public static Curve InterpolatePointsToCurve
            (this IModeler modeler
            , List <Vector3> points
            , double chordTolerance
            , bool simplify    = true
            , bool closedCurve = false)
        {
            points = CurveExtensions.FilterOutShortLines(points, 1e-5).ToList();

            if (closedCurve)
            {
                points.Add(points.First());
            }

            var lines = points
                        .Buffer(2, 1)
                        .Where(b => b.Count == 2)
                        .Select(ps => modeler.CreateTrimmedLine(ps[0], ps[1]))
                        .Cast <ICurve>()
                        .ToArray();

            var curve = modeler.MergeCurves(lines);

            if (simplify)
            {
                curve = curve.SimplifyBCurve(chordTolerance);
            }
            return(curve);
        }
 private static CubicSphericalCurve PrepareSphericalBez(MatrixD m1, MatrixD m2)
 {
     CurveExtensions.AlignFwd(ref m1, ref m2);
     return(new CubicSphericalCurve(
                MyGamePruningStructureSandbox.GetClosestPlanet(m1.Translation)?.PositionComp.WorldVolume.Center ??
                Vector3D.Zero, m1, m2));
 }
        private MatrixD ComputeVertexMatrix(EdgePlacerSystem.AnnotatedNode vert, int index)
        {
            if (vert.Existing != null)
            {
                return(vert.Existing.Matrix);
            }

            var prevPos = (index - 1) >= 0 ? (EdgePlacerSystem.AnnotatedNode?)_vertices[index - 1] : null;
            var nextPos = (index + 1) < _vertices.Count ? (EdgePlacerSystem.AnnotatedNode?)_vertices[index + 1] : null;

            var tan = Vector3D.Zero;

            if (prevPos.HasValue)
            {
                var t = (vert.Position - prevPos.Value.Position).SafeNormalized();
                tan += tan.Dot(t) < 0 ? -t : t;
            }

            if (nextPos.HasValue)
            {
                var t2 = (vert.Position - nextPos.Value.Position).SafeNormalized();
                tan += tan.Dot(t2) < 0 ? -t2 : t2;
            }

            if (prevPos.HasValue != nextPos.HasValue)
            {
                // try Quadratic bez with control point equidistance from both nodes.
                if (prevPos?.Existing != null)
                {
                    var pp = prevPos.Value.Existing;
                    tan = CurveExtensions.ExpandToCubic(pp.Position, pp.Position + pp.Tangent, vert.Position,
                                                        RailConstants.LongBezControlLimit) - vert.Position;
                }
                else if (nextPos?.Existing != null)
                {
                    var pp = nextPos.Value.Existing;
                    tan = CurveExtensions.ExpandToCubic(pp.Position, pp.Position + pp.Tangent, vert.Position,
                                                        RailConstants.LongBezControlLimit) - vert.Position;
                }
            }

            if (!tan.IsValid() || tan.LengthSquared() < 1e-3f)
            {
                tan = Vector3D.Cross(vert.Up, vert.Up.Shifted());
            }
            tan.SafeNormalized();
            return(MatrixD.CreateWorld(vert.Position, tan, vert.Up));
        }
        private void Simulate()
        {
            var root = Entity;

            while (root != null && root.Physics == null)
            {
                root = root.Parent;
            }
            if (root?.Physics == null || root.Physics.IsStatic)
            {
                if (!RailConstants.Debug.DrawBogiePhysics)
                {
                    return;
                }

                var drawPivot   = Entity.GetPosition() + 4 * Entity.PositionComp.WorldMatrix.Up;
                var colorTarget = new Vector4(1, 1, 0, 1);
                MySimpleObjectDraw.DrawLine(Entity.GetPosition(), drawPivot, DebugMtl, ref colorTarget,
                                            .01f);
                return;
            }

            // Clean good controllers
            {
                _goodControllers.Clear();
                FindAttachedAnimControllers(Entity, _goodControllers);

