Пример #1
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 #2
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        /// <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
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        /// <summary>
        /// Identifies the points on the surface of hull.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputSurfacePoints">Unique points on the surface of the convex hull.</param>
        public static void GetConvexHull(IList <Vector3> points, IList <Vector3> outputSurfacePoints)
        {
            var rawPoints = CommonResources.GetVectorList();

            rawPoints.AddRange(points);
            GetConvexHull(rawPoints, outputSurfacePoints);
            CommonResources.GiveBack(rawPoints);
        }
Пример #4
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        /// <summary>
        /// Identifies the points on the surface of hull.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">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="outputSurfacePoints">Unique points on the surface of the convex hull.</param>
        public static void GetConvexHull(IList <Vector3> points, IList <int> outputTriangleIndices, IList <Vector3> outputSurfacePoints)
        {
            var rawPoints  = CommonResources.GetVectorList();
            var rawIndices = CommonResources.GetIntList();

            rawPoints.AddRange(points);
            GetConvexHull(rawPoints, rawIndices, outputSurfacePoints);
            CommonResources.GiveBack(rawPoints);
            for (int i = 0; i < rawIndices.Count; i++)
            {
                outputTriangleIndices.Add(rawIndices[i]);
            }
            CommonResources.GiveBack(rawIndices);
        }
Пример #5
0
        ///<summary>
        /// Constructs a new convex hull shape.
        /// The point set will be recentered on the local origin.
        ///</summary>
        ///<param name="vertices">Point set to use to construct the convex hull.</param>
        /// <param name="center">Computed center of the convex hull shape prior to recentering.</param>
        ///<exception cref="ArgumentException">Thrown when the point set is empty.</exception>
        public ConvexHullShape(IList <Vector3> vertices, out Vector3 center)
        {
            if (vertices.Count == 0)
            {
                throw new ArgumentException("Vertices list used to create a ConvexHullShape cannot be empty.");
            }

            var surfaceVertices     = CommonResources.GetVectorList();
            var hullTriangleIndices = CommonResources.GetIntList();

            UpdateConvexShapeInfo(ComputeDescription(vertices, collisionMargin, out center, hullTriangleIndices, surfaceVertices));
            this.vertices = surfaceVertices.ToArray();

            CommonResources.GiveBack(hullTriangleIndices);
            CommonResources.GiveBack(surfaceVertices);

            unexpandedMaximumRadius = MaximumRadius - collisionMargin;
            unexpandedMinimumRadius = MinimumRadius - collisionMargin;
        }
Пример #6
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;
        }
Пример #7
0
        /// <summary>
        /// Recalculates the bounding box of the fluid based on its depth, surface normal, and surface triangles.
        /// </summary>
        public void RecalculateBoundingBox()
        {
            var points = CommonResources.GetVectorList();

            foreach (var tri in SurfaceTriangles)
            {
                points.Add(tri[0]);
                points.Add(tri[1]);
                points.Add(tri[2]);
                points.Add(tri[0] - upVector * MaxDepth);
                points.Add(tri[1] - upVector * MaxDepth);
                points.Add(tri[2] - upVector * MaxDepth);
            }

            boundingBox = BoundingBox.CreateFromPoints(points);
            CommonResources.GiveBack(points);

            //Compute the transforms used to pull objects into fluid local space.
            Quaternion.GetQuaternionBetweenNormalizedVectors(ref Toolbox.UpVector, ref upVector, out surfaceTransform.Orientation);
            Matrix3x3.CreateFromQuaternion(ref surfaceTransform.Orientation, out toSurfaceRotationMatrix);
            surfaceTransform.Position = surfaceTriangles[0][0];
        }
Пример #8
0
        /// <summary>
        /// Recenters the triangle data and computes the volume distribution.
        /// </summary>
        /// <param name="data">Mesh data to analyze.</param>
        /// <returns>Computed center, volume, and volume distribution.</returns>
        private ShapeDistributionInformation ComputeVolumeDistribution(TransformableMeshData data)
        {
            //Compute the surface vertices of the shape.
            ShapeDistributionInformation shapeInformation;

            if (solidity == MobileMeshSolidity.Solid)
            {
                //The following inertia tensor calculation assumes a closed mesh.
                var transformedVertices = CommonResources.GetVectorList();
                if (transformedVertices.Capacity < data.vertices.Length)
                {
                    transformedVertices.Capacity = data.vertices.Length;
                }
                transformedVertices.Count = data.vertices.Length;
                for (int i = 0; i < data.vertices.Length; ++i)
                {
                    data.GetVertexPosition(i, out transformedVertices.Elements[i]);
                }
                InertiaHelper.ComputeShapeDistribution(transformedVertices, data.indices, out shapeInformation.Center, out shapeInformation.Volume, out shapeInformation.VolumeDistribution);
                CommonResources.GiveBack(transformedVertices);
                if (shapeInformation.Volume > 0)
                {
                    return(shapeInformation);
                }
                throw new ArgumentException("A solid mesh must have volume.");
            }
            shapeInformation.Center             = new Vector3();
            shapeInformation.VolumeDistribution = new Matrix3x3();
            float totalWeight = 0;

            for (int i = 0; i < data.indices.Length; i += 3)
            {
                //Compute the center contribution.
                Vector3 vA, vB, vC;
                data.GetTriangle(i, out vA, out vB, out vC);
                Vector3 vAvB;
                Vector3 vAvC;
                Vector3.Subtract(ref vB, ref vA, out vAvB);
                Vector3.Subtract(ref vC, ref vA, out vAvC);
                Vector3 cross;
                Vector3.Cross(ref vAvB, ref vAvC, out cross);
                float weight = cross.Length();
                totalWeight += weight;

                float perVertexWeight = weight * (1f / 3f);
                shapeInformation.Center += perVertexWeight * (vA + vB + vC);

                //Compute the inertia contribution of this triangle.
                //Approximate it using pointmasses positioned at the triangle vertices.
                //(There exists a direct solution, but this approximation will do plenty fine.)
                Matrix3x3 aContribution, bContribution, cContribution;
                InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vA, out aContribution);
                InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vB, out bContribution);
                InertiaHelper.GetPointContribution(perVertexWeight, ref Toolbox.ZeroVector, ref vC, out cContribution);
                Matrix3x3.Add(ref aContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution);
                Matrix3x3.Add(ref bContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution);
                Matrix3x3.Add(ref cContribution, ref shapeInformation.VolumeDistribution, out shapeInformation.VolumeDistribution);
            }
            shapeInformation.Center /= totalWeight;

            //The extra factor of 2 is used because the cross product length was twice the actual area.
            Matrix3x3.Multiply(ref shapeInformation.VolumeDistribution, 1 / (2 * totalWeight), out shapeInformation.VolumeDistribution);

            //Move the inertia tensor into position according to the center.
            Matrix3x3 additionalInertia;

            InertiaHelper.GetPointContribution(0.5f, ref Toolbox.ZeroVector, ref shapeInformation.Center, out additionalInertia);
            Matrix3x3.Subtract(ref shapeInformation.VolumeDistribution, ref additionalInertia, out shapeInformation.VolumeDistribution);

            shapeInformation.Volume = 0;


            return(shapeInformation);
        }