示例#1
0
        /// <summary>
        /// Modifies a contribution using a transform, position, and weight.
        /// </summary>
        /// <param name="transform">Transform to use to modify the contribution.</param>
        /// <param name="center">Center to use to modify the contribution.</param>
        /// <param name="baseContribution">Original unmodified contribution.</param>
        /// <param name="weight">Weight of the contribution.</param>
        /// <param name="contribution">Transformed contribution.</param>
        public static void TransformContribution(ref RigidTransform transform, ref Vector3 center,
                                                 ref Matrix3x3 baseContribution, float weight, out Matrix3x3 contribution)
        {
            Matrix3x3 rotation;

            Matrix3x3.CreateFromQuaternion(ref transform.Orientation, out rotation);
            Matrix3x3 temp;

            //Do angular transformed contribution first...
            Matrix3x3.MultiplyTransposed(ref rotation, ref baseContribution, out temp);
            Matrix3x3.Multiply(ref temp, ref rotation, out temp);

            contribution = temp;

            //Now add in the offset from the origin.
            Vector3 offset;

            Vector3.Subtract(ref transform.Position, ref center, out offset);
            Matrix3x3 innerProduct;

            Matrix3x3.CreateScale(offset.LengthSquared(), out innerProduct);
            Matrix3x3 outerProduct;

            Matrix3x3.CreateOuterProduct(ref offset, ref offset, out outerProduct);

            Matrix3x3.Subtract(ref innerProduct, ref outerProduct, out temp);

            Matrix3x3.Add(ref contribution, ref temp, out contribution);
            Matrix3x3.Multiply(ref contribution, weight, out contribution);
        }
示例#2
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        ///<summary>
        /// Constructs a new affine transform.
        ///</summary>
        ///<param name="scaling">Scaling to apply in the linear transform.</param>
        ///<param name="orientation">Orientation to apply in the linear transform.</param>
        ///<param name="translation">Translation to apply.</param>
        public AffineTransform(ref Vector3 scaling, ref Quaternion orientation, ref Vector3 translation)
        {
            //Create an SRT transform.
            Matrix3x3.CreateScale(ref scaling, out LinearTransform);
            Matrix3x3 rotation;

            Matrix3x3.CreateFromQuaternion(ref orientation, out rotation);
            Matrix3x3.Multiply(ref LinearTransform, ref rotation, out LinearTransform);
            Translation = translation;
        }
示例#3
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        // TODO There are no tests of this method.
        /// <summary>
        ///     Transforms point in screen space to point in 2D world space as seen by camera.
        /// </summary>
        /// <param name="cameraEntity">Entity with camera component attached.</param>
        /// <param name="screenPoint">Point in screen space.</param>
        /// <returns>Point in 2D world space corresponding to given point in screen space as seen by camera.</returns>
        public static Vector2 ScreenPointTo2DWorldPoint(this Entity cameraEntity, Vector2 screenPoint)
        {
            if (!cameraEntity.HasComponent <CameraComponent>())
            {
                throw new ArgumentException("Entity is not a camera.");
            }

            var cameraComponent = cameraEntity.GetComponent <CameraComponent>();
            var cameraTransform = cameraEntity.GetComponent <Transform2DComponent>();

            var viewRectangleScale   = GetViewRectangleScale(cameraEntity);
            var transformationMatrix = cameraTransform.ToMatrix() * Matrix3x3.CreateScale(new Vector2(viewRectangleScale.X, -viewRectangleScale.Y)) *
                                       Matrix3x3.CreateTranslation(new Vector2(-cameraComponent.ScreenWidth / 2.0, -cameraComponent.ScreenHeight / 2.0));

            return((transformationMatrix * screenPoint.Homogeneous).ToVector2());
        }
示例#4
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        /// <summary>
        ///     Creates view matrix that converts coordinates from 2D space to the screen space as seen by camera.
        /// </summary>
        /// <param name="cameraEntity">Entity with camera component attached.</param>
        /// <returns>View matrix that converts coordinates from 2D space to the screen space as seen by camera.</returns>
        public static Matrix3x3 Create2DWorldToScreenMatrix(this Entity cameraEntity)
        {
            if (!cameraEntity.HasComponent <CameraComponent>())
            {
                throw new ArgumentException("Entity is not a camera.");
            }

            var cameraTransform = cameraEntity.GetComponent <Transform2DComponent>();

            var cameraScale        = cameraTransform.Scale;
            var viewRectangleScale = GetViewRectangleScale(cameraEntity);
            var finalCameraScale   = new Vector2(cameraScale.X * viewRectangleScale.X, cameraScale.Y * viewRectangleScale.Y);

            return(Matrix3x3.CreateScale(new Vector2(1 / finalCameraScale.X, 1 / finalCameraScale.Y)) *
                   Matrix3x3.CreateRotation(-cameraTransform.Rotation) *
                   Matrix3x3.CreateTranslation(-cameraTransform.Translation) * Matrix3x3.Identity);
        }
示例#5
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        protected internal override void ComputeEffectiveMass()
        {
            //For all constraints, the effective mass matrix is 1 / (J * M^-1 * JT).
            //For single bone constraints, J has 2 3x3 matrices. M^-1 (W below) is a 6x6 matrix with 2 3x3 block diagonal matrices.
            //To compute the whole denominator,
            Matrix3x3 linearW;

            Matrix3x3.CreateScale(TargetBone.inverseMass, out linearW);
            Matrix3x3 linear;

            Matrix3x3.Multiply(ref linearJacobian, ref linearW, out linear); //Compute J * M^-1 for linear component
            Matrix3x3.MultiplyByTransposed(ref linear, ref linearJacobian,
                                           out linear);                      //Compute (J * M^-1) * JT for linear component