                _removedControllers.Clear();
                foreach (var k in _activeControllers)
                {
                    if (!_goodControllers.Contains(k))
                    {
                        _removedControllers.Add(k);
                    }
                }

                foreach (var k in _removedControllers)
                {
                    _activeControllers.Remove(k);
                }
                _removedControllers.Clear();

                var sync = false;
                foreach (var k in _goodControllers)
                {
                    if (_activeControllers.Add(k))
                    {
                        sync = true;
                    }
                }

                if (sync)
                {
                    AddScheduledCallback(ControllerSync, 30);
                }
            }


            var physics    = root.Physics;
            var pivotWorld = Entity.PositionComp.WorldMatrix.Translation;

            var  best        = double.MaxValue;
            var  bestTangent = Vector3.Zero;
            Edge bestEdge    = null;
            RailSegmentComponent bestEdgeSegment;

            RailSegmentDefinition.RailSegmentCaps?bestEdgeCaps = null;
            float bestTime = 0;

            using (var e = Graph.Edges.SortedByDistance(pivotWorld))
                while (e.MoveNext())
                {
                    if (Math.Sqrt(e.Current.DistanceSquared) - TotalBias > best)
                    {
                        break;
                    }
                    var edge = (Edge)e.Current.UserData;
                    if (edge.Curve == null)
                    {
                        continue;
                    }
                    var edgeSegment = edge.Owner.Entity.Components.Get <RailSegmentComponent>();
                    var edgeCaps    = edgeSegment?.Definition.CapabilitiesFor(edge.Owner.Entity.GetBuildRatio());
                    if (edgeSegment == null || !edgeCaps.HasValue)
                    {
                        continue; // no capabilities at this stage
                    }
                    float t0 = 0, t1 = 1;
                    CurveExtensions.NearestPoint(edge.Curve, pivotWorld, 16, ref t0, ref t1);
                    var p0     = edge.Curve.Sample(t0);
                    var p1     = edge.Curve.Sample(t1);
                    var dir    = p1 - p0;
                    var factor = (float)MathHelper.Clamp(dir.Dot(pivotWorld - p0) / dir.LengthSquared(), 0, 1);
                    var t      = t0 + (t1 - t0) * factor;
                    var pos    = edge.Curve.Sample(t);
                    var dist   = Vector3D.Distance(pos, pivotWorld);
                    if (dist - TotalBias > best)
                    {
                        continue;
                    }
                    var tangent = (Vector3)edge.Curve.SampleDerivative(t);
                    tangent.Normalize();

                    const float switchingEpsilon = 0.25f;
                    var         switched         = false;
                    if (t < switchingEpsilon)
                    {
                        switched = edge.From.IsSwitchedTo(edge.To);
                    }
                    else if (t >= 1 - switchingEpsilon)
                    {
                        switched = edge.To.IsSwitchedTo(edge.From);
                    }
                    if (switched)
                    {
                        dist -= SwitchingDistanceBias + AlignmentTangentBias;
                    }
                    else
                    {
                        dist -= AlignmentTangentBias * Math.Abs(Entity.PositionComp.WorldMatrix.Forward.Dot(tangent));
                    }

                    if (RailConstants.Debug.DrawBogieEdges)
                    {
                        edge.Draw(0, 1, switched ? new Vector4(0, 1, 0, 1) : new Vector4(1, 0, 1, 1), 2);
                    }

                    // ReSharper disable once InvertIf
                    if (dist < best)
                    {
                        best            = dist;
                        bestTangent     = tangent;
                        bestEdge        = edge;
                        bestEdgeSegment = edgeSegment;
                        bestEdgeCaps    = edgeCaps;
                        bestTime        = t;
                    }
                }

            var selfVelocity = physics.GetVelocityAtPoint(pivotWorld);

            SetAnimVar(SpeedZVar, selfVelocity.Dot((Vector3)Entity.PositionComp.WorldMatrix.Forward));
            if (bestEdge == null)
            {
                if (!RailConstants.Debug.DrawBogiePhysics)
                {
                    return;
                }

                var drawPivot   = pivotWorld + 4 * Entity.PositionComp.WorldMatrix.Up;
                var colorTarget = new Vector4(1, 0, 0, 1);
                MySimpleObjectDraw.DrawLine(pivotWorld, drawPivot, DebugMtl, ref colorTarget,
                                            .01f);
                return;
            }

            if (best > Definition.DetachDistance)
            {
                if (!RailConstants.Debug.DrawBogiePhysics)
                {
                    return;
                }

                var drawPivot   = pivotWorld + 4 * Entity.PositionComp.WorldMatrix.Up;
                var colorTarget = new Vector4(1, 0, 1, 1);
                MySimpleObjectDraw.DrawLine(pivotWorld, drawPivot, DebugMtl, ref colorTarget,
                                            .01f);
                return;
            }

            var up = (Vector3)Vector3D.Lerp(bestEdge.From.Up, bestEdge.To.Up, bestTime);

