public override void GetMeshData(List <VertexPositionNormalTexture> vertices, List <ushort> indices) { var tempVertices = new VertexPositionNormalTexture[DisplayedObject.Shape.TriangleMesh.Data.Vertices.Length]; for (int i = 0; i < DisplayedObject.Shape.TriangleMesh.Data.Vertices.Length; i++) { tempVertices[i] = new VertexPositionNormalTexture( MathConverter.Convert(AffineTransform.Transform(DisplayedObject.Shape.TriangleMesh.Data.Vertices[i], DisplayedObject.WorldTransform)), Microsoft.Xna.Framework.Vector3.Zero, Microsoft.Xna.Framework.Vector2.Zero); } for (int i = 0; i < DisplayedObject.Shape.TriangleMesh.Data.Indices.Length; i++) { indices.Add((ushort)DisplayedObject.Shape.TriangleMesh.Data.Indices[i]); } for (int i = 0; i < indices.Count; i += 3) { int a = indices[i]; int b = indices[i + 1]; int c = indices[i + 2]; Microsoft.Xna.Framework.Vector3 normal = Microsoft.Xna.Framework.Vector3.Normalize(Microsoft.Xna.Framework.Vector3.Cross( tempVertices[c].Position - tempVertices[a].Position, tempVertices[b].Position - tempVertices[a].Position)); tempVertices[a].Normal += normal; tempVertices[b].Normal += normal; tempVertices[c].Normal += normal; } for (int i = 0; i < tempVertices.Length; i++) { tempVertices[i].Normal.Normalize(); vertices.Add(tempVertices[i]); } }
/// <summary> /// Gets the world space position of a vertex in the terrain at the given indices. /// </summary> ///<param name="columnIndex">Index in the first dimension.</param> ///<param name="rowIndex">Index in the second dimension.</param> /// <param name="transform">Transform to apply to the vertex.</param> /// <param name="position">Transformed position of the vertex at the given indices.</param> public void GetPosition(int columnIndex, int rowIndex, ref AffineTransform transform, out Vector3 position) { if (columnIndex <= 0) { columnIndex = 0; } else if (columnIndex >= heights.GetLength(0)) { columnIndex = heights.GetLength(0) - 1; } if (rowIndex <= 0) { rowIndex = 0; } else if (rowIndex >= heights.GetLength(1)) { rowIndex = heights.GetLength(1) - 1; } #if !WINDOWS position = new Vector3(); #endif position.X = columnIndex; position.Y = heights[columnIndex, rowIndex]; position.Z = rowIndex; AffineTransform.Transform(ref position, ref transform, out position); }
/// <summary> /// Casts a convex shape against the collidable. /// </summary> /// <param name="castShape">Shape to cast.</param> /// <param name="startingTransform">Initial transform of the shape.</param> /// <param name="sweep">Sweep to apply to the shape.</param> /// <param name="hit">Hit data, if any.</param> /// <returns>Whether or not the cast hit anything.</returns> public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit) { hit = new RayHit(); BoundingBox boundingBox; castShape.GetSweptLocalBoundingBox(ref startingTransform, ref worldTransform, ref sweep, out boundingBox); var tri = PhysicsThreadResources.GetTriangle(); var hitElements = CommonResources.GetIntList(); if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements)) { hit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC); AffineTransform.Transform(ref tri.vA, ref worldTransform, out tri.vA); AffineTransform.Transform(ref tri.vB, ref worldTransform, out tri.vB); AffineTransform.Transform(ref tri.vC, ref worldTransform, out tri.vC); Vector3 center; Vector3.Add(ref tri.vA, ref tri.vB, out center); Vector3.Add(ref center, ref tri.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); Vector3.Subtract(ref tri.vA, ref center, out tri.vA); Vector3.Subtract(ref tri.vB, ref center, out tri.vB); Vector3.Subtract(ref tri.vC, ref center, out tri.vC); tri.MaximumRadius = tri.vA.LengthSquared(); float radius = tri.vB.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } radius = tri.vC.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius); tri.collisionMargin = 0; var triangleTransform = new RigidTransform { Orientation = Quaternion.Identity, Position = center }; RayHit tempHit; if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T) { hit = tempHit; } } tri.MaximumRadius = 0; PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(hit.T != float.MaxValue); } PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(false); }
///<summary> /// Tests a ray against the instance. ///</summary> ///<param name="ray">Ray to test.</param> ///<param name="maximumLength">Maximum length of the ray to test; in units of the ray's direction's length.</param> ///<param name="sidedness">Sidedness to use during the ray cast. This does not have to be the same as the mesh's sidedness.</param> ///<param name="rayHit">The hit location of the ray on the mesh, if any.</param> ///<returns>Whether or not the ray hit the mesh.</returns> public bool RayCast(Ray ray, float maximumLength, TriangleSidedness sidedness, out RayHit rayHit) { //Put the ray into local space. Ray localRay; AffineTransform inverse; AffineTransform.Invert(ref worldTransform, out inverse); Matrix3x3.Transform(ref ray.Direction, ref inverse.LinearTransform, out localRay.Direction); AffineTransform.Transform(ref ray.Position, ref inverse, out localRay.Position); if (Shape.TriangleMesh.RayCast(localRay, maximumLength, sidedness, out rayHit)) { //Transform the hit into world space. Vector3.Multiply(ref ray.Direction, rayHit.T, out rayHit.Location); Vector3.Add(ref rayHit.Location, ref ray.Position, out rayHit.Location); Matrix3x3.TransformTranspose(ref rayHit.Normal, ref inverse.LinearTransform, out rayHit.Normal); return(true); } rayHit = new RayHit(); return(false); }
/// <summary> /// Casts a convex shape against the collidable. /// </summary> /// <param name="castShape">Shape to cast.</param> /// <param name="startingTransform">Initial transform of the shape.</param> /// <param name="sweep">Sweep to apply to the shape.</param> /// <param name="hit">Hit data, if any.</param> /// <returns>Whether or not the cast hit anything.</returns> public override bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit) { if (Shape.solidity == MobileMeshSolidity.Solid) { //If the convex cast is inside the mesh and the mesh is solid, it should return t = 0. var ray = new Ray() { Position = startingTransform.Position, Direction = Toolbox.UpVector }; if (Shape.IsLocalRayOriginInMesh(ref ray, out hit)) { hit = new RayHit() { Location = startingTransform.Position, Normal = new Vector3(), T = 0 }; return(true); } } hit = new RayHit(); BoundingBox boundingBox; var transform = new AffineTransform { Translation = worldTransform.Position }; Matrix3x3.CreateFromQuaternion(ref worldTransform.Orientation, out transform.LinearTransform); castShape.GetSweