/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public MPRTestDemo(DemosGame game) : base(game) { var shapeA = new BoxShape(1, 1, 1); shapeA.CollisionMargin = 0; var shapeB = new BoxShape(1, 1, 1); shapeB.CollisionMargin = 0; var transformA = new RigidTransform(new Vector3(0, 0, 0)); var transformB = new RigidTransform(new Vector3(.5m, .5m, 0)); Vector3 overlap; bool overlapped = MPRToolbox.GetLocalOverlapPosition(shapeA, shapeB, ref transformB, out overlap); Vector3 normal; Fix64 depth; Vector3 direction = new Vector3(0, -1, 0); MPRToolbox.LocalSurfaceCast(shapeA, shapeB, ref transformB, ref direction, out depth, out normal); ContactData contactData; //bool overlappedOld = MPRToolboxOld.AreObjectsColliding(shapeA, shapeB, ref transformA, ref transformB, out contactData); //Random rand = new Random(0); //for (int i = 0; i < 10000000; i++) //{ // transformA = new RigidTransform(new Vector3((Fix64)rand.NextDouble() * 10 - 5, (Fix64)rand.NextDouble() * 10 - 5, (Fix64)rand.NextDouble() * 10 - 5), // Quaternion.CreateFromYawPitchRoll((Fix64)rand.NextDouble() * 1000, (Fix64)rand.NextDouble() * 1000, (Fix64)rand.NextDouble() * 1000)); // transformB = new RigidTransform(new Vector3((Fix64)rand.NextDouble() * 10 - 5, (Fix64)rand.NextDouble() * 10 - 5, (Fix64)rand.NextDouble() * 10 - 5), // Quaternion.CreateFromYawPitchRoll((Fix64)rand.NextDouble() * 1000, (Fix64)rand.NextDouble() * 1000, (Fix64)rand.NextDouble() * 1000)); // overlapped = MPRTesting.GetOverlapPosition(shapeA, shapeB, ref transformA, ref transformB, out overlap); // overlappedOld = MPRToolbox.AreObjectsColliding(shapeA, shapeB, ref transformA, ref transformB, out contactData); // if (overlapped && !overlappedOld && // (!MPRToolbox.IsPointInsideShape(ref overlap, shapeA, ref transformA) || // !MPRToolbox.IsPointInsideShape(ref overlap, shapeB, ref transformB))) // Debug.WriteLine("Break."); // if (overlappedOld && !overlapped && // (!MPRToolbox.IsPointInsideShape(ref contactData.Position, shapeA, ref transformA) || // !MPRToolbox.IsPointInsideShape(ref contactData.Position, shapeB, ref transformB))) // Debug.WriteLine("Break."); // if (overlapped && overlappedOld && // (!MPRToolbox.IsPointInsideShape(ref overlap, shapeA, ref transformA) || // !MPRToolbox.IsPointInsideShape(ref overlap, shapeB, ref transformB) || // !MPRToolbox.IsPointInsideShape(ref contactData.Position, shapeA, ref transformA) || // !MPRToolbox.IsPointInsideShape(ref contactData.Position, shapeB, ref transformB))) // Debug.WriteLine("Break."); //} //Do these tests with rotationally immobile objects. CollisionDetectionSettings.DefaultMargin = 0; groundWidth = 10; groundHeight = .1m; groundLength = 10; //a = new Box(new Vector3(0, -5, 0), groundWidth, groundHeight, groundLength, 1); //a = new TransformableEntity(new Vector3(0,0,0), new TriangleShape(new Vector3(-5, -5, -5), new Vector3(5, -5, -5), new Vector3(-5, -5, 5)), Matrix3x3.Identity); a = new Triangle(new Vector3(0, -5, 0), new Vector3(5, -5, 0), new Vector3(5, -5, 5), 1); Space.Add(a); Space.ForceUpdater.Gravity = new Vector3(); boxWidth = .25m; boxHeight = .05m; boxLength = 1; b = new TransformableEntity(new Vector3(0, 2, 0), new BoxShape(boxWidth, boxHeight, boxLength), Matrix3x3.Identity, 1); //b = new Cone(new Vector3(0, 2, 0), .2m, .1m, 1); //b = new Capsule(new Vector3(0, 2, 0), 1, .5m, 1); //b = new Capsule(new Vector3(0, 2, 0), 1, .5m, 1); b.LocalInertiaTensorInverse = new Matrix3x3(); CollisionRules.AddRule(b, a, CollisionRule.NoSolver); b.ActivityInformation.IsAlwaysActive = true; Space.Add(b); //Space.Add(new TransformableEntity(new Vector3(0, 4, 0), new BoxShape(1, 1, 1), Matrix3x3.Identity, 1)); //Space.Add( new TransformableEntity(new Vector3(0, 6, 0), new BoxShape(1, 1, 1), Matrix3x3.Identity, 1)); //Vector3[] vertices = new Vector3[] { new Vector3(0, -5, 0), new Vector3(5, -5, 0), new Vector3(5, -5, 5), new Vector3(0, -60, 5) }; //int[] indices = new int[] { 0, 1, 2 , 0, 2, 3 }; //StaticMesh mesh = new StaticMesh(vertices, indices); //Space.Add(mesh); //mesh.ImproveBoundaryBehavior = true; //mesh.Sidedness = TriangleSidedness.Counterclockwise; //game.ModelDrawer.Add(mesh); //mesh.CollisionRules.Personal = CollisionRule.NoSolver; }