            // Not aligned vertically, abort
            if (Entity.PositionComp.WorldMatrix.Up.Dot(up) < 0.5)
            {
                return;
            }

            if (Entity.PositionComp.WorldMatrix.Forward.Dot(bestTangent) < 0)
            {
                bestTangent = -bestTangent;
            }
            var curvePosition = bestEdge.Curve.Sample(bestTime) + up * Definition.VerticalOffset;
            var normal        = Vector3.Cross(bestTangent, up);

            normal.Normalize();

            up = Vector3.Cross(normal, bestTangent);
            up.Normalize();

            var impulse           = Vector3.Zero;
            var allowDeactivation = true;
            var effectiveMass     = root.Physics.Mass;
            var inertiaTensor     = root.Physics.InertiaTensor;

            var qCurrent            = Quaternion.CreateFromRotationMatrix(Entity.PositionComp.WorldMatrix);
            var qDesired            = Quaternion.CreateFromRotationMatrix(Matrix.CreateWorld(Vector3.Zero, bestTangent, up));
            var qConj               = Quaternion.Multiply(Quaternion.Conjugate(qCurrent), qDesired);
            var localAngularDesired = 2 * qConj.W * new Vector3(qConj.X, qConj.Y, qConj.Z);

            if (localAngularDesired.LengthSquared() > .01f)
            {
                allowDeactivation = false;
            }
            var desiredAngular = Vector3.Transform(localAngularDesired, qCurrent) * 2;
            var rotApply       = desiredAngular;
            var angularImpulse = Vector3.TransformNormal(desiredAngular - 0.25f * physics.AngularVelocity, inertiaTensor) *
                                 Definition.OrientationConvergenceFactor /
                                 MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
            var com = physics.GetCenterOfMassWorld();

            // a) spring joint along normal to get dot(normal, (pivot*matrix - position)) == 0
            var err = (Vector3)(curvePosition - pivotWorld);

            // preemptive up force to counteract gravity.
            var gravityHere = MyGravityProviderSystem.CalculateTotalGravityInPoint(pivotWorld);

            impulse += Vector3.Dot(gravityHere, up) * up * physics.Mass * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

            impulse += SolveImpulse(err, normal, physics.LinearVelocity, effectiveMass);

            // b) half spring joint along up to get dot(up, (pivot*matrix - position)) >= 0
            impulse += SolveImpulse(err, up, physics.LinearVelocity, effectiveMass, 1); // only up force

            if (err.LengthSquared() > .01f)
            {
                allowDeactivation = false;
            }

            var braking = false;

            // Hack until I fix EquinoxCore
            if (Definition.MaxVelocity > 0 && (_powerObserver.IsPowered || Definition.NeedsPower == PowerObserver.RequiredPowerEnum.None))
            {
                var cvel        = physics.LinearVelocity.Dot(bestTangent);
                var velocityMod = 0f;

                // get nearest character
                var totalControl = 0f;
                var controllers  = 0;
                var sprinters    = 0;
                foreach (var player in _activeControllers)
                {
                    var component = player?.Get <MyCharacterMovementComponent>();
                    if (component == null)
                    {
                        continue;
                    }
                    var control = Vector3.TransformNormal(component.MoveIndicator, player.WorldMatrix).Dot(bestTangent);
                    totalControl += control;
                    controllers++;

                    var speed = new MyMovementSpeed {
                        Forward = 1f
                    };
                    var speedMod = component.ApplyMovementSpeedEffects(speed);
                    velocityMod = Math.Max(velocityMod, speedMod.Forward);

                    if (!component.WantsSprint)
                    {
                        continue;
                    }
                    var stats = component.Container?.Get <MyEntityStatComponent>();
                    stats?.AddEffect(SprintingEffect);
                    sprinters++;
                }

