Пример #1
0
        /// <summary>
        /// Computes a convex shape description for a ConvexHullShape.
        /// </summary>
        /// <param name="vertices">Vertices describing the convex hull shape.</param>
        /// <param name="collisionMargin">Collision margin of the shape.</param>
        /// <param name="center">Computed center of the convex hull shape. Used as the origin of the outputUniqueSurfaceVertices.</param>
        /// <param name="outputHullTriangleIndices">Computed list of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        /// <param name="outputUniqueSurfaceVertices">Computed nonredundant list of vertices composing the outer shell of the input point set. Recentered on the local origin.</param>
        /// <returns>Description required to define a convex shape.</returns>
        public static ConvexShapeDescription ComputeDescription(IList <Vector3> vertices, float collisionMargin, out Vector3 center, IList <int> outputHullTriangleIndices, IList <Vector3> outputUniqueSurfaceVertices)
        {
            if (outputHullTriangleIndices.Count != 0 || outputUniqueSurfaceVertices.Count != 0)
            {
                throw new ArgumentException("Output lists must start empty.");
            }


            ConvexShapeDescription description;

            ConvexHullHelper.GetConvexHull(vertices, outputHullTriangleIndices, outputUniqueSurfaceVertices);

            InertiaHelper.ComputeShapeDistribution(vertices, outputHullTriangleIndices, out center, out description.EntityShapeVolume.Volume, out description.EntityShapeVolume.VolumeDistribution);
            //Recenter the surface vertices.
            for (int i = 0; i < outputUniqueSurfaceVertices.Count; ++i)
            {
                outputUniqueSurfaceVertices[i] -= center;
            }

            description.MinimumRadius = InertiaHelper.ComputeMinimumRadius(vertices, outputHullTriangleIndices, ref center) + collisionMargin;
            description.MaximumRadius = ComputeMaximumRadius(outputUniqueSurfaceVertices, collisionMargin);

            description.CollisionMargin = collisionMargin;
            return(description);
        }
Пример #2
0
        /// <summary>
        /// Computes and applies a convex shape description for this WrappedShape.
        /// </summary>
        /// <param name="center">Computed center of the shape before recentering.</param>
        public void UpdateConvexShapeInfo(out Vector3 center)
        {
            //Compute the volume distribution.
            var samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }
            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            var triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            float volume;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution);
            Volume = volume;

            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);

            //Now recenter the shape and compute the radii estimates.
            for (int i = 0; i < shapes.Count; i++)
            {
                shapes.WrappedList.Elements[i].Transform.Position -= center;
            }
            MinimumRadius = ComputeMinimumRadius();
            MaximumRadius = ComputeMaximumRadius();
        }
Пример #3
0
        /// <summary>
        /// Computes a convex shape description for a TransformableShape and applies it.
        /// </summary>
        public void UpdateConvexShapeInfo()
        {
            //Compute the volume distribution.
            var samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }
            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                shape.GetLocalExtremePointWithoutMargin(ref InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            var triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            float volume;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out volume, out volumeDistribution);
            Volume = volume;

            //Estimate the minimum radius based on the surface mesh.
            MinimumRadius = InertiaHelper.ComputeMinimumRadius(samples, triangles, ref Toolbox.ZeroVector) + collisionMargin;
            MaximumRadius = ComputeMaximumRadius();
            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);
        }
Пример #4
0
        /// <summary>
        /// Computes and applies a convex shape description for this MinkowskiSumShape.
        /// </summary>
        /// <returns>Description required to define a convex shape.</returns>
        public void UpdateConvexShapeInfo()
        {
            //Compute the volume distribution.
            var samples = CommonResources.GetVectorList();

            if (samples.Capacity < InertiaHelper.SampleDirections.Length)
            {
                samples.Capacity = InertiaHelper.SampleDirections.Length;
            }
            samples.Count = InertiaHelper.SampleDirections.Length;
            for (int i = 0; i < InertiaHelper.SampleDirections.Length; ++i)
            {
                GetLocalExtremePoint(InertiaHelper.SampleDirections[i], out samples.Elements[i]);
            }

            var triangles = CommonResources.GetIntList();

            ConvexHullHelper.GetConvexHull(samples, triangles);

            float   volume;
            Vector3 center;

            InertiaHelper.ComputeShapeDistribution(samples, triangles, out center, out volume, out volumeDistribution);
            Volume = volume;

            //Recenter the shape.
            localOffset = -center;
            CommonResources.GiveBack(samples);
            CommonResources.GiveBack(triangles);

            //Compute the radii.
            float minRadius = 0, maxRadius = 0;

            for (int i = 0; i < shapes.Count; i++)
            {
                minRadius += shapes.WrappedList.Elements[i].CollisionShape.MinimumRadius;
                maxRadius += shapes.WrappedList.Elements[i].CollisionShape.MaximumRadius;
            }

            MinimumRadius = minRadius + collisionMargin;
            MaximumRadius = maxRadius + collisionMargin;
        }