public override void Update(Fix64 dt) { if (Game.KeyboardInput.IsKeyDown(Keys.Left)) { rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Forward, .01m)); } if (Game.KeyboardInput.IsKeyDown(Keys.Right)) { rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Forward, -.01m)); } if (Game.KeyboardInput.IsKeyDown(Keys.Down)) { rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Right, .01m)); } if (Game.KeyboardInput.IsKeyDown(Keys.Up)) { rayCastDirection = Matrix3x3.Transform(rayCastDirection, Matrix3x3.CreateFromAxisAngle(Vector3.Right, -.01m)); } if (Game.KeyboardInput.IsKeyDown(Keys.P)) { Debug.WriteLine("Break."); } base.Update(dt); RigidTransform localTransformB; RigidTransform aTransform = a.CollisionInformation.WorldTransform, bTransform = b.CollisionInformation.WorldTransform; MinkowskiToolbox.GetLocalTransform(ref aTransform, ref bTransform, out localTransformB); Vector3 position; if (MPRToolbox.GetLocalOverlapPosition((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, out position)) { //Vector3 rayCastDirection = new Vector3(1,0,0);// (Vector3.Normalize(localDirection) + Vector3.Normalize(collidableB.worldTransform.Position - collidableA.worldTransform.Position)) / 2; Fix64 previousT; Vector3 previousNormal; Fix64 t; Vector3 normal; rayCastDirection = localTransformB.Position; MPRToolbox.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref rayCastDirection, out previousT, out previousNormal); //Vector3 secondDirection = Vector3.Cross(rayCastDirection, Vector3.Up); //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref secondDirection, out t, out normal); //if (t < previousT) //{ // previousNormal = normal; // previousT = t; //} //Vector3 thirdDirection = Vector3.Cross(secondDirection, rayCastDirection); //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref thirdDirection, out t, out normal); //if (t < previousT) //{ // previousNormal = normal; // previousT = t; //} //Vector3 fourthDirection = -secondDirection; //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref fourthDirection, out t, out normal); //if (t < previousT) //{ // previousNormal = normal; // previousT = t; //} //Vector3 fifthDirection = -thirdDirection; //MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref fifthDirection, out t, out normal); //if (t < previousT) //{ // previousNormal = normal; // previousT = t; //} //Correct the penetration depth. MPRToolbox.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref previousNormal, out t, out normal); contactDepth = t; contactNormal = previousNormal; ////Converge to local minimum. //while (true) //{ // MPRTesting.LocalSurfaceCast((a.CollisionInformation.Shape as ConvexShape), (b.CollisionInformation.Shape as ConvexShape), ref localTransformB, ref previousNormal, out t, out normal); // if (previousT - t <= Toolbox.BigEpsilon) // break; // previousT = t; // previousNormal = normal; //} } #region Box Box minkowski sum ////Construct explicit minkowski sum. //Vector3[] aLines = new Vector3[8]; //aLines[0] = new Vector3(-boxWidth / 2, -boxHeight / 2, -boxLength / 2); //aLines[1] = new Vector3(-boxWidth / 2, -boxHeight / 2, boxLength / 2); //aLines[2] = new Vector3(-boxWidth / 2, boxHeight / 2, -boxLength / 2); //aLines[3] = new Vector3(-boxWidth / 2, boxHeight / 2, boxLength / 2); //aLines[4] = new Vector3(boxWidth / 2, -boxHeight / 2, -boxLength / 2); //aLines[5] = new Vector3(boxWidth / 2, -boxHeight / 2, boxLength / 2); //aLines[6] = new Vector3(boxWidth / 2, boxHeight / 2, -boxLength / 2); //aLines[7] = new Vector3(boxWidth / 2, boxHeight / 2, boxLength / 2); //Vector3[] bLines = new Vector3[8]; //bLines[0] = new Vector3(-groundWidth / 2, -groundHeight / 2, -groundLength / 2); //bLines[1] = new Vector3(-groundWidth / 2, -groundHeight / 2, groundLength / 2); //bLines[2] = new Vector3(-groundWidth / 2, groundHeight / 2, -groundLength / 2); //bLines[3] = new Vector3(-groundWidth / 2, groundHeight / 2, groundLength / 2); //bLines[4] = new Vector3(groundWidth / 2, -groundHeight / 2, -groundLength / 2); //bLines[5] = new Vector3(groundWidth / 2, -groundHeight / 2, groundLength / 