            Matrix3x3 angular;

            Matrix3x3.Multiply(ref angularJacobian, ref TargetBone.inertiaTensorInverse,
                               out angular);             //Compute J * M^-1 for angular component
            Matrix3x3.MultiplyByTransposed(ref angular, ref angularJacobian,
                                           out angular); //Compute (J * M^-1) * JT for angular component

            //A nice side effect of the block diagonal nature of M^-1 is that the above separated components are now combined into the complete denominator matrix by addition!
            Matrix3x3.Add(ref linear, ref angular, out effectiveMass);

            //Incorporate the constraint softness into the effective mass denominator. This pushes the matrix away from singularity.
            //Softness will also be incorporated into the velocity solve iterations to complete the implementation.
            if (effectiveMass.M11 != 0)
            {
                effectiveMass.M11 += softness;
            }

            if (effectiveMass.M22 != 0)
            {
                effectiveMass.M22 += softness;
            }

            if (effectiveMass.M33 != 0)
            {
                effectiveMass.M33 += softness;
            }

            //Invert! Takes us from J * M^-1 * JT to 1 / (J * M^-1 * JT).
            Matrix3x3.AdaptiveInvert(ref effectiveMass, out effectiveMass);
        }
示例#6
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        public void CreateScale(double sx, double sy, double m11, double m12, double m13, double m21, double m22,
                                double m23, double m31, double m32, double m33)
        {
            // Arrange
            var scaleVector = new Vector2(sx, sy);

            // Act
            var scaleMatrix = Matrix3x3.CreateScale(scaleVector);

            // Assert
            Assert.That(scaleMatrix.M11, Is.EqualTo(m11));
            Assert.That(scaleMatrix.M12, Is.EqualTo(m12));
            Assert.That(scaleMatrix.M13, Is.EqualTo(m13));

            Assert.That(scaleMatrix.M21, Is.EqualTo(m21));
            Assert.That(scaleMatrix.M22, Is.EqualTo(m22));
            Assert.That(scaleMatrix.M23, Is.EqualTo(m23));

            Assert.That(scaleMatrix.M31, Is.EqualTo(m31));
            Assert.That(scaleMatrix.M32, Is.EqualTo(m32));
            Assert.That(scaleMatrix.M33, Is.EqualTo(m33));
        }
示例#7
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        protected internal override void ComputeEffectiveMass()
        {
            //For all constraints, the effective mass matrix is 1 / (J * M^-1 * JT).
            //For two bone constraints, J has 4 3x3 matrices. M^-1 (W below) is a 12x12 matrix with 4 3x3 block diagonal matrices.
            //To compute the whole denominator,
            Matrix3x3 linearW;
            Matrix3x3 linearA, angularA, linearB, angularB;

            if (!ConnectionA.Pinned)
            {
                Matrix3x3.CreateScale(ConnectionA.inverseMass, out linearW);
                Matrix3x3.Multiply(ref linearJacobianA, ref linearW, out linearA);                            //Compute J * M^-1 for linear component
                Matrix3x3.MultiplyByTransposed(ref linearA, ref linearJacobianA, out linearA);                //Compute (J * M^-1) * JT for linear component

                Matrix3x3.Multiply(ref angularJacobianA, ref ConnectionA.inertiaTensorInverse, out angularA); //Compute J * M^-1 for angular component
                Matrix3x3.MultiplyByTransposed(ref angularA, ref angularJacobianA, out angularA);             //Compute (J * M^-1) * JT for angular component
            }
            else
            {
                //Treat pinned bones as if they have infinite inertia.
                linearA  = new Matrix3x3();
                angularA = new Matrix3x3();
            }

            if (!ConnectionB.Pinned)
            {
                Matrix3x3.CreateScale(ConnectionB.inverseMass, out linearW);
                Matrix3x3.Multiply(ref linearJacobianB, ref linearW, out linearB);                            //Compute J * M^-1 for linear component
                Matrix3x3.MultiplyByTransposed(ref linearB, ref linearJacobianB, out linearB);                //Compute (J * M^-1) * JT for linear component

                Matrix3x3.Multiply(ref angularJacobianB, ref ConnectionB.inertiaTensorInverse, out angularB); //Compute J * M^-1 for angular component
                Matrix3x3.MultiplyByTransposed(ref angularB, ref angularJacobianB, out angularB);             //Compute (J * M^-1) * JT for angular component
            }
            else
            {
                //Treat pinned bones as if they have infinite inertia.
                linearB  = new Matrix3x3();
                angularB = new Matrix3x3();
            }

            //A nice side effect of the block diagonal nature of M^-1 is that the above separated components are now combined into the complete denominator matrix by addition!
            Matrix3x3.Add(ref linearA, ref angularA, out effectiveMass);
            Matrix3x3.Add(ref effectiveMass, ref linearB, out effectiveMass);
            Matrix3x3.Add(ref effectiveMass, ref angularB, out effectiveMass);

            //Incorporate the constraint softness into the effective mass denominator. This pushes the matrix away from singularity.
            //Softness will also be incorporated into the velocity solve iterations to complete the implementation.
            if (effectiveMass.M11 != 0)
            {
                effectiveMass.M11 += softness;
            }
            if (effectiveMass.M22 != 0)
            {
                effectiveMass.M22 += softness;
            }
            if (effectiveMass.M33 != 0)
            {
                effectiveMass.M33 += softness;
            }

