Exemplo n.º 1
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        protected internal override void UpdateJacobiansAndVelocityBias()
        {
            linearJacobianA  = linearJacobianB = new Matrix3x3();
            angularJacobianA = new Matrix3x3 {
                M11 = 1, M22 = 1, M33 = 1
            };
            angularJacobianB = new Matrix3x3 {
                M11 = -1, M22 = -1, M33 = -1
            };

            //The error is computed using this equation:
            //GoalRelativeOrientation * ConnectionA.Orientation * Error = ConnectionB.Orientation
            //GoalRelativeOrientation is the original rotation from A to B in A's local space.
            //Multiplying by A's orientation gives us where B *should* be.
            //Of course, B won't be exactly where it should be after initialization.
            //The Error component holds the difference between what is and what should be.
            //Error = (GoalRelativeOrientation * ConnectionA.Orientation)^-1 * ConnectionB.Orientation
            System.Numerics.Quaternion bTarget;
            QuaternionEx.Concatenate(ref GoalRelativeOrientation, ref ConnectionA.Orientation, out bTarget);
            System.Numerics.Quaternion bTargetConjugate;
            QuaternionEx.Conjugate(ref bTarget, out bTargetConjugate);

            System.Numerics.Quaternion error;
            QuaternionEx.Concatenate(ref bTargetConjugate, ref ConnectionB.Orientation, out error);

            //Convert the error into an axis-angle vector usable for bias velocity.
            float angle;

            System.Numerics.Vector3 axis;
            QuaternionEx.GetAxisAngleFromQuaternion(ref error, out axis, out angle);

            velocityBias.X = errorCorrectionFactor * axis.X * angle;
            velocityBias.Y = errorCorrectionFactor * axis.Y * angle;
            velocityBias.Z = errorCorrectionFactor * axis.Z * angle;
        }
Exemplo n.º 2
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 ///<summary>
 /// Concatenates a rigid transform with another rigid transform.
 ///</summary>
 ///<param name="a">The first rigid transform.</param>
 ///<param name="b">The second rigid transform.</param>
 ///<param name="combined">Concatenated rigid transform.</param>
 public static void Multiply(ref RigidTransform a, ref RigidTransform b, out RigidTransform combined)
 {
     System.Numerics.Vector3 intermediate;
     QuaternionEx.Transform(ref a.Position, ref b.Orientation, out intermediate);
     Vector3Ex.Add(ref intermediate, ref b.Position, out combined.Position);
     QuaternionEx.Concatenate(ref a.Orientation, ref b.Orientation, out combined.Orientation);
 }
Exemplo n.º 3
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        /// <summary>
        /// Updates the position of the detector before each step.
        /// </summary>
        protected internal override void UpdateDetectorPosition()
        {
#if !WINDOWS
            System.Numerics.Vector3 newPosition = new System.Numerics.Vector3();
#else
            System.Numerics.Vector3 newPosition;
#endif

            newPosition.X = wheel.suspension.worldAttachmentPoint.X + wheel.suspension.worldDirection.X * wheel.suspension.restLength * .5f;
            newPosition.Y = wheel.suspension.worldAttachmentPoint.Y + wheel.suspension.worldDirection.Y * wheel.suspension.restLength * .5f;
            newPosition.Z = wheel.suspension.worldAttachmentPoint.Z + wheel.suspension.worldDirection.Z * wheel.suspension.restLength * .5f;

            detector.Position = newPosition;
            if (IncludeSteeringTransformInCast)
            {
                System.Numerics.Quaternion localSteeringTransform;
                QuaternionEx.CreateFromAxisAngle(ref wheel.suspension.localDirection, steeringAngle, out localSteeringTransform);