2); //bLines[6] = new Vector3(groundWidth / 2, groundHeight / 2, -groundLength / 2); //bLines[7] = new Vector3(groundWidth / 2, groundHeight / 2, groundLength / 2); //for (int i = 0; i < 8; i++) // aLines[i] = Vector3.Transform(aLines[i], localTransformB.Matrix); //List<Vector3> vertices = new List<Vector3>(); //for (int i = 0; i < 8; i++) //{ // for (int j = 0; j < 8; j++) // { // if (b.CollisionInformation.Pairs.Count > 0) // { // if (b.CollisionInformation.Pairs[0].BroadPhaseOverlap.EntryA == b.CollisionInformation) // vertices.Add(aLines[i] - bLines[j]); // else // vertices.Add(bLines[i] - aLines[j]); // } // else // { // vertices.Add(bLines[i] - aLines[j]); // } // } //} //var indices = new List<int>(); //Toolbox.GetConvexHull(vertices, indices); #endregion #region Arbitrary minkowski sum var vertices = new List <Vector3>(); Vector3 max; var direction = new Vector3(); int NumSamples = 16; Fix64 angleChange = MathHelper.TwoPi / NumSamples; for (int i = 1; i < NumSamples / 2 - 1; i++) { Fix64 phi = MathHelper.PiOver2 - i * angleChange; var sinPhi = Fix64.Sin(phi); var cosPhi = Fix64.Cos(phi); for (int j = 0; j < NumSamples; j++) { Fix64 theta = j * angleChange; direction.X = Fix64.Cos(theta) * cosPhi; direction.Y = sinPhi; direction.Z = Fix64.Sin(theta) * cosPhi; MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref direction, ref localTransformB, out max); vertices.Add(max); } } MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref Toolbox.UpVector, ref localTransformB, out max); vertices.Add(max); MinkowskiToolbox.GetLocalMinkowskiExtremePoint(a.CollisionInformation.Shape as ConvexShape, b.CollisionInformation.Shape as ConvexShape, ref Toolbox.DownVector, ref localTransformB, out max); vertices.Add(max); var indices = new List <int>(); ConvexHullHelper.GetConvexHull(vertices, indices); #endregion minkowskiLines.Clear(); for (int i = 0; i < indices.Count; i += 3) { minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i]]), Microsoft.Xna.Framework.Color.Blue)); minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 1]]), Microsoft.Xna.Framework.Color.Blue)); minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 1]]), Microsoft.Xna.Framework.Color.Blue)); minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 2]]), Microsoft.Xna.Framework.Color.Blue)); minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i + 2]]), Microsoft.Xna.Framework.Color.Blue)); minkowskiLines.Add(new VertexPositionColor(MathConverter.Convert(vertices[indices[i]]), Microsoft.Xna.Framework.Color.Blue)); } }
private bool DoDeepContact(out TinyStructList <ContactData> contactList) { //Find the origin to triangle center offset. Vector3 center; Vector3.Add(ref triangle.vA, ref triangle.vB, out center); Vector3.Add(ref center, ref triangle.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList <ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); ////The first direction to check is one of the triangle's edge normals. Choose the one that is most aligned with the offset from A to B. ////Project the direction onto the triangle plane. //Vector3.Dot(ref triangleNormal, ref center, out dot); //Vector3 trianglePlaneDirection; //Vector3.Multiply(ref triangleNormal, dot, out trianglePlaneDirection); //Vector3.Subtract(ref trianglePlaneDirection, ref center, out trianglePlaneDirection); ////To find out which edge to use, compute which region the direction is in. ////This is done by constructing three planes which segment the triangle into three sub-triangles. ////These planes are defined by A, origin, center; B, origin, center; C, origin, center. ////The plane tests against the direction can be reordered to: ////(center x direction) * A ////(center x direction) * B ////(center x direction) * C //Vector3 OxD; //Vector3.Cross(ref trianglePlaneDirection, ref center, out OxD); //Vector3 p; //float dotA, dotB, dotC; //Vector3.Dot(ref triangle.vA, ref OxD, out dotA); //Vector3.Dot(ref triangle.vB, ref OxD, out dotB); //Vector3.Dot(ref triangle.vC, ref OxD, out dotC); //if (dotA >= 0 && dotB <= 0) //{ // //Direction is in the AB edge zone. // //Compute the edge normal using AB x (AO x AB). // Vector3 