            //Invert! Takes us from J * M^-1 * JT to 1 / (J * M^-1 * JT).
            Matrix3x3.AdaptiveInvert(ref effectiveMass, out effectiveMass);
        }
示例#8
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        /// <summary>
        /// Calculates necessary information for velocity solving.
        /// Called by preStep(float dt)
        /// </summary>
        /// <param name="dt">Time in seconds since the last update.</param>
        public override void Update(float dt)
        {
            Matrix3x3.Transform(ref localAnchorA, ref connectionA.orientationMatrix, out worldOffsetA);
            Matrix3x3.Transform(ref localAnchorB, ref connectionB.orientationMatrix, out worldOffsetB);


            float errorReductionParameter;

            springSettings.ComputeErrorReductionAndSoftness(dt, 1 / dt, out errorReductionParameter, out softness);

            //Mass System.Numerics.Matrix4x4
            Matrix3x3 k;
            Matrix3x3 linearComponent;

            Matrix3x3.CreateCrossProduct(ref worldOffsetA, out rACrossProduct);
            Matrix3x3.CreateCrossProduct(ref worldOffsetB, out rBCrossProduct);
            if (connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionA.inverseMass + connectionB.inverseMass, out linearComponent);
                Matrix3x3 angularComponentA, angularComponentB;
                Matrix3x3.Multiply(ref rACrossProduct, ref connectionA.inertiaTensorInverse, out angularComponentA);
                Matrix3x3.Multiply(ref rBCrossProduct, ref connectionB.inertiaTensorInverse, out angularComponentB);
                Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
                Matrix3x3.Multiply(ref angularComponentB, ref rBCrossProduct, out angularComponentB);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out k);
                Matrix3x3.Subtract(ref k, ref angularComponentB, out k);
            }
            else if (connectionA.isDynamic && !connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionA.inverseMass, out linearComponent);
                Matrix3x3 angularComponentA;
                Matrix3x3.Multiply(ref rACrossProduct, ref connectionA.inertiaTensorInverse, out angularComponentA);
                Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out k);
            }
            else if (!connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionB.inverseMass, out linearComponent);
                Matrix3x3 angularComponentB;
                Matrix3x3.Multiply(ref rBCrossProduct, ref connectionB.inertiaTensorInverse, out angularComponentB);
                Matrix3x3.Multiply(ref angularComponentB, ref rBCrossProduct, out angularComponentB);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentB, out k);
            }
            else
            {
                throw new InvalidOperationException("Cannot constrain two kinematic bodies.");
            }
            k.M11 += softness;
            k.M22 += softness;
            k.M33 += softness;
            Matrix3x3.Invert(ref k, out massMatrix);

            Vector3Ex.Add(ref connectionB.position, ref worldOffsetB, out error);
            Vector3Ex.Subtract(ref error, ref connectionA.position, out error);
            Vector3Ex.Subtract(ref error, ref worldOffsetA, out error);


            Vector3Ex.Multiply(ref error, -errorReductionParameter, out biasVelocity);

            //Ensure that the corrective velocity doesn't exceed the max.
            float length = biasVelocity.LengthSquared();

            if (length > maxCorrectiveVelocitySquared)
            {
                float multiplier = maxCorrectiveVelocity / (float)Math.Sqrt(length);
                biasVelocity.X *= multiplier;
                biasVelocity.Y *= multiplier;
                biasVelocity.Z *= multiplier;
            }
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public AddRemoveStressDemo(DemosGame game)
            : base(game)
        {
            Space.Remove(vehicle.Vehicle);

            var compoundShape = new CompoundShape(new List <CompoundShapeEntry>
            {
                new CompoundShapeEntry(new BoxShape(1, 1, 1), new Vector3(0, 1, 0), 1),
                new CompoundShapeEntry(new BoxShape(2, 1, 2), new Vector3(), 1),
                new CompoundShapeEntry(new BoxShape(1, 1, 1), new Vector3(0, -1, 0), 1)
            });

            for (int i = 0; i < 300; ++i)
            {
                var toAdd = new Entity(compoundShape, 10);
                addedEntities.Add(toAdd);
            }

            var boxShape = new BoxShape(1, 1, 1);

            for (int i = 0; i < 300; ++i)
            {
                var toAdd = new Entity(boxShape, 10);
                addedEntities.Add(toAdd);
            }

            Vector3[] vertices;
            int[]     indices;
            ModelDataExtractor.GetVerticesAndIndicesFromModel(game.Content.Load <Model>("cube"), out vertices, out indices);
            var mobileMeshShape = new MobileMeshShape(vertices, indices, new AffineTransform(Matrix3x3.CreateScale(1, 2, 1), new Vector3()), MobileMeshSolidity.Counterclockwise);

            for (int i = 0; i < 300; ++i)
            {
                var toAdd = new Entity(mobileMeshShape, 10);
                addedEntities.Add(toAdd);
            }

            for (int i = 0; i < addedEntities.Count; ++i)
            {
                var entity = addedEntities[i];
                entity.Gravity        = new Vector3();
                entity.Position       = GetRandomPosition(random);
                entity.LinearVelocity = 3 * Vector3.Normalize(entity.Position);
                Space.Add(entity);
            }


            var playgroundModel = game.Content.Load <Model>("playground");

            ModelDataExtractor.GetVerticesAndIndicesFromModel(playgroundModel, out vertices, out indices);
            var staticMesh = new StaticMesh(vertices, indices, new AffineTransform(Matrix3x3.CreateFromAxisAngle(Vector3.Up, MathHelper.Pi), new Vector3(0, -30, 0)));

            staticMesh.Sidedness = TriangleSidedness.Counterclockwise;