                detector.Orientation = QuaternionEx.Concatenate(localSteeringTransform, wheel.Vehicle.Body.orientation);
            }
            else
            {
                detector.Orientation = wheel.Vehicle.Body.orientation;
            }
            System.Numerics.Vector3 linearVelocity;
            Vector3Ex.Subtract(ref newPosition, ref wheel.vehicle.Body.position, out linearVelocity);
            Vector3Ex.Cross(ref linearVelocity, ref wheel.vehicle.Body.angularVelocity, out linearVelocity);
            Vector3Ex.Add(ref linearVelocity, ref wheel.vehicle.Body.linearVelocity, out linearVelocity);
            detector.LinearVelocity  = linearVelocity;
            detector.AngularVelocity = wheel.vehicle.Body.angularVelocity;
        }
Exemplo n.º 4
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 /// <summary>
 /// Constructs a 3DOF angular joint which tries to keep two bones in angular alignment.
 /// </summary>
 /// <param name="connectionA">First bone to connect to the joint.</param>
 /// <param name="connectionB">Second bone to connect to the joint.</param>
 public IKAngularJoint(Bone connectionA, Bone connectionB)
     : base(connectionA, connectionB)
 {
     System.Numerics.Quaternion orientationAConjugate;
     QuaternionEx.Conjugate(ref ConnectionA.Orientation, out orientationAConjugate);
     //Store the orientation from A to B in A's local space in the GoalRelativeOrientation.
     QuaternionEx.Concatenate(ref ConnectionB.Orientation, ref orientationAConjugate, out GoalRelativeOrientation);
 }
Exemplo n.º 5
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 ///<summary>
 /// Gets the local transform of B in the space of A.
 ///</summary>
 ///<param name="transformA">First transform.</param>
 ///<param name="transformB">Second transform.</param>
 ///<param name="localTransformB">Transform of B in the local space of A.</param>
 public static void GetLocalTransform(ref RigidTransform transformA, ref RigidTransform transformB,
                                      out RigidTransform localTransformB)
 {
     //Put B into A's space.
     System.Numerics.Quaternion conjugateOrientationA;
     QuaternionEx.Conjugate(ref transformA.Orientation, out conjugateOrientationA);
     QuaternionEx.Concatenate(ref transformB.Orientation, ref conjugateOrientationA, out localTransformB.Orientation);
     Vector3Ex.Subtract(ref transformB.Position, ref transformA.Position, out localTransformB.Position);
     QuaternionEx.Transform(ref localTransformB.Position, ref conjugateOrientationA, out localTransformB.Position);
 }
Exemplo n.º 6
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        /// <summary>
        /// Constructs a new constraint which attempts to restrict the relative angular motion of two entities.
        /// </summary>
        /// <param name="connectionA">First connection of the pair.</param>
        /// <param name="connectionB">Second connection of the pair.</param>
        public AngularMotor(Entity connectionA, Entity connectionB)
        {
            ConnectionA = connectionA;
            ConnectionB = connectionB;

            settings = new MotorSettingsOrientation(this);

            //Compute the rotation from A to B in A's local space.
            System.Numerics.Quaternion orientationAConjugate;
            QuaternionEx.Conjugate(ref connectionA.orientation, out orientationAConjugate);
            QuaternionEx.Concatenate(ref connectionB.orientation, ref orientationAConjugate, out settings.servo.goal);
        }
Exemplo n.º 7
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        void CreateRingPlatform(Vector3 position, Box ringBoxShape, BodyDescription bodyDescription, float radius)
        {
            var   innerCircumference = MathF.PI * 2 * (radius - ringBoxShape.HalfLength);
            var   boxCount           = (int)(0.95f * innerCircumference / ringBoxShape.Height);
            float increment          = MathHelper.TwoPi / boxCount;

            for (int i = 0; i < boxCount; i++)
            {
                var angle = i * increment;
                bodyDescription.Pose = new RigidPose(
                    position + new Vector3(-MathF.Cos(angle) * radius, ringBoxShape.HalfWidth, MathF.Sin(angle) * radius),
                    QuaternionEx.Concatenate(QuaternionEx.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f), QuaternionEx.CreateFromAxisAngle(Vector3.UnitY, angle + MathF.PI * 0.5f)));
                Simulation.Bodies.Add(bodyDescription);
            }
        }
Exemplo n.º 8
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        ///<summary>
        /// Sweeps two shapes against another.
        ///</summary>
        ///<param name="shapeA">First shape being swept.</param>
        ///<param name="shapeB">Second shape being swept.</param>
        ///<param name="sweepA">Sweep vector for the first shape.</param>
        ///<param name="sweepB">Sweep vector for the second shape.</param>
        ///<param name="transformA">Transform to apply to the first shape.</param>
        ///<param name="transformB">Transform to apply to the second shape.</param>
        ///<param name="hit">Hit data of the sweep test, if any.</param>
        ///<returns>Whether or not the swept shapes hit each other..</returns>
        public static bool ConvexCast(ConvexShape shapeA, ConvexShape shapeB, ref System.Numerics.Vector3 sweepA, ref System.Numerics.Vector3 sweepB, ref RigidTransform transformA, ref RigidTransform transformB,
                                      out RayHit hit)
        {
            //Put the velocity into shapeA's local space.
            System.Numerics.Vector3 velocityWorld;
            Vector3Ex.Subtract(ref sweepB, ref sweepA, out velocityWorld);
            System.Numerics.Quaternion conjugateOrientationA;
            QuaternionEx.Conjugate(ref transformA.Orientation, out conjugateOrientationA);
            System.Numerics.Vector3 rayDirection;
            QuaternionEx.Transform(ref velocityWorld, ref conjugateOrientationA, out rayDirection);
            //Transform b into a's local space.
            RigidTransform localTransformB;

            QuaternionEx.Concatenate(ref transformB.Orientation, ref conjugateOrientationA, out localTransformB.Orientation);
            Vector3Ex.Subtract(ref transformB.Position, ref transformA.Position, out localTransformB.Position);
            QuaternionEx.Transform(ref localTransformB.Position, ref conjugateOrientationA, out localTransformB.Position);


            System.Numerics.Vector3 w, p;
            hit.T        = 0;
            hit.Location = System.Numerics.Vector3.Zero; //The ray starts at the origin.
            hit.Normal   = Toolbox.ZeroVector;
            System.Numerics.Vector3 v = hit.Location;

            RaySimplex simplex = new RaySimplex();


            float vw, vdir;
            int   count = 0;

            do
            {
                if (++count > MaximumGJKIterations)
                {
                    //It's taken too long to find a hit.  Numerical problems are probable; quit.
                    hit = new RayHit();
                    return(false);
                }

                MinkowskiToolbox.GetLocalMinkowskiExtremePoint(shapeA, shapeB, ref v, ref localTransformB, out p);

                Vector3Ex.Subtract(ref hit.Location, ref p, out w);
                Vector3Ex.Dot(ref v, ref w, out vw);
                if (vw > 0)
                {
                    Vector3Ex.Dot(ref v, ref rayDirection, out vdir);
                    if (vdir >= 0)
                    {
                        hit = new RayHit();
                        return(false);
                    }
                    hit.T = hit.T - vw / vdir;
                    if (hit.T > 1)
                    {
                        //If we've gone beyond where the ray can reach, there's obviously no hit.
                        hit = new RayHit();
                        return(false);
                    }
                    //Shift the ray up.
                    Vector3Ex.Multiply(ref rayDirection, hit.T, out hit.Location);
                    //The ray origin is the origin!  Don't need to add any ray position.
                    hit.Normal = v;
                }

                RaySimplex shiftedSimplex;
                simplex.AddNewSimplexPoint(ref p, ref hit.Location, out shiftedSimplex);

                shiftedSimplex.GetPointClosestToOrigin(ref simplex, out v);

