예제 #1
0
 public static PhysicsMass CreateKinematic(MassProperties massProperties)
 {
     return(new PhysicsMass
     {
         Transform = massProperties.MassDistribution.Transform,
         InverseMass = 0f,
         InverseInertia = float3.zero,
         AngularExpansionFactor = massProperties.AngularExpansionFactor
     });
 }
예제 #2
0
        public static PhysicsMass CreateDynamic(MassProperties massProperties, float mass)
        {
            if (mass <= 0)
            {
                throw new System.ArgumentOutOfRangeException();
            }

            return(new PhysicsMass
            {
                Transform = massProperties.MassDistribution.Transform,
                InverseMass = math.rcp(mass),
                InverseInertia = math.rcp(massProperties.MassDistribution.InertiaTensor * mass),
                AngularExpansionFactor = massProperties.AngularExpansionFactor
            });
        }
예제 #3
0
        // followed by variable sized convex hull data

        #region Construction

        // Create a convex collider from the given point cloud.
        public static unsafe BlobAssetReference <Collider> Create(
            NativeArray <float3> points, float convexRadius,
            float3?scale = null, CollisionFilter?filter = null, Material?material = null)
        {
            if (convexRadius < 0.0f || !math.isfinite(convexRadius))
            {
                throw new ArgumentException("Tried to create ConvexCollider with invalid convex radius");
            }

            // Build convex hull
            int    verticesCapacity = points.Length;
            int    triangleCapacity = 2 * verticesCapacity;
            var    vertices         = (ConvexHullBuilder.Vertex *)UnsafeUtility.Malloc(verticesCapacity * sizeof(ConvexHullBuilder.Vertex), 16, Allocator.Temp);
            var    triangles        = (ConvexHullBuilder.Triangle *)UnsafeUtility.Malloc(triangleCapacity * sizeof(ConvexHullBuilder.Triangle), 16, Allocator.Temp);
            var    builder          = new ConvexHullBuilder(vertices, verticesCapacity, triangles, triangleCapacity);
            float3 s = scale ?? new float3(1);

            // Build the points' AABB and validate them
            var domain = new Aabb();

            foreach (var point in points)
            {
                if (math.any(!math.isfinite(point)))
                {
                    throw new ArgumentException("Tried to create ConvexCollider with invalid points");
                }
                domain.Include(point * s);
            }

            // Add points to the hull
            builder.IntegerSpaceAabb = domain;
            foreach (float3 point in points)
            {
                builder.AddPoint(point * s);
            }

            // TODO: shrink by convex radius

            // Build face information
            float maxAngle = 0.1f * (float)math.PI / 180.0f;

            builder.BuildFaceIndices(maxAngle);

            // Simplify the hull until it's under the max vertices requirement
            // TODO.ma this is just a failsafe. We need to think about user-controlled simplification settings & how to warn the user if their shape is too complex.
            {
                const int maxVertices = 252;    // as per Havok

                float maxSimplificationError = 1e-3f;
                int   iterations             = 0;
                while (builder.Vertices.PeakCount > maxVertices)
                {
                    if (iterations++ > 10) // don't loop forever
                    {
                        Assert.IsTrue(false);
                        return(new BlobAssetReference <Collider>());
                    }
                    builder.SimplifyVertices(maxSimplificationError);
                    builder.BuildFaceIndices();
                    maxSimplificationError *= 2.0f;
                }
            }

            // Convert hull to compact format
            var tempHull = new TempHull(ref builder);

            // Allocate collider
            int totalSize = UnsafeUtility.SizeOf <ConvexCollider>();

            totalSize += tempHull.Vertices.Count * sizeof(float3);
            totalSize  = Math.NextMultipleOf16(totalSize); // planes currently must be aligned for Havok
            totalSize += tempHull.Planes.Count * sizeof(Plane);
            totalSize += tempHull.Faces.Count * sizeof(ConvexHull.Face);
            totalSize += tempHull.FaceVertexIndices.Count * sizeof(short);
            totalSize += tempHull.VertexEdges.Count * sizeof(ConvexHull.Edge);
            totalSize += tempHull.FaceLinks.Count * sizeof(ConvexHull.Edge);
            ConvexCollider *collider = (ConvexCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp);