            Space.Add(staticMesh);
            game.ModelDrawer.Add(staticMesh);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
示例#10
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        ///<summary>
        /// Performs the frame's configuration step.
        ///</summary>
        ///<param name="dt">Timestep duration.</param>
        public override void Update(float dt)
        {
            //Transform point into world space.
            Matrix3x3.Transform(ref localPoint, ref entity.orientationMatrix, out r);
            Vector3.Add(ref r, ref entity.position, out worldPoint);

            float updateRate = 1 / dt;

            if (settings.mode == MotorMode.Servomechanism)
            {
                Vector3.Subtract(ref settings.servo.goal, ref worldPoint, out error);
                float separationDistance = error.Length();
                if (separationDistance > Toolbox.BigEpsilon)
                {
                    float errorReduction;
                    settings.servo.springSettings.ComputeErrorReductionAndSoftness(dt, updateRate, out errorReduction, out usedSoftness);

                    //The rate of correction can be based on a constant correction velocity as well as a 'spring like' correction velocity.
                    //The constant correction velocity could overshoot the destination, so clamp it.
                    float correctionSpeed = MathHelper.Min(settings.servo.baseCorrectiveSpeed, separationDistance * updateRate) +
                                            separationDistance * errorReduction;

                    Vector3.Multiply(ref error, correctionSpeed / separationDistance, out biasVelocity);
                    //Ensure that the corrective velocity doesn't exceed the max.
                    float length = biasVelocity.LengthSquared();
                    if (length > settings.servo.maxCorrectiveVelocitySquared)
                    {
                        float multiplier = settings.servo.maxCorrectiveVelocity / (float)Math.Sqrt(length);
                        biasVelocity.X *= multiplier;
                        biasVelocity.Y *= multiplier;
                        biasVelocity.Z *= multiplier;
                    }
                }
                else
                {
                    //Wouldn't want to use a bias from an earlier frame.
                    biasVelocity = new Vector3();
                }
            }
            else
            {
                usedSoftness = settings.velocityMotor.softness * updateRate;
                biasVelocity = settings.velocityMotor.goalVelocity;
                error        = Vector3.Zero;
            }

            //Compute the maximum force that can be applied this frame.
            ComputeMaxForces(settings.maximumForce, dt);

            //COMPUTE EFFECTIVE MASS MATRIX
            //Transforms a change in velocity to a change in momentum when multiplied.
            Matrix3x3 linearComponent;

            Matrix3x3.CreateScale(entity.inverseMass, out linearComponent);
            Matrix3x3 rACrossProduct;

            Matrix3x3.CreateCrossProduct(ref r, out rACrossProduct);
            Matrix3x3 angularComponentA;

            Matrix3x3.Multiply(ref rACrossProduct, ref entity.inertiaTensorInverse, out angularComponentA);
            Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
            Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out effectiveMassMatrix);

            effectiveMassMatrix.M11 += usedSoftness;
            effectiveMassMatrix.M22 += usedSoftness;
            effectiveMassMatrix.M33 += usedSoftness;

            Matrix3x3.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);
        }
        void ComputeShapeInformation(TransformableMeshData data, out ShapeDistributionInformation shapeInformation)
        {
            //Compute the surface vertices of the shape.
            surfaceVertices.Clear();
            try
            {
                ConvexHullHelper.GetConvexHull(data.vertices, surfaceVertices);
                for (int i = 0; i < surfaceVertices.Count; i++)
                {
                    AffineTransform.Transform(ref surfaceVertices.Elements[i], ref data.worldTransform, out surfaceVertices.Elements[i]);
                }
            }
            catch
            {
                surfaceVertices.Clear();
                //If the convex hull failed, then the point set has no volume.  A mobile mesh is allowed to have zero volume, however.
                //In this case, compute the bounding box of all points.
                BoundingBox box = new BoundingBox();
                for (int i = 0; i < data.vertices.Length; i++)
                {
                    Vector3 v;
                    data.GetVertexPosition(i, out v);
                    if (v.X > box.Max.X)
                    {
                        box.Max.X = v.X;
                    }
                    if (v.X < box.Min.X)
                    {
                        box.Min.X = v.X;
                    }
                    if (v.Y > box.Max.Y)
                    {
                        box.Max.Y = v.Y;
                    }
                    if (v.Y < box.Min.Y)
                    {
                        box.Min.Y = v.Y;
                    }
                    if (v.Z > box.Max.Z)
                    {
                        box.Max.Z = v.Z;
                    }
                    if (v.Z < box.Min.Z)
                    {
                        box.Min.Z = v.Z;
                    }
                }
                //Add the corners.  This will overestimate the size of the surface a bit.
                surfaceVertices.Add(box.Min);
                surfaceVertices.Add(box.Max);
                surfaceVertices.Add(new Vector3(box.Min.X, box.Min.Y, box.Max.Z));
                surfaceVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Max.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Max.Y, box.Min.Z));
                surfaceVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Max.Z));
            }
            shapeInformation.Center = new Vector3();

            if (solidity == MobileMeshSolidity.Solid)
            {
                //The following inertia tensor calculation assumes a closed mesh.

                shapeInformation.Volume = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                {
                    Vector3 v2, v3, v4;
                    data.GetTriangle(i, out v2, out v3, out v4);

                    //Determinant is 6 * volume.  It's signed, though; this is because the mesh isn't necessarily convex nor centered on the origin.
                    float tetrahedronVolume = v2.X * (v3.Y * v4.Z - v3.Z * v4.Y) -
                                              v3.X * (v2.Y * v4.Z - v2.Z * v4.Y) +
                                              v4.X * (v2.Y * v3.Z - v2.Z * v3.Y);

                    shapeInformation.Volume += tetrahedronVolume;
                    shapeInformation.Center += tetrahedronVolume * (v2 + v3 + v4);
                }
                shapeInformation.Center /= shapeInformation.Volume * 4;
                shapeInformation.Volume /= 6;
                shapeInformation.Volume  = Math.Abs(shapeInformation.Volume);

                data.worldTransform.Translation -= shapeInformation.Center;