                //Could measure the progress of the ray.  If it's too little, could early out.
                //Not used by default since it's biased towards precision over performance.
            } while (v.LengthSquared() >= Toolbox.Epsilon * simplex.GetErrorTolerance(ref Toolbox.ZeroVector));
            //This epsilon has a significant impact on performance and accuracy.  Changing it to use BigEpsilon instead increases speed by around 30-40% usually, but jigging is more evident.
            //Transform the hit data into world space.
            QuaternionEx.Transform(ref hit.Normal, ref transformA.Orientation, out hit.Normal);
            Vector3Ex.Multiply(ref velocityWorld, hit.T, out hit.Location);
            Vector3Ex.Add(ref hit.Location, ref transformA.Position, out hit.Location);
            return(true);
        }
Exemplo n.º 9
0
        /// <summary>
        /// Initializes the constraint for the current frame.
        /// </summary>
        /// <param name="dt">Time between frames.</param>
        public override void Update(float dt)
        {
            basis.rotationMatrix = connectionA.orientationMatrix;
            basis.ComputeWorldSpaceAxes();

            if (settings.mode == MotorMode.Servomechanism) //Only need to do the bulk of this work if it's a servo.
            {
                //The error is computed using this equation:
                //GoalRelativeOrientation * ConnectionA.Orientation * Error = ConnectionB.Orientation
                //GoalRelativeOrientation is the original rotation from A to B in A's local space.
                //Multiplying by A's orientation gives us where B *should* be.
                //Of course, B won't be exactly where it should be after initialization.
                //The Error component holds the difference between what is and what should be.
                //Error = (GoalRelativeOrientation * ConnectionA.Orientation)^-1 * ConnectionB.Orientation

                //ConnectionA.Orientation is replaced in the above by the world space basis orientation.
                System.Numerics.Quaternion worldBasis = QuaternionEx.CreateFromRotationMatrix(basis.WorldTransform);

                System.Numerics.Quaternion bTarget;
                QuaternionEx.Concatenate(ref settings.servo.goal, ref worldBasis, out bTarget);
                System.Numerics.Quaternion bTargetConjugate;
                QuaternionEx.Conjugate(ref bTarget, out bTargetConjugate);

                System.Numerics.Quaternion error;
                QuaternionEx.Concatenate(ref bTargetConjugate, ref connectionB.orientation, out error);


                float errorReduction;
                settings.servo.springSettings.ComputeErrorReductionAndSoftness(dt, 1 / dt, out errorReduction, out usedSoftness);

                //Turn this into an axis-angle representation.
                QuaternionEx.GetAxisAngleFromQuaternion(ref error, out axis, out angle);

                //Scale the axis by the desired velocity if the angle is sufficiently large (epsilon).
                if (angle > Toolbox.BigEpsilon)
                {
                    float velocity = -(MathHelper.Min(settings.servo.baseCorrectiveSpeed, angle / dt) + angle * errorReduction);

                    biasVelocity.X = axis.X * velocity;
                    biasVelocity.Y = axis.Y * velocity;
                    biasVelocity.Z = axis.Z * velocity;


                    //Ensure that the corrective velocity doesn't exceed the max.
                    float length = biasVelocity.LengthSquared();
                    if (length > settings.servo.maxCorrectiveVelocitySquared)
                    {
                        float multiplier = settings.servo.maxCorrectiveVelocity / (float)Math.Sqrt(length);
                        biasVelocity.X *= multiplier;
                        biasVelocity.Y *= multiplier;
                        biasVelocity.Z *= multiplier;
                    }
                }
                else
                {
                    biasVelocity.X = 0;
                    biasVelocity.Y = 0;
                    biasVelocity.Z = 0;
                }
            }
            else
            {
                usedSoftness = settings.velocityMotor.softness / dt;
                angle        = 0; //Zero out the error;
                Matrix3x3 transform = basis.WorldTransform;
                Matrix3x3.Transform(ref settings.velocityMotor.goalVelocity, ref transform, out biasVelocity);
            }

            //Compute effective mass
            Matrix3x3.Add(ref connectionA.inertiaTensorInverse, ref connectionB.inertiaTensorInverse, out effectiveMassMatrix);
            effectiveMassMatrix.M11 += usedSoftness;
            effectiveMassMatrix.M22 += usedSoftness;
            effectiveMassMatrix.M33 += usedSoftness;
            Matrix3x3.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);

