예제 #1
0
        // 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 JMatrix orientation, ref JMatrix invOrientation,
                                   ref JVector position, ref JVector origin, ref JVector direction, out float fraction, out JVector normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            normal   = JVector.Zero;
            fraction = float.MaxValue;

            float lambda = 0.0f;

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

            JVector arbitraryPoint;

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

            int maxIter = MaxIterations;

            float distSq  = v.LengthSquared();
            float epsilon = 0.000001f;

            float VdotR;

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

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

                if (VdotW > 0.0f)
                {
                    VdotR = JVector.Dot(ref v, ref r);

                    if (VdotR >= -JMath.Epsilon)
                    {
                        simplexSolverPool.GiveBack(simplexSolver);
                        return(false);
                    }
                    else
                    {
                        lambda = lambda - VdotW / VdotR;
                        JVector.Multiply(ref r, lambda, out x);
                        JVector.Add(ref origin, ref x, out x);
                        JVector.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.LengthSquared();
                }
                else
                {
                    distSq = 0.0f;
                }
            }

            #region Retrieving hitPoint

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

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

            p2       = p2 - origin;
            fraction = p2.Length() / direction.Length();

            #endregion

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

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }
예제 #2
0
        // 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 MatrixD orientation, ref MatrixD invOrientation,
                                   ref Vector3D position, ref Vector3D origin, ref Vector3D direction, out double fraction, out Vector3D normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            normal   = Vector3D.Zero;
            fraction = double.MaxValue;

            double lambda = 0.0f;

            Vector3D r = direction;
            Vector3D x = origin;
            Vector3D w, p, v;

            Vector3D arbitraryPoint;

            SupportMapTransformed(support, ref orientation, ref position, ref r, out arbitraryPoint);
            Vector3D.Subtract(ref x, ref arbitraryPoint, out v);

            int maxIter = MaxIterations;

            double distSq  = v.LengthSquared();
            double epsilon = 0.000001f;

            double VdotR;

            while ((distSq > epsilon) && (maxIter-- != 0))
            {
                SupportMapTransformed(support, ref orientation, ref position, ref v, out p);
                Vector3D.Subtract(ref x, ref p, out w);

                double VdotW = Vector3D.Dot(v, w);

                if (VdotW > 0.0f)
                {
                    VdotR = Vector3D.Dot(v, r);

                    if (VdotR >= -MathHelper.EPSILON)
                    {
                        simplexSolverPool.GiveBack(simplexSolver);
                        return(false);
                    }
                    else
                    {
                        lambda = lambda - VdotW / VdotR;
                        Vector3D.Multiply(ref r, lambda, out x);
                        Vector3D.Add(ref origin, ref x, out x);
                        Vector3D.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.LengthSquared();
                }
                else
                {
                    distSq = 0.0f;
                }
            }

            #region Retrieving hitPoint

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

            Vector3D p1, p2;
            simplexSolver.ComputePoints(out p1, out p2);

            p2       = p2 - origin;
            fraction = p2.Length() / direction.Length();

            #endregion

            if (normal.LengthSquared() > MathHelper.EPSILON * MathHelper.EPSILON)
            {
                normal.Normalize();
            }

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }
예제 #3
0
        public static bool ClosestPoints(ISupportMappable support1, ISupportMappable support2, ref Matrix3 orientation1,
                                         ref Matrix3 orientation2, ref Vector3 position1, ref Vector3 position2,
                                         out Vector3 p1, out Vector3 p2, out Vector3 normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            p1 = p2 = Vector3.Zero;

            Vector3 r = position1 - position2;
            Vector3 w, v;

            Vector3 supVertexA;
            Vector3 rn, vn;

            rn = r * -1;

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

            Vector3 supVertexB;

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

            v = supVertexA - supVertexB;

            normal = Vector3.Zero;

            int maxIter = 15;

            float distSq  = v.LengthSquared;
            float epsilon = 0.00001f;

            while ((distSq > epsilon) && (maxIter-- != 0))
            {
                vn = v * -1;
                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.LengthSquared;
                    normal = v;
                }
                else
                {
                    distSq = 0.0f;
                }
            }


            simplexSolver.ComputePoints(out p1, out p2);

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

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }
예제 #4
0
        public static bool ClosestPoints(ISupportMappable support1, ISupportMappable support2, ref MatrixD orientation1,
                                         ref MatrixD orientation2, ref Vector3D position1, ref Vector3D position2,
                                         out Vector3D p1, out Vector3D p2, out Vector3D normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            p1 = p2 = Vector3D.Zero;

            Vector3D r = position1 - position2;
            Vector3D w, v;

            Vector3D supVertexA;
            Vector3D rn, vn;

            rn = Vector3D.Negate(r);

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

            Vector3D supVertexB;

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

            v = supVertexA - supVertexB;

            normal = Vector3D.Zero;

            int maxIter = 15;

            double distSq  = v.LengthSquared();
            double epsilon = 0.00001f;

            while ((distSq > epsilon) && (maxIter-- != 0))
            {
                vn = Vector3D.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.LengthSquared();
                    normal = v;
                }
                else
                {
                    distSq = 0.0f;
                }
            }


            simplexSolver.ComputePoints(out p1, out p2);

            if (normal.LengthSquared() > MathHelper.EPSILON * MathHelper.EPSILON)
            {
                normal.Normalize();
            }

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }
예제 #5
0
        public static bool ClosestPoints(ISupportMappable support1, ISupportMappable support2, ref JMatrix orientation1,
                                         ref JMatrix orientation2, ref JVector position1, ref JVector position2,
                                         out JVector p1, out JVector p2, out JVector normal)
        {
            VoronoiSimplexSolver simplexSolver = simplexSolverPool.GetNew();

            simplexSolver.Reset();

            p1 = p2 = JVector.Zero;

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

            JVector supVertexA;
            JVector rn, vn;

            rn = JVector.Negate(r);

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

            JVector supVertexB;

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

            v = supVertexA - supVertexB;

            normal = JVector.Zero;

            int iter = 0;

            float distSq  = v.LengthSquared();
            float epsilon = 0.00001f;

            while ((distSq > epsilon) && (iter++ < MaxIterations))
            {
                IterationsTaken = iter;
                vn = JVector.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.LengthSquared();
                    normal = v;
                }
                else
                {
                    distSq = 0.0f;
                }
            }


            simplexSolver.ComputePoints(out p1, out p2);

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

            simplexSolverPool.GiveBack(simplexSolver);

            return(true);
        }