Пример #1
0
        /// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="hit">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public override bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit)
        {
            hit = new RayHit();
            BoundingBox boundingBox;

            castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out boundingBox);
            var tri         = PhysicsThreadResources.GetTriangle();
            var hitElements = CommonResources.GetIntList();

            if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements))
            {
                hit.T = float.MaxValue;
                for (int i = 0; i < hitElements.Count; i++)
                {
                    Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC);
                    AffineTransform.Transform(ref tri.vA, ref worldTransform, out tri.vA);
                    AffineTransform.Transform(ref tri.vB, ref worldTransform, out tri.vB);
                    AffineTransform.Transform(ref tri.vC, ref worldTransform, out tri.vC);
                    Vector3 center;
                    Vector3.Add(ref tri.vA, ref tri.vB, out center);
                    Vector3.Add(ref center, ref tri.vC, out center);
                    Vector3.Multiply(ref center, 1f / 3f, out center);
                    Vector3.Subtract(ref tri.vA, ref center, out tri.vA);
                    Vector3.Subtract(ref tri.vB, ref center, out tri.vB);
                    Vector3.Subtract(ref tri.vC, ref center, out tri.vC);
                    tri.MaximumRadius = tri.vA.LengthSquared();
                    float radius = tri.vB.LengthSquared();
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    radius = tri.vC.LengthSquared();
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    tri.MaximumRadius   = (float)Math.Sqrt(tri.MaximumRadius);
                    tri.collisionMargin = 0;
                    var triangleTransform = new RigidTransform {
                        Orientation = Quaternion.Identity, Position = center
                    };
                    RayHit tempHit;
                    if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
                    {
                        hit = tempHit;
                    }
                }
                tri.MaximumRadius = 0;
                PhysicsThreadResources.GiveBack(tri);
                CommonResources.GiveBack(hitElements);
                return(hit.T != float.MaxValue);
            }
            PhysicsThreadResources.GiveBack(tri);
            CommonResources.GiveBack(hitElements);
            return(false);
        }
Пример #2
0
        /// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="hit">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public override bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3f sweep, out RayHit hit)
        {
            hit = new RayHit();
            BoundingBox localSpaceBoundingBox;

            castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out localSpaceBoundingBox);
            var tri         = PhysicsThreadResources.GetTriangle();
            var hitElements = new QuickList <int>(BufferPools <int> .Thread);

            if (Shape.GetOverlaps(localSpaceBoundingBox, ref hitElements))
            {
                hit.T = float.MaxValue;
                for (int i = 0; i < hitElements.Count; i++)
                {
                    Shape.GetTriangle(hitElements.Elements[i], ref worldTransform, out tri.vA, out tri.vB, out tri.vC);
                    Vector3f center;
                    Vector3f.Add(ref tri.vA, ref tri.vB, out center);
                    Vector3f.Add(ref center, ref tri.vC, out center);
                    Vector3f.Multiply(ref center, 1f / 3f, out center);
                    Vector3f.Subtract(ref tri.vA, ref center, out tri.vA);
                    Vector3f.Subtract(ref tri.vB, ref center, out tri.vB);
                    Vector3f.Subtract(ref tri.vC, ref center, out tri.vC);
                    tri.MaximumRadius = tri.vA.LengthSquared;
                    float radius = tri.vB.LengthSquared;
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    radius = tri.vC.LengthSquared;
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    tri.MaximumRadius   = (float)Math.Sqrt(tri.MaximumRadius);
                    tri.collisionMargin = 0;
                    var triangleTransform = new RigidTransform {
                        Orientation = Quaternion.Identity, Position = center
                    };
                    RayHit tempHit;
                    if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
                    {
                        hit = tempHit;
                    }
                }
                tri.MaximumRadius = 0;
                PhysicsThreadResources.GiveBack(tri);
                hitElements.Dispose();
                return(hit.T != float.MaxValue);
            }
            PhysicsThreadResources.GiveBack(tri);
            hitElements.Dispose();
            return(false);
        }
Пример #3
0
        public override void Update(float dt)
        {
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad6))
            {
                aTransform.Position += Vector3.Right * dt;
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad4))
            {
                aTransform.Position += Vector3.Left * dt;
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad1))
            {
                aTransform.Position += Vector3.Up * dt;
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad0))
            {
                aTransform.Position += Vector3.Down * dt;
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad8))
            {
                aTransform.Position += Vector3.Forward * dt;
            }
            if (Game.KeyboardInput.IsKeyDown(Keys.NumPad5))
            {
                aTransform.Position += Vector3.Backward * dt;
            }