AB, AO; // Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); // Vector3.Subtract(ref center, ref triangle.vA, out AO); // Vector3.Cross(ref AO, ref AB, out p); // Vector3.Cross(ref AB, ref p, out trianglePlaneDirection); //} //else if (dotB >= 0 && dotC <= 0) //{ // //Direction is in the BC edge zone. // //Compute the edge normal using BC x (BO x BC). // Vector3 BC, BO; // Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); // Vector3.Subtract(ref center, ref triangle.vB, out BO); // Vector3.Cross(ref BO, ref BC, out p); // Vector3.Cross(ref BC, ref p, out trianglePlaneDirection); //} //else // dotC > 0 && dotA < 0 //{ // //Direction is in the CA edge zone. // //Compute the edge normal using CA x (CO x CA). // Vector3 CA, CO; // Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); // Vector3.Subtract(ref center, ref triangle.vC, out CO); // Vector3.Cross(ref CO, ref CA, out p); // Vector3.Cross(ref CA, ref p, out trianglePlaneDirection); //} //dot = trianglePlaneDirection.LengthSquared(); //if (dot > Toolbox.Epsilon) //{ // Vector3.Divide(ref trianglePlaneDirection, (float)Math.Sqrt(dot), out trianglePlaneDirection); // MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref trianglePlaneDirection, out contact.PenetrationDepth, out contact.Normal); // //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. // Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); // if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) // { // //Normal was facing the wrong way. // //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. // Vector3 previousNormal = contact.Normal; // Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); // Vector3.Multiply(ref contact.Normal, dot, out p); // Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); // float length = contact.Normal.LengthSquared(); // if (length > Toolbox.Epsilon) // { // //Renormalize the corrected normal. // Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); // Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); // contact.PenetrationDepth *= dot; // } // else // { // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); // } // } //} //else //{ // contact.PenetrationDepth = float.MaxValue; // contact.Normal = new Vector3(); //} //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. Vector3 AO, BO, CO; Vector3 AB, BC, CA; Vector3.Subtract(ref center, ref triangle.vA, out AO); Vector3.Subtract(ref center, ref triangle.vB, out BO); Vector3.Subtract(ref center, ref triangle.vC, out CO); Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3.Dot(ref AO, ref AB, out dot); Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref BO, ref BC, out dot); Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref CO, ref CA, out dot); Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = contact.Normal; Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref contact.Normal, dot, out p); Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) { return(false); } } ////The local casting can optionally continue. Eventually, it will converge to the local minimum. //int optimizingCount = 0; //while (true) //{ // MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out candidateDepth, out candidateNormal); // if (contact.PenetrationDepth - candidateDepth <= Toolbox.BigEpsilon || // ++optimizingCount < 4) // { // //If we've reached the end due to convergence, the normal will be extremely close to correct (if not 100% correct). // //The candidateDepth computed is the previous contact normal's depth. // //The reason why the previous normal is kept is that the last raycast computed the depth for that normal, not the new normal. // contact.PenetrationDepth = candidateDepth; // break; // } // contact.PenetrationDepth = candidateDepth; // contact.Normal = candidateNormal; //} //Correct the penetration depth. //MPRTesting.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out contact.PenetrationDepth, out center); //Center is just a trash variable now. contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState.ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } if (TryInnerSphereContact(out contact)) { contactList.Add(ref contact); } if (contactList.count > 0) { return(true); } state = CollisionState.ExternalSeparated; return(false); }