            // Initialize it
            {
                UnsafeUtility.MemClear(collider, totalSize);
                collider->MemorySize = totalSize;

                collider->m_Header.Type          = ColliderType.Convex;
                collider->m_Header.CollisionType = CollisionType.Convex;
                collider->m_Header.Version       = 0;
                collider->m_Header.Magic         = 0xff;
                collider->m_Header.Filter        = filter ?? CollisionFilter.Default;
                collider->m_Header.Material      = material ?? Material.Default;

                ref var hull = ref collider->ConvexHull;

                hull.ConvexRadius = convexRadius;

                // Initialize blob arrays
                {
                    byte *end = (byte *)collider + UnsafeUtility.SizeOf <ConvexCollider>();

                    hull.VerticesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.VerticesBlob.Offset));
                    hull.VerticesBlob.Length = tempHull.Vertices.Count;
                    end += sizeof(float3) * tempHull.Vertices.Count;

                    end = (byte *)Math.NextMultipleOf16((ulong)end); // planes currently must be aligned for Havok

                    hull.FacePlanesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FacePlanesBlob.Offset));
                    hull.FacePlanesBlob.Length = tempHull.Planes.Count;
                    end += sizeof(Plane) * tempHull.Planes.Count;

                    hull.FacesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FacesBlob.Offset));
                    hull.FacesBlob.Length = tempHull.Faces.Count;
                    end += sizeof(ConvexHull.Face) * tempHull.Faces.Count;

                    hull.FaceVertexIndicesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FaceVertexIndicesBlob.Offset));
                    hull.FaceVertexIndicesBlob.Length = tempHull.FaceVertexIndices.Count;
                    end += sizeof(byte) * tempHull.FaceVertexIndices.Count;

                    hull.VertexEdgesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.VertexEdgesBlob.Offset));
                    hull.VertexEdgesBlob.Length = tempHull.VertexEdges.Count;
                    end += sizeof(ConvexHull.Edge) * tempHull.VertexEdges.Count;

                    hull.FaceLinksBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FaceLinksBlob.Offset));
                    hull.FaceLinksBlob.Length = tempHull.FaceLinks.Count;
                    end += sizeof(ConvexHull.Edge) * tempHull.FaceLinks.Count;
                }

                // Fill blob arrays
                {
                    for (int i = 0; i < tempHull.Vertices.Count; i++)
                    {
                        hull.Vertices[i]    = tempHull.Vertices[i];
                        hull.VertexEdges[i] = tempHull.VertexEdges[i];
                    }

                    for (int i = 0; i < tempHull.Faces.Count; i++)
                    {
                        hull.Planes[i] = tempHull.Planes[i];
                        hull.Faces[i]  = tempHull.Faces[i];
                    }

                    for (int i = 0; i < tempHull.FaceVertexIndices.Count; i++)
                    {
                        hull.FaceVertexIndices[i] = tempHull.FaceVertexIndices[i];
                        hull.FaceLinks[i]         = tempHull.FaceLinks[i];
                    }
                }

                // Fill mass properties
                {
                    var massProperties = builder.ComputeMassProperties();
                    Math.DiagonalizeSymmetricApproximation(massProperties.InertiaTensor, out float3x3 orientation, out float3 inertia);

                    float maxLengthSquared = 0.0f;
                    foreach (float3 vertex in hull.Vertices)
                    {
                        maxLengthSquared = math.max(maxLengthSquared, math.lengthsq(vertex - massProperties.CenterOfMass));
                    }

                    collider->MassProperties = new MassProperties
                    {
                        MassDistribution = new MassDistribution
                        {
                            Transform     = new RigidTransform(orientation, massProperties.CenterOfMass),
                            InertiaTensor = inertia
                        },
                        Volume = massProperties.Volume,
                        AngularExpansionFactor = math.sqrt(maxLengthSquared)
                    };
                }
            }