            Vector3 sweepA = new Vector3(0, 10, 0);
            Vector3 sweepB = new Vector3(0, -10, 0);

            if (Game.KeyboardInput.IsKeyDown(Keys.P))
            {
                Debug.WriteLine("Breka.");
            }

            if (hit = MPRToolbox.Sweep(aShape, bShape, ref sweepA, ref sweepB, ref aTransform, ref bTransform, out hitData))
            //if (hit = OldGJKVerifier.ConvexCast(a.CollisionInformation.Shape, b.CollisionInformation.Shape, ref sweepA, ref sweepB, ref aTransform, ref bTransform, out hitData))
            {
                a.Position = aTransform.Position + sweepA * hitData.T;
                b.Position = bTransform.Position + sweepB * hitData.T;
            }
            else
            {
                a.Position = aTransform.Position;
                b.Position = bTransform.Position;
            }
            base.Update(dt);
        }
Пример #4
0
 public override bool ConvexCast(ConvexShape castShape, ref MathExtensions.RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit)
 {
     return(MPRToolbox.Sweep(castShape, Shape, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref worldTransform, out hit));
 }
Пример #5
0
        /// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="hit">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit)
        {
            if (Shape.solidity == MobileMeshSolidity.Solid)
            {
                //If the convex cast is inside the mesh and the mesh is solid, it should return t = 0.
                var ray = new Ray()
                {
                    Position = startingTransform.Position, Direction = Toolbox.UpVector
                };
                if (Shape.IsLocalRayOriginInMesh(ref ray, out hit))
                {
                    hit = new RayHit()
                    {
                        Location = startingTransform.Position, Normal = new Vector3(), T = 0
                    };
                    return(true);
                }
            }
            hit = new RayHit();
            BoundingBox boundingBox;
            var         transform = new AffineTransform {
                Translation = worldTransform.Position
            };

            Matrix3x3.CreateFromQuaternion(ref worldTransform.Orientation, out transform.LinearTransform);
            castShape.GetSweptLocalBoundingBox(ref startingTransform, ref transform, ref sweep, out boundingBox);
            var tri         = PhysicsThreadResources.GetTriangle();
            var hitElements = CommonResources.GetIntList();

            if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements))
            {
                hit.T = float.MaxValue;
                for (int i = 0; i < hitElements.Count; i++)
                {
                    Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC);
                    AffineTransform.Transform(ref tri.vA, ref transform, out tri.vA);
                    AffineTransform.Transform(ref tri.vB, ref transform, out tri.vB);
                    AffineTransform.Transform(ref tri.vC, ref transform, out tri.vC);
                    Vector3 center;
                    Vector3.Add(ref tri.vA, ref tri.vB, out center);
                    Vector3.Add(ref center, ref tri.vC, out center);
                    Vector3.Multiply(ref center, 1f / 3f, out center);
                    Vector3.Subtract(ref tri.vA, ref center, out tri.vA);
                    Vector3.Subtract(ref tri.vB, ref center, out tri.vB);
                    Vector3.Subtract(ref tri.vC, ref center, out tri.vC);
                    tri.MaximumRadius = tri.vA.LengthSquared();
                    float radius = tri.vB.LengthSquared();
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    radius = tri.vC.LengthSquared();
                    if (tri.MaximumRadius < radius)
                    {
                        tri.MaximumRadius = radius;
                    }
                    tri.MaximumRadius   = (float)Math.Sqrt(tri.MaximumRadius);
                    tri.collisionMargin = 0;
                    var triangleTransform = new RigidTransform {
                        Orientation = Quaternion.Identity, Position = center
                    };
                    RayHit tempHit;
                    if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T)
                    {
                        hit = tempHit;
                    }
                }
                tri.MaximumRadius = 0;
                PhysicsThreadResources.GiveBack(tri);
                CommonResources.GiveBack(hitElements);
                return(hit.T != float.MaxValue);
            }
            PhysicsThreadResources.GiveBack(tri);
            CommonResources.GiveBack(hitElements);
            return(false);
        }
Пример #6
0
 public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref System.Numerics.Vector3 sweep, out RayHit hit)
 {
     return(MPRToolbox.Sweep(castShape, Shape, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref worldTransform, out hit));
 }