                //Source: Explicit Exact Formulas for the 3-D Tetrahedron Inertia Tensor in Terms of its Vertex Coordinates
                //http://www.scipub.org/fulltext/jms2/jms2118-11.pdf
                //x1, x2, x3, x4 are origin, triangle1, triangle2, triangle3
                //Looking to find inertia tensor matrix of the form
                // [  a  -b' -c' ]
                // [ -b'  b  -a' ]
                // [ -c' -a'  c  ]
                float a = 0, b = 0, c = 0, ao = 0, bo = 0, co = 0;

                float totalWeight = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                {
                    Vector3 v2, v3, v4;
                    data.GetTriangle(i, out v2, out v3, out v4);

                    //Determinant is 6 * volume.  It's signed, though; this is because the mesh isn't necessarily convex nor centered on the origin.
                    float tetrahedronVolume = v2.X * (v3.Y * v4.Z - v3.Z * v4.Y) -
                                              v3.X * (v2.Y * v4.Z - v2.Z * v4.Y) +
                                              v4.X * (v2.Y * v3.Z - v2.Z * v3.Y);

                    totalWeight += tetrahedronVolume;

                    a += tetrahedronVolume * (v2.Y * v2.Y + v2.Y * v3.Y + v3.Y * v3.Y + v2.Y * v4.Y + v3.Y * v4.Y + v4.Y * v4.Y +
                                              v2.Z * v2.Z + v2.Z * v3.Z + v3.Z * v3.Z + v2.Z * v4.Z + v3.Z * v4.Z + v4.Z * v4.Z);
                    b += tetrahedronVolume * (v2.X * v2.X + v2.X * v3.X + v3.X * v3.X + v2.X * v4.X + v3.X * v4.X + v4.X * v4.X +
                                              v2.Z * v2.Z + v2.Z * v3.Z + v3.Z * v3.Z + v2.Z * v4.Z + v3.Z * v4.Z + v4.Z * v4.Z);
                    c += tetrahedronVolume * (v2.X * v2.X + v2.X * v3.X + v3.X * v3.X + v2.X * v4.X + v3.X * v4.X + v4.X * v4.X +
                                              v2.Y * v2.Y + v2.Y * v3.Y + v3.Y * v3.Y + v2.Y * v4.Y + v3.Y * v4.Y + v4.Y * v4.Y);
                    ao += tetrahedronVolume * (2 * v2.Y * v2.Z + v3.Y * v2.Z + v4.Y * v2.Z + v2.Y * v3.Z + 2 * v3.Y * v3.Z + v4.Y * v3.Z + v2.Y * v4.Z + v3.Y * v4.Z + 2 * v4.Y * v4.Z);
                    bo += tetrahedronVolume * (2 * v2.X * v2.Z + v3.X * v2.Z + v4.X * v2.Z + v2.X * v3.Z + 2 * v3.X * v3.Z + v4.X * v3.Z + v2.X * v4.Z + v3.X * v4.Z + 2 * v4.X * v4.Z);
                    co += tetrahedronVolume * (2 * v2.X * v2.Y + v3.X * v2.Y + v4.X * v2.Y + v2.X * v3.Y + 2 * v3.X * v3.Y + v4.X * v3.Y + v2.X * v4.Y + v3.X * v4.Y + 2 * v4.X * v4.Y);
                }
                float density        = 1 / totalWeight;
                float diagonalFactor = density / 10;
                float offFactor      = -density / 20;
                a  *= diagonalFactor;
                b  *= diagonalFactor;
                c  *= diagonalFactor;
                ao *= offFactor;
                bo *= offFactor;
                co *= offFactor;
                shapeInformation.VolumeDistribution = new Matrix3x3(a, bo, co,
                                                                    bo, b, ao,
                                                                    co, ao, c);
            }
            else
            {
                shapeInformation.Center = new Vector3();
                float totalWeight = 0;
                for (int i = 0; i < data.indices.Length; i += 3)
                { //Configure the inertia tensor to be local.
                    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;

                    shapeInformation.Center += weight * (vA + vB + vC) / 3;
                }
                shapeInformation.Center /= totalWeight;
                shapeInformation.Volume  = 0;


                data.worldTransform.Translation -= shapeInformation.Center;

                shapeInformation.VolumeDistribution = new Matrix3x3();
                for (int i = 0; i < data.indices.Length; i += 3)
                { //Configure the inertia tensor to be local.
                    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;

                    Matrix3x3 innerProduct;
                    Matrix3x3.CreateScale(vA.LengthSquared(), out innerProduct);
                    Matrix3x3 outerProduct;
                    Matrix3x3.CreateOuterProduct(ref vA, ref vA, out outerProduct);
                    Matrix3x3 contribution;
                    Matrix3x3.Subtract(ref innerProduct, ref outerProduct, out contribution);
                    Matrix3x3.Multiply(ref contribution, weight, out contribution);
                    Matrix3x3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);

                    Matrix3x3.CreateScale(vB.LengthSquared(), out innerProduct);
                    Matrix3x3.CreateOuterProduct(ref vB, ref vB, out outerProduct);
                    Matrix3x3.Subtract(ref innerProduct, ref outerProduct, out outerProduct);
                    Matrix3x3.Multiply(ref contribution, weight, out contribution);
                    Matrix3x3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);