private bool DoDeepContact(TriangleShape triangle, out TinyStructList <ContactData> contactList) { //Find the origin to triangle center offset. Vector3 center; Vector3.Add(ref triangle.vA, ref triangle.vB, out center); Vector3.Add(ref center, ref triangle.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); ContactData contact; contactList = new TinyStructList <ContactData>(); if (MPRToolbox.AreLocalShapesOverlapping(convex, triangle, ref center, ref Toolbox.RigidIdentity)) { float dot; Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float lengthSquared = triangleNormal.LengthSquared(); if (lengthSquared < Toolbox.Epsilon * .01f) { //Degenerate triangle! That's no good. //Just use the direction pointing from A to B, "B" being the triangle. That direction is center - origin, or just center. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref center, out contact.PenetrationDepth, out contact.Normal, out contact.Position); } else { //Normalize the normal. Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(lengthSquared), out triangleNormal); //TODO: This tests all three edge axes with a full MPR raycast. That's not really necessary; the correct edge normal should be discoverable, resulting in a single MPR raycast. //Find the edge directions that will be tested with MPR. Vector3 AO, BO, CO; Vector3 AB, BC, CA; Vector3.Subtract(ref center, ref triangle.vA, out AO); Vector3.Subtract(ref center, ref triangle.vB, out BO); Vector3.Subtract(ref center, ref triangle.vC, out CO); Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vB, out BC); Vector3.Subtract(ref triangle.vA, ref triangle.vC, out CA); //We don't have to worry about degenerate triangles here because we've already handled that possibility above. Vector3 ABnormal, BCnormal, CAnormal; //Project the center onto the edge to find the direction from the center to the edge AB. Vector3.Dot(ref AO, ref AB, out dot); Vector3.Multiply(ref AB, dot / AB.LengthSquared(), out ABnormal); Vector3.Subtract(ref AO, ref ABnormal, out ABnormal); ABnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref BO, ref BC, out dot); Vector3.Multiply(ref BC, dot / BC.LengthSquared(), out BCnormal); Vector3.Subtract(ref BO, ref BCnormal, out BCnormal); BCnormal.Normalize(); //Project the center onto the edge to find the direction from the center to the edge BC. Vector3.Dot(ref CO, ref CA, out dot); Vector3.Multiply(ref CA, dot / CA.LengthSquared(), out CAnormal); Vector3.Subtract(ref CO, ref CAnormal, out CAnormal); CAnormal.Normalize(); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref ABnormal, out contact.PenetrationDepth, out contact.Normal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = contact.Normal; Vector3.Dot(ref contact.Normal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref contact.Normal, dot, out p); Vector3.Subtract(ref contact.Normal, ref p, out contact.Normal); float length = contact.Normal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref contact.Normal, (float)Math.Sqrt(length), out contact.Normal); Vector3.Dot(ref contact.Normal, ref previousNormal, out dot); contact.PenetrationDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } Vector3 candidateNormal; float candidateDepth; MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref BCnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref CAnormal, out candidateDepth, out candidateNormal); //Check to see if the normal is facing in the proper direction, considering that this may not be a two-sided triangle. Vector3.Dot(ref triangleNormal, ref candidateNormal, out dot); if (triangle.sidedness == TriangleSidedness.Clockwise && dot > 0 || triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0) { //Normal was facing the wrong way. //Instead of ignoring it entirely, correct the direction to as close as it can get by removing any component parallel to the triangle normal. Vector3 previousNormal = candidateNormal; Vector3.Dot(ref candidateNormal, ref triangleNormal, out dot); Vector3 p; Vector3.Multiply(ref candidateNormal, dot, out p); Vector3.Subtract(ref