            //Update the maximum force
            ComputeMaxForces(settings.maximumForce, dt);
        }
Exemplo n.º 10
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        /// <summary>
        /// Finds a supporting entity, the contact location, and the contact normal.
        /// </summary>
        /// <param name="location">Contact point between the wheel and the support.</param>
        /// <param name="normal">Contact normal between the wheel and the support.</param>
        /// <param name="suspensionLength">Length of the suspension at the contact.</param>
        /// <param name="supportingCollidable">Collidable supporting the wheel, if any.</param>
        /// <param name="entity">Supporting object.</param>
        /// <param name="material">Material of the wheel.</param>
        /// <returns>Whether or not any support was found.</returns>
        protected internal override bool FindSupport(out System.Numerics.Vector3 location, out System.Numerics.Vector3 normal, out float suspensionLength, out Collidable supportingCollidable, out Entity entity, out Material material)
        {
            suspensionLength     = float.MaxValue;
            location             = Toolbox.NoVector;
            supportingCollidable = null;
            entity   = null;
            normal   = Toolbox.NoVector;
            material = null;

            Collidable testCollidable;
            RayHit     rayHit;

            bool hit = false;

            System.Numerics.Quaternion localSteeringTransform;
            QuaternionEx.CreateFromAxisAngle(ref wheel.suspension.localDirection, steeringAngle, out localSteeringTransform);
            var startingTransform = new RigidTransform
            {
                Position    = wheel.suspension.worldAttachmentPoint,
                Orientation = QuaternionEx.Concatenate(QuaternionEx.Concatenate(LocalWheelOrientation, IncludeSteeringTransformInCast ? localSteeringTransform : System.Numerics.Quaternion.Identity), wheel.vehicle.Body.orientation)
            };

            System.Numerics.Vector3 sweep;
            Vector3Ex.Multiply(ref wheel.suspension.worldDirection, wheel.suspension.restLength, out sweep);

            for (int i = 0; i < detector.CollisionInformation.pairs.Count; i++)
            {
                var pair = detector.CollisionInformation.pairs[i];
                testCollidable = (pair.BroadPhaseOverlap.entryA == detector.CollisionInformation ? pair.BroadPhaseOverlap.entryB : pair.BroadPhaseOverlap.entryA) as Collidable;
                if (testCollidable != null)
                {
                    if (CollisionRules.CollisionRuleCalculator(this, testCollidable) == CollisionRule.Normal &&
                        testCollidable.ConvexCast(shape, ref startingTransform, ref sweep, out rayHit) &&
                        rayHit.T * wheel.suspension.restLength < suspensionLength)
                    {
                        suspensionLength = rayHit.T * wheel.suspension.restLength;
                        EntityCollidable entityCollidable;
                        if ((entityCollidable = testCollidable as EntityCollidable) != null)
                        {
                            entity   = entityCollidable.Entity;
                            material = entityCollidable.Entity.Material;
                        }
                        else
                        {
                            entity = null;
                            supportingCollidable = testCollidable;
                            var materialOwner = testCollidable as IMaterialOwner;
                            if (materialOwner != null)
                            {
                                material = materialOwner.Material;
                            }
                        }
                        location = rayHit.Location;
                        normal   = rayHit.Normal;
                        hit      = true;
                    }
                }
            }
            if (hit)
            {
                if (suspensionLength > 0)
                {
                    float dot;
                    Vector3Ex.Dot(ref normal, ref wheel.suspension.worldDirection, out dot);
                    if (dot > 0)
                    {
                        //The cylinder cast produced a normal which is opposite of what we expect.
                        Vector3Ex.Negate(ref normal, out normal);
                    }
                    normal.Normalize();
                }
                else
                {
                    Vector3Ex.Negate(ref wheel.suspension.worldDirection, out normal);
                }
                return(true);
            }
            return(false);
        }