset,
                    boneIndicesArray,
                    0,
                    submesh.VertexCount,
                    vertexDeclaration.VertexStride);

                // Get the bone weights.
                var boneWeightElement = vertexElements.First(e => e.VertexElementUsage == VertexElementUsage.BlendWeight);
                if (boneWeightElement.VertexElementFormat != VertexElementFormat.Vector4)
                {
                    throw new NotSupportedException();
                }
                var boneWeightsArray = new Vector4[submesh.VertexCount];
                submesh.VertexBuffer.GetData(
                    submesh.StartVertex * vertexDeclaration.VertexStride + boneWeightElement.Offset,
                    boneWeightsArray,
                    0,
                    submesh.VertexCount,
                    vertexDeclaration.VertexStride);

                // Sort the vertices per bone.
                for (int i = 0; i < submesh.VertexCount; i++)
                {
                    var vertex = (Vector3F)positions[i];

                    // Here, we only check the first bone index. We could also check the
                    // bone weights to add the vertex to all bone vertex lists where the
                    // weight is high...
                    Vector4 boneIndices = boneIndicesArray[i].ToVector4();
                    //Vector4 boneWeights = boneWeightsArray[i];
                    int boneIndex = (int)boneIndices.X;
                    if (verticesPerBone[boneIndex] == null)
                    {
                        verticesPerBone[boneIndex] = new List <Vector3F>();
                    }
                    verticesPerBone[boneIndex].Add(vertex);

                    // Add vertex to AABB.
                    if (aabb == null)
                    {
                        aabb = new Aabb(vertex, vertex);
                    }
                    else
                    {
                        aabb.Value.Grow(vertex);
                    }
                }
            }

            // We create a body for each bone with vertices.
            int numberOfBodies = verticesPerBone.Count(vertices => vertices != null);

            // We use the same mass properties for all bodies. This is not realistic but more stable
            // because large mass differences or thin bodies (arms!) are less stable.
            // We use the mass properties of sphere proportional to the size of the model.
            const float totalMass = 80; // The total mass of the ragdoll.
            var         massFrame = MassFrame.FromShapeAndMass(new SphereShape(aabb.Value.Extent.Y / 8), Vector3F.One, totalMass / numberOfBodies, 0.1f, 1);

            var material = new UniformMaterial();

            Ragdoll ragdoll = new Ragdoll();

            for (int boneIndex = 0; boneIndex < skeleton.NumberOfBones; boneIndex++)
            {
                var boneVertices = verticesPerBone[boneIndex];
                if (boneVertices != null)
                {
                    var bindPoseInverse = (Pose)skeleton.GetBindPoseAbsoluteInverse(boneIndex);

                    // Compute bounding capsule.
                    //float radius;
                    //float height;
                    //Pose pose;
                    //GeometryHelper.ComputeBoundingCapsule(boneVertices, out radius, out height, out pose);
                    //Shape shape = new TransformedShape(new GeometricObject(new CapsuleShape(radius, height), pose));

                    // Compute convex hull.
                    var   points = GeometryHelper.CreateConvexHull(boneVertices, 32, 0).ToTriangleMesh().Vertices;
                    Shape shape  = new ConvexHullOfPoints(points.Count > 0 ? points : boneVertices);

                    ragdoll.Bodies.Add(new RigidBody(shape, massFrame, material));
                    ragdoll.BodyOffsets.Add(bindPoseInverse);
                }
                else
                {
                    ragdoll.Bodies.Add(null);
                    ragdoll.BodyOffsets.Add(Pose.Identity);
                }
            }

            return(ragdoll);
        }
예제 #19
0
 public void TwoPoints()
 {
     Vector3F point0 = new Vector3F(1, 0, 0);
       Vector3F point1 = new Vector3F(10, 0, 0);
       ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point0, point1 });
       Assert.AreEqual(2, convexHullOfPoints.Points.Count);
       Assert.AreEqual((point0 + point1) / 2, convexHullOfPoints.InnerPoint);
       Assert.AreEqual(new Aabb(point0, point1), convexHullOfPoints.GetAabb(Pose.Identity));
 }
예제 #20
0
        public void RandomConvexHullOfPoints()
        {
            // Use a fixed seed.
              RandomHelper.Random = new Random(12345);

              // Try polyhedra with 0, 1, 2, ... points.
              for (int numberOfPoints = 0; numberOfPoints < 100; numberOfPoints++)
              {
            List<Vector3F> points = new List<Vector3F>(numberOfPoints);

            // Create random polyhedra.
            for (int i = 0; i < numberOfPoints; i++)
              points.Add(
            new Vector3F(
              RandomHelper.Random.NextFloat(-10, 10),
              RandomHelper.Random.NextFloat(-20, 20),
              RandomHelper.Random.NextFloat(-100, 100)));

            ConvexHullOfPoints convex = new ConvexHullOfPoints(points);