candidateNormal, ref p, out candidateNormal); float length = candidateNormal.LengthSquared(); if (length > Toolbox.Epsilon) { //Renormalize the corrected normal. Vector3.Divide(ref candidateNormal, (float)Math.Sqrt(length), out candidateNormal); Vector3.Dot(ref candidateNormal, ref previousNormal, out dot); candidateDepth *= dot; } else { contact.PenetrationDepth = float.MaxValue; contact.Normal = new Vector3(); } } if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } //Try the depth along the positive triangle normal. //If it's clockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Clockwise) { MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } //Try the depth along the negative triangle normal. //If it's counterclockwise, this direction is unnecessary (the resulting normal would be invalidated by the onesidedness of the triangle). if (triangle.sidedness != TriangleSidedness.Counterclockwise) { Vector3.Negate(ref triangleNormal, out triangleNormal); MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref triangleNormal, out candidateDepth, out candidateNormal); if (candidateDepth < contact.PenetrationDepth) { contact.Normal = candidateNormal; contact.PenetrationDepth = candidateDepth; } } } MPRToolbox.RefinePenetration(convex, triangle, ref Toolbox.RigidIdentity, contact.PenetrationDepth, ref contact.Normal, out contact.PenetrationDepth, out contact.Normal, out contact.Position); //It's possible for the normal to still face the 'wrong' direction according to one sided triangles. if (triangle.sidedness != TriangleSidedness.DoubleSided) { Vector3.Dot(ref triangleNormal, ref contact.Normal, out dot); if (dot < 0) //Skip the add process. { goto InnerSphere; } } contact.Id = -1; if (contact.PenetrationDepth < convex.collisionMargin + triangle.collisionMargin) { state = CollisionState .ExternalNear; //If it's emerged from the deep contact, we can go back to using the preferred GJK method. } contactList.Add(ref contact); } InnerSphere: if (TryInnerSphereContact(triangle, out contact)) { contactList.Add(ref contact); } if (contactList.Count > 0) { return(true); } state = CollisionState.ExternalSeparated; return(false); }
private bool TryInnerSphereContact(out ContactData contact) { Vector3 closestPoint; Toolbox.GetClosestPointOnTriangleToPoint(ref triangle.vA, ref triangle.vB, ref triangle.vC, ref Toolbox.ZeroVector, out closestPoint); float length = closestPoint.LengthSquared(); float minimumRadius = convex.minimumRadius * (MotionSettings.CoreShapeScaling + .01f); if (length < minimumRadius * minimumRadius) { Vector3 triangleNormal, ab, ac; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out ab); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out ac); Vector3.Cross(ref ab, ref ac, out triangleNormal); float dot; Vector3.Dot(ref closestPoint, ref triangleNormal, out dot); if ((triangle.sidedness == TriangleSidedness.Clockwise && dot > 0) || (triangle.sidedness == TriangleSidedness.Counterclockwise && dot < 0)) { //Normal was facing the wrong way. contact = new ContactData(); return(false); } length = (float)Math.Sqrt(length); contact.Position = closestPoint; if (length > Toolbox.Epsilon) //Watch out for NaN's! { Vector3.Divide(ref closestPoint, length, out contact.Normal); } else { //The direction is undefined. Use the triangle's normal. //One sided triangles can only face in the appropriate direction. float normalLength = triangleNormal.LengthSquared(); if (triangleNormal.LengthSquared() > Toolbox.Epsilon) { Vector3.Divide(ref triangleNormal, (float)Math.Sqrt(normalLength), out triangleNormal); if (triangle.sidedness == TriangleSidedness.Clockwise) { contact.Normal = triangleNormal; } else { Vector3.Negate(ref triangleNormal, out contact.Normal); } } else { //Degenerate triangle! contact = new ContactData(); return(false); } } //Compute the actual depth of the contact. MPRToolbox.LocalSurfaceCast(convex, triangle, ref Toolbox.RigidIdentity, ref contact.Normal, out contact.PenetrationDepth, out triangleNormal); //Trash the 'corrected' normal. We want to use the spherical normal. contact.Id = -1; return(true); } contact = new ContactData(); return(false); }