                    Matrix3x3.CreateScale(vC.LengthSquared(), out innerProduct);
                    Matrix3x3.CreateOuterProduct(ref vC, ref vC, out outerProduct);
                    Matrix3x3.Subtract(ref innerProduct, ref outerProduct, out contribution);
                    Matrix3x3.Multiply(ref contribution, weight, out contribution);
                    Matrix3x3.Add(ref shapeInformation.VolumeDistribution, ref contribution, out shapeInformation.VolumeDistribution);
                }
                Matrix3x3.Multiply(ref shapeInformation.VolumeDistribution, 1 / (6 * totalWeight), out shapeInformation.VolumeDistribution);
            }

            ////Configure the inertia tensor to be local.
            //Vector3 finalOffset = shapeInformation.Center;
            //Matrix3X3 finalInnerProduct;
            //Matrix3X3.CreateScale(finalOffset.LengthSquared(), out finalInnerProduct);
            //Matrix3X3 finalOuterProduct;
            //Matrix3X3.CreateOuterProduct(ref finalOffset, ref finalOffset, out finalOuterProduct);

            //Matrix3X3 finalContribution;
            //Matrix3X3.Subtract(ref finalInnerProduct, ref finalOuterProduct, out finalContribution);

            //Matrix3X3.Subtract(ref shapeInformation.VolumeDistribution, ref finalContribution, out shapeInformation.VolumeDistribution);
        }
示例#12
0
 /// <summary>
 ///     Creates 2D transformation matrix that represents this transform component.
 /// </summary>
 /// <returns>2D transformation matrix representing this transform component.</returns>
 public Matrix3x3 ToMatrix() =>
 Matrix3x3.CreateTranslation(Translation)
 * Matrix3x3.CreateRotation(Rotation)
 * Matrix3x3.CreateScale(Scale)
 * Matrix3x3.Identity;
        private static void Run()
        {
            #region Near Equality Methods
            var  x            = 1.0;
            var  y            = 2.0;
            bool isItTrueThat = x.IsPracticallySame(y);
            isItTrueThat = x.IsPracticallySame(y);
            Vector2 v2_1 = new Vector2(1.0, 2.0);
            Vector2 v2_2 = new Vector2(1.00000000001, 2.000000000002);
            isItTrueThat = v2_1.IsPracticallySame(v2_2);
            Vector3 v3_1 = new Vector3(1.0, 2.0, 3.0);
            Vector3 v3_2 = new Vector3(1.00000000001, 2.000000000002, 3.0);
            isItTrueThat = v3_1.IsPracticallySame(v3_2);
            isItTrueThat = x.IsNegligible();
            isItTrueThat = v2_1.IsNegligible();
            isItTrueThat = v3_1.IsNegligible();
            isItTrueThat = x.IsGreaterThanNonNegligible(y);
            isItTrueThat = x.IsLessThanNonNegligible(y);

            #endregion

            #region All Vector2 Methods
            v2_1 = new Vector2();
            Vector2  nullVector2  = Vector2.Null;
            Vector2  zeroVector2  = Vector2.Zero;
            Vector2  oneVector2   = Vector2.One;
            Vector2  unitVector2X = Vector2.UnitX;
            Vector2  unitVector2Y = Vector2.UnitY;
            Vector2  copyVector   = v2_1.Copy();
            double[] coordinates  = v2_1.Position;
            x = v2_1.X;
            x = v2_1[0];
            y = v2_1.Y;
            y = v2_1[1];
            double  length          = v2_1.Length();
            double  lengthSquared   = v2_1.LengthSquared();
            double  distance        = v2_1.Distance(zeroVector2);
            double  distanceSquared = v2_1.DistanceSquared(zeroVector2);
            Vector2 normal          = v2_1.Normalize();
            Vector2 reflect         = v2_1.Reflect(unitVector2Y);
            Vector2 clamp           = v2_1.Clamp(zeroVector2, oneVector2);
            Vector2 lerp            = v2_1.Lerp(oneVector2, 0.5);

            v2_2 = v2_1 + v2_1;
            v2_2 = v2_1 - v2_1;
            v2_2 = v2_1 * v2_1; //not dot or cross - basically a
            //component to component product vector whos terms sum to dot product
            v2_2         = v2_1 - v2_1;
            v2_2         = v2_1 / v2_1;
            v2_2         = v2_1 / new double();
            v2_2         = -v2_1;
            isItTrueThat = v2_1.IsNull();
            isItTrueThat = v2_1.IsNegligible();
            v2_1.CopyTo(coordinates);
            isItTrueThat = v2_1 == v2_2;
            isItTrueThat = v2_1 != v2_2;
            double  dot        = v2_1.Dot(v2_2);
            double  cross      = v2_1.Cross(v2_2);
            Vector2 minVector  = Vector2.Min(v2_1, v2_2);
            Vector2 maxVector  = Vector2.Max(v2_1, v2_2);
            Vector2 absVector  = Vector2.Abs(v2_1);
            Vector2 sqrtVector = Vector2.SquareRoot(v2_1);

            Matrix3x3 m3x3 = new Matrix3x3();
            v2_1 = v2_1.Transform(m3x3);
            v2_1 = v2_1.TransformNoTranslate(m3x3);

            Matrix4x4 m4x4 = new Matrix4x4();
            v2_1 = v2_1.Transform(m4x4);
            v2_1 = v2_1.TransformNoTranslate(m4x4);
            v2_1 = v2_1.Transform(new Quaternion());
            #endregion