            // Sample primary directions
            Vector3F right = new Vector3F(2, 0, 0);
            AssertSupportPointsAreEquivalent(GetSupportPoint(right, points), convex.GetSupportPoint(right), right);
            Vector3F left = new Vector3F(-2, 0, 0);
            AssertSupportPointsAreEquivalent(GetSupportPoint(left, points), convex.GetSupportPoint(left), left);
            Vector3F up = new Vector3F(0, 2, 0);
            AssertSupportPointsAreEquivalent(GetSupportPoint(up, points), convex.GetSupportPoint(up), up);
            Vector3F down = new Vector3F(0, -2, 0);
            AssertSupportPointsAreEquivalent(GetSupportPoint(down, points), convex.GetSupportPoint(down), down);
            Vector3F back = new Vector3F(0, 0, 2);
            AssertSupportPointsAreEquivalent(GetSupportPoint(back, points), convex.GetSupportPoint(back), back);
            Vector3F front = new Vector3F(0, 0, -2);
            AssertSupportPointsAreEquivalent(GetSupportPoint(front, points), convex.GetSupportPoint(front), front);

            // Sample random directions
            for (int i = 0; i < 10; i++)
            {
              Vector3F direction = RandomHelper.Random.NextVector3F(-1, 1);
              if (direction.IsNumericallyZero)
            continue;

              Vector3F supportPoint = convex.GetSupportPoint(direction);
              Vector3F reference = GetSupportPoint(direction, points);

              // The support points can be different, e.g. if a an edge of face is normal to the
              // direction. When projected onto the direction both support points must be at equal
              // distance.
              AssertSupportPointsAreEquivalent(reference, supportPoint, direction);
            }
              }
        }
예제 #21
0
        // Creates a lot of random objects.
        private void CreateRandomObjects()
        {
            var random = new Random(12345);

            for (int i = 0; i < NumberOfObjects; i++)
            {
                // Randomly choose a shape.
                Shape randomShape;
                switch (random.Next(0, 7))
                {
                case 0:
                    // Box
                    randomShape = new BoxShape(ObjectSize, ObjectSize * 2, ObjectSize * 3);
                    break;

                case 1:
                    // Capsule
                    randomShape = new CapsuleShape(0.3f * ObjectSize, 2 * ObjectSize);
                    break;

                case 2:
                    // Cone
                    randomShape = new ConeShape(1 * ObjectSize, 2 * ObjectSize);
                    break;

                case 3:
                    // Cylinder
                    randomShape = new CylinderShape(0.4f * ObjectSize, 2 * ObjectSize);
                    break;

                case 4:
                    // Sphere
                    randomShape = new SphereShape(ObjectSize);
                    break;

                case 5:
                    // Convex hull of several points.
                    ConvexHullOfPoints hull = new ConvexHullOfPoints();
                    hull.Points.Add(new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize));
                    hull.Points.Add(new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize));
                    hull.Points.Add(new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
                    hull.Points.Add(new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
                    hull.Points.Add(new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize));
                    randomShape = hull;
                    break;

                case 6:
                    // A composite shape: two boxes that form a "T" shape.
                    var composite = new CompositeShape();
                    composite.Children.Add(
                        new GeometricObject(
                            new BoxShape(ObjectSize, 3 * ObjectSize, ObjectSize),
                            new Pose(new Vector3(0, 0, 0))));
                    composite.Children.Add(
                        new GeometricObject(
                            new BoxShape(2 * ObjectSize, ObjectSize, ObjectSize),
                            new Pose(new Vector3(0, 2 * ObjectSize, 0))));
                    randomShape = composite;
                    break;

                default:

                    Trace.Fail("Ups, we shouldn't land here :-(");

                    randomShape = new SphereShape();
                    break;
                }

                // Create an object with the random shape, pose, color and velocity.
                Pose randomPose = new Pose(
                    random.NextVector3(-BoxSize + ObjectSize * 2, BoxSize - ObjectSize * 2),
                    random.NextQuaternion());

                var newObject = new MovingGeometricObject
                {
                    Pose            = randomPose,
                    Shape           = randomShape,
                    LinearVelocity  = random.NextQuaternion().Rotate(new Vector3(MaxLinearVelocity, 0, 0)),
                    AngularVelocity = random.NextQuaternion().Rotate(Vector3.Forward)
                                      * RandomHelper.Random.NextFloat(0, MaxAngularVelocity),
                };

                // Add collision object to collision domain.
                _domain.CollisionObjects.Add(new CollisionObject(newObject));

                // We will collect a few statistics for debugging.
                Profiler.SetFormat("NumObjects", 1, "The total number of objects.");
                Profiler.SetFormat("NumObjectPairs", 1, "The number of objects pairs, which have to be checked.");
                Profiler.SetFormat("BroadPhasePairs", 1, "The number of overlaps reported by the broad phase.");
                Profiler.SetFormat("ContactSetCount", 1, "The number of actual collisions.");
            }
        }
예제 #22
0
 public void ThreePoints()
 {
     Vector3F point0 = new Vector3F(1, 1, 1);
       Vector3F point1 = new Vector3F(2, 1, 1);
       Vector3F point2 = new Vector3F(1, 2, 1);
       ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints(new[] { point0, point1, point2 });
       Assert.AreEqual(3, convexHullOfPoints.Points.Count);
       Assert.AreEqual((point0 + point1 + point2) / 3, convexHullOfPoints.InnerPoint);
       Assert.AreEqual(new Aabb(new Vector3F(1, 1, 1), new Vector3F(2, 2, 1)), convexHullOfPoints.GetAabb(Pose.Identity));
 }