                if (controllers > 0)
                {
                    braking |= Math.Sign(cvel) != Math.Sign(totalControl) && Math.Abs(cvel) > 0.01 &&
                               Math.Abs(totalControl) > 0.01;
                    SetAnimVar(BrakingVar, braking ? 1 : 0);
                    _powerFactor = MathHelper.Clamp(_powerFactor * (1 - PowerSmooth) + totalControl * PowerSmooth, -1, 1);
                    if (Math.Abs(totalControl) < .01f)
                    {
                        _powerFactor = 0;
                    }

                    var velocityLimit = Definition.MaxVelocity * velocityMod;
                    velocityLimit = Math.Min(velocityLimit, bestEdgeCaps.Value.MaxSpeed);

                    var forceFactorBase    = MathHelper.Clamp(1 - Math.Abs(cvel) / velocityLimit, 0, 1);
                    var forceFactorControl = Math.Abs(_powerFactor);
                    if (sprinters > 0)
                    {
                        forceFactorControl *= 5 * ((float)sprinters) / controllers;
                    }
                    forceFactorControl *= .9f + controllers * .1f;

                    var dir = Math.Sign(_powerFactor);
                    if (dir != Math.Sign(cvel))
                    {
                        forceFactorBase = 1;
                    }

                    var force = Definition.MaxForce * forceFactorControl * forceFactorBase * dir * bestTangent *
                                MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                    physics.AddForce(MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, force, com,
                                     Vector3.Zero);
                }
            }


            Vector3 frictiveImpulse;

            {
                var frictiveNormalForce = Math.Max(0, impulse.Dot(up) / MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS);

                var frictiveCoefficient = Math.Max(Definition.CoefficientOfFriction, braking ? Definition.BrakingCoefficientOfFriction : 0);
                if (physics.LinearVelocity.LengthSquared() > .01f)
                {
                    frictiveCoefficient *= 0.75f;
                }
                var frictiveForce = frictiveCoefficient * (bestEdgeCaps?.Friction ?? 1) * frictiveNormalForce;

                // clamp frictive impulse to at-max stopping.
                var tangentMomentumAfterUpdate =
                    (physics.Mass * (physics.LinearVelocity + gravityHere * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS) + impulse).Dot(bestTangent);

                var frictiveFloatImpulse = frictiveForce * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

                if (frictiveFloatImpulse > Math.Abs(tangentMomentumAfterUpdate))
                {
                    // Stationary, allow deactivation
                    frictiveImpulse = -tangentMomentumAfterUpdate * bestTangent;
                }
                else
                {
                    frictiveImpulse   = -Math.Sign(tangentMomentumAfterUpdate) * frictiveFloatImpulse * bestTangent;
                    allowDeactivation = false;
                }

                impulse += frictiveImpulse;
            }

            if (!MyAPIGateway.Utilities.IsDedicated && RailConstants.Debug.DrawBogiePhysics)
            {
                var drawPivot   = pivotWorld + 4 * up;
                var colorTarget = Vector4.One;
                MySimpleObjectDraw.DrawLine(pivotWorld, curvePosition, DebugMtl, ref colorTarget,
                                            .01f);

                var colorMarker = new Vector4(0, 1, 0, 1);
                MySimpleObjectDraw.DrawLine(drawPivot, drawPivot + frictiveImpulse * 10, DebugMtl, ref colorMarker,
                                            .01f);

                var colorImpulse = new Vector4(1, 0, 0, 1);
                MySimpleObjectDraw.DrawLine(drawPivot, drawPivot + impulse, DebugMtl, ref colorImpulse,
                                            .01f);

                var colorAngImpulse = new Vector4(0, 0, 1, 1);
                MySimpleObjectDraw.DrawLine(drawPivot, drawPivot + rotApply, DebugMtl, ref colorAngImpulse,
                                            .01f);
            }

            if (allowDeactivation)
            {
//                physics.Sleep();
//                if (!physics.IsActive)
//                    return;
            }