            #region All Matrix3x3 Methods
            isItTrueThat = m3x3.IsProjectiveTransform;
            double value = m3x3.M11;
            value        = m3x3.M12;
            value        = m3x3.M13;
            value        = m3x3.M21;
            value        = m3x3.M22;
            value        = m3x3.M23;
            value        = m3x3.M31;
            value        = m3x3.M32;
            value        = m3x3.M33;
            m3x3         = Matrix3x3.Identity;
            m3x3         = Matrix3x3.Null;
            isItTrueThat = m3x3.IsIdentity();
            isItTrueThat = m3x3.IsNull();
            Vector2 t = m3x3.Translation;
            m3x3         = Matrix3x3.CreateTranslation(t);
            m3x3         = Matrix3x3.CreateTranslation(x, y);
            m3x3         = Matrix3x3.CreateScale(1.0);
            m3x3         = Matrix3x3.CreateScale(x, y);
            m3x3         = Matrix3x3.CreateScale(Vector2.One);
            m3x3         = Matrix3x3.CreateScale(x, y, v2_2);    //vResult is the center of scaling
            m3x3         = Matrix3x3.CreateSkew(2.0, 2.0);
            m3x3         = Matrix3x3.CreateSkew(2.0, 2.0, v2_2); //vResult is the center of skewing
            m3x3         = Matrix3x3.CreateRotation(1.0);        //in radians
            m3x3         = Matrix3x3.CreateRotation(1.0, v2_2);  //vResult is the center of rotate
            m3x3         = m3x3.Transpose();
            isItTrueThat = Matrix3x3.Invert(m3x3, out Matrix3x3 invM3x3);
            var d = m3x3.GetDeterminant();
            m3x3 = Matrix3x3.Lerp(m3x3, m3x3, 0.5);
            m3x3 = -m3x3;
            var m3x3Another = 4.0 * m3x3;
            m3x3 = m3x3 + m3x3;
            m3x3 = m3x3 - m3x3;
            m3x3 = m3x3 * m3x3;

            isItTrueThat = m3x3 == m3x3Another;
            isItTrueThat = m3x3 != m3x3Another;
            #endregion

            #region All Vector3 Methods

            v3_1 = new Vector3();
            v3_1 = new Vector3(v2_1, 0.0);
            Vector3 nullVector3  = Vector3.Null;
            Vector3 zeroVector3  = Vector3.Zero;
            Vector3 oneVector3   = Vector3.One;
            Vector3 unitVector3X = Vector3.UnitX;
            Vector3 unitVector3Y = Vector3.UnitY;
            Vector3 unitVector3Z = Vector3.UnitZ;
            unitVector3X = Vector3.UnitVector(CartesianDirections.XNegative);
            unitVector3X = Vector3.UnitVector(0);

            Vector3 copyVector3 = v3_1.Copy();
            coordinates = v3_1.Position;
            x           = v3_1.X;
            x           = v3_1[0];
            y           = v3_1.Y;
            y           = v3_1[1];
            double z = v3_1.Z;
            y               = v3_1[2];
            length          = v3_1.Length();
            lengthSquared   = v3_1.LengthSquared();
            distance        = v3_1.Distance(zeroVector3);
            distanceSquared = v3_1.DistanceSquared(zeroVector3);
            Vector3 normal3  = v3_1.Normalize();
            Vector3 reflect3 = v3_1.Reflect(unitVector3Y);
            Vector3 clamp3   = v3_1.Clamp(zeroVector3, oneVector3);
            Vector3 lerp3    = v3_1.Lerp(oneVector3, 0.5);

            v3_2 = v3_1 + v3_1;
            v3_2 = v3_1 - v3_1;
            v3_2 = v3_1 * v3_1; //not dot or cross - basically a
            //component to component product vector whos terms sum to dot product
            v3_2         = v3_1 - v3_1;
            v3_2         = v3_1 / v3_1;
            v3_2         = v3_1 / new double();
            v3_2         = -v3_1;
            isItTrueThat = v3_1.IsNull();
            isItTrueThat = v3_1.IsNegligible();
            v3_1.CopyTo(coordinates);
            isItTrueThat = v3_1 == v3_2;
            isItTrueThat = v3_1 != v3_2;
            double  dot3        = v3_1.Dot(v3_2);
            Vector3 cross3      = v3_1.Cross(v3_2);
            Vector3 minVector3  = Vector3.Min(v3_1, v3_2);
            Vector3 maxVector3  = Vector3.Max(v3_1, v3_2);
            Vector3 absVector3  = Vector3.Abs(v3_1);
            Vector3 sqrtVector3 = Vector3.SquareRoot(v3_1);

            m3x3 = new Matrix3x3();
            v3_1 = v3_1.Multiply(m3x3);

            m4x4 = new Matrix4x4();
            v3_1 = v3_1.Transform(m4x4);
            v3_1 = v3_1.TransformNoTranslate(m4x4);
            v3_1 = v3_1.Transform(new Quaternion());
            #endregion

            #region All Matrix4x4 Methods
            isItTrueThat = m4x4.IsProjectiveTransform;
            value        = m4x4.M11;
            value        = m4x4.M12;
            value        = m4x4.M13;
            value        = m4x4.M14;
            value        = m4x4.M21;
            value        = m4x4.M22;
            value        = m4x4.M23;
            value        = m4x4.M24;
            value        = m4x4.M31;
            value        = m4x4.M32;
            value        = m4x4.M33;
            value        = m4x4.M34;
            value        = m4x4.M41;
            value        = m4x4.M42;
            value        = m4x4.M43;
            value        = m4x4.M44;
            m4x4         = Matrix4x4.Identity;
            m4x4         = Matrix4x4.Null;
            m4x4         = new Matrix4x4(m3x3);
            isItTrueThat = m4x4.IsIdentity();
            isItTrueThat = m4x4.IsNull();
            Vector3 t3 = m4x4.TranslationAsVector;
            m4x4 = Matrix4x4.CreateBillboard(v3_1, v3_1, v3_1, v3_1);
            m4x4 = Matrix4x4.CreateConstrainedBillboard(v3_1, v3_1, v3_1, v3_1, v3_1);


            m4x4 = Matrix4x4.CreateTranslation(t3);
            m4x4 = Matrix4x4.CreateTranslation(x, y, z);
            m4x4 = Matrix4x4.CreateScale(1.0);
            m4x4 = Matrix4x4.CreateScale(x, y, z);
            m4x4 = Matrix4x4.CreateScale(v3_1);
            m4x4 = Matrix4x4.CreateScale(v3_1, v3_2);        //vOther is the center of scaling
            m4x4 = Matrix4x4.CreateScale(x, y, z, v3_2);     //vOther is the center of scaling
            m4x4 = Matrix4x4.CreateRotationX(1.0);           //in radians
            m4x4 = Matrix4x4.CreateRotationX(1.0, v3_2);     //vOther is the center of rotate
            m4x4 = Matrix4x4.CreateRotationY(1.0);           //in radians
            m4x4 = Matrix4x4.CreateRotationY(1.0, v3_2);     //vOther is the center of rotate
            m4x4 = Matrix4x4.CreateRotationZ(1.0);           //in radians
            m4x4 = Matrix4x4.CreateRotationZ(1.0, v3_2);     //vOther is the center of rotate
            m4x4 = Matrix4x4.CreateFromAxisAngle(v3_2, 1.0); //vOther is the center of rotate
            m4x4 = Matrix4x4.CreatePerspectiveFieldOfView(1.0, 2.0, 3.0, 4.0);
            m4x4 = Matrix4x4.CreatePerspective(1.0, 1.0, 1.0, 1.0);
            m4x4 = Matrix4x4.CreatePerspectiveOffCenter(1.0, 2.0, 3.0, 4.0, 5.0, 6.0);
            m4x4 = Matrix4x4.CreateOrthographic(1.0, 2.0, 3.0, 4.0);
            m4x4 = Matrix4x4.CreateOrthographicOffCenter(1.0, 2.0, 3.0, 4.0, 5.0, 6.0);
            m4x4 = Matrix4x4.CreateLookAt(v3_1, v3_1, v3_2);
            m4x4 = Matrix4x4.CreateWorld(v3_1, v3_1, v3_2);
            m4x4 = Matrix4x4.CreateFromYawPitchRoll(1.0, 2.0, 3.0);
            m4x4 = Matrix4x4.CreateFromQuaternion(new Quaternion());
            m4x4 = Matrix4x4.CreateShadow(v3_1, new Plane(d, v3_2));
            m4x4 = Matrix4x4.CreateReflection(new Plane(d, v3_2));

            m4x4         = m4x4.Transpose();
            isItTrueThat = Matrix4x4.Invert(m4x4, out Matrix4x4 invm4x4);
            d            = m4x4.GetDeterminant();
            isItTrueThat = m4x4.Decompose(out var scale, out var rotQ, out var trans3);

            m4x4 = m4x4.Transform(rotQ);

            m4x4 = Matrix4x4.Lerp(m4x4, m4x4, 0.5);
            m4x4 = -m4x4;
            var m4x4Another = 4.0 * m4x4;
            m4x4 = m4x4 + m4x4;
            m4x4 = m4x4 - m4x4;
            m4x4 = m4x4 * m4x4;

            isItTrueThat = m4x4 == m4x4Another;
            isItTrueThat = m4x4 != m4x4Another;
            #endregion

            #region All Quaternion Methods
            var quat = new Quaternion();
            x = quat.X;
            y = quat.Y;
            z = quat.Z;
            var w         = quat.W;
            var quatOther = new Quaternion(v3_1, w);
            quat         = new Quaternion(x, y, z, w);
            quat         = Quaternion.Identity;
            isItTrueThat = quat.IsIdentity();
            quat         = Quaternion.Null;
            isItTrueThat = quat.IsNull();
            length       = quat.Length();
            length       = quat.LengthSquared();
            quat         = quat.Normalize();
            quat         = quat.Conjugate();
            quat         = quat.Inverse();
            quat         = Quaternion.CreateFromAxisAngle(v3_1, d);
            quat         = Quaternion.CreateFromYawPitchRoll(1.0, 2.0, 3.0);
            quat         = Quaternion.CreateFromRotationMatrix(m4x4);
            dot          = quat.Dot(quat);
            quat         = Quaternion.Lerp(quat, quat, 0.5);
            quat         = Quaternion.Slerp(quat, quat, 0.5);
            quat         = -quat;
            quat         = quat + quat;
            quat         = quat - quat;
            quat         = quat * quat;
            quat         = 4.0 * quat;
            quat         = quat / quat;
            isItTrueThat = quat == quatOther;
            isItTrueThat = quat != quatOther;
            #endregion

            #region All Plane Methods
            var plane = new Plane();
            plane = new Plane(d, v3_1);
            var planeOther = new Plane(d, new Vector3(x, y, z));
            v3_1  = plane.Normal;
            d     = plane.DistanceToOrigin;
            plane = Plane.CreateFromVertices(v3_1, unitVector3X, v3_2);
            plane.Normalize();
            plane.Transform(m4x4);
            plane.Transform(quat);
            dot          = plane.DotCoordinate(v3_1);
            dot          = plane.DotNormal(v3_1);
            isItTrueThat = plane == planeOther;
            isItTrueThat = plane != planeOther;
            #endregion

            #region IEnumerable<double> Statistics
            IEnumerable <double> numbers = new[] { 1.1, 2.2, 3.3 };
            var mean      = numbers.Mean();
            var median    = numbers.Median();
            var nrmse     = numbers.NormalizedRootMeanSquareError();
            var nthMedian = numbers.NthOrderStatistic(3);
            var varMean   = numbers.VarianceFromMean(mean);
            var varMedian = numbers.VarianceFromMedian(median);
            #endregion
        }