            physics.AddForce(MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, impulse, com, Vector3.Zero);
            physics.AddForce(MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, Vector3.Zero, pivotWorld, angularImpulse);
        }
 private static CubicCurve PrepareNormalBez(MatrixD m1, MatrixD m2)
 {
     CurveExtensions.AlignFwd(ref m1, ref m2);
     return(new CubicCurve(m1, m2));
 }
Пример #6
0
        private bool TryFindEdge(out FindEdgeResult result)
        {
            result = default;

            var prevEdgeReal = _prevEdge?.GetEdge(_graph);
            var position     = Entity.PositionComp.WorldMatrix.Translation;

            result.Score = Definition.DetachDistance + TotalBias;
            using (var e = _graph.Edges.SortedByDistance(position))
                while (e.MoveNext())
                {
                    if (Math.Sqrt(e.Current.DistanceSquared) - TotalBias > result.Score)
                    {
                        break;
                    }
                    var edge = (Edge)e.Current.UserData;
                    if (edge.Curve == null)
                    {
                        continue;
                    }
                    var edgeSegment = RailSegmentFor(edge);
                    var edgeCaps    = edgeSegment?.Definition.CapabilitiesFor(edge.Owner.Entity.GetBuildRatio());
                    if (edgeSegment == null || !edgeCaps.HasValue)
                    {
                        continue; // no capabilities at this stage
                    }
                    if (!CanUseEdge(prevEdgeReal, edge))
                    {
                        continue;
                    }

                    float t0 = 0, t1 = 1;
                    CurveExtensions.NearestPoint(edge.Curve, position, 16, ref t0, ref t1);
                    var p0     = edge.Curve.Sample(t0);
                    var p1     = edge.Curve.Sample(t1);
                    var dir    = p1 - p0;
                    var factor = (float)MathHelper.Clamp(dir.Dot(position - p0) / dir.LengthSquared(), 0, 1);
                    var t      = t0 + (t1 - t0) * factor;
                    var pos    = edge.Curve.Sample(t);
                    var score  = Vector3D.Distance(pos, position);
                    if (score - TotalBias > result.Score)
                    {
                        continue;
                    }
                    var tangent = (Vector3)edge.Curve.SampleDerivative(t);
                    tangent.Normalize();

                    const float switchingEpsilon = 0.25f;
                    var         switched         = false;
                    if (t < switchingEpsilon)
                    {
                        switched = edge.From.IsSwitchedTo(edge.To);
                    }
                    else if (t >= 1 - switchingEpsilon)
                    {
                        switched = edge.To.IsSwitchedTo(edge.From);
                    }
                    var forwardDotTangent = Entity.PositionComp.WorldMatrix.Forward.Dot(tangent);
                    if (forwardDotTangent < 0)
                    {
                        forwardDotTangent = -forwardDotTangent;
                        tangent           = -tangent;
                    }

                    if (switched)
                    {
                        score -= SwitchingDistanceBias + AlignmentTangentBias;
                    }
                    else
                    {
                        score -= AlignmentTangentBias * forwardDotTangent;
                    }

                    if (RailConstants.Debug.DrawBogieEdges)
                    {
                        edge.Draw(0, 1, switched ? new Vector4(0, 1, 0, 1) : new Vector4(1, 0, 1, 1), 2);
                    }

                    // ReSharper disable once InvertIf
                    if (score < result.Score)
                    {
                        result.Score       = score;
                        result.Tangent     = tangent;
                        result.Edge        = edge;
                        result.SegmentCaps = edgeCaps.Value;
                        result.EdgeFactor  = t;
                    }
                }

            if (result.Edge == null || result.Score > Definition.DetachDistance)
            {
                return(false);
            }
            result.Up = (Vector3)Vector3D.Lerp(result.Edge.From.Up, result.Edge.To.Up, result.EdgeFactor);
            // Not aligned vertically, abort
            if (Entity.PositionComp.WorldMatrix.Up.Dot(result.Up) < 0.5)
            {
                return(false);
            }

            result.Position = result.Edge.Curve.Sample(result.EdgeFactor) + result.Up * Definition.VerticalOffset;
            result.Normal   = Vector3.Cross(result.Tangent, result.Up);
            result.Normal.Normalize();

            result.Up = Vector3.Cross(result.Normal, result.Tangent);
            result.Up.Normalize();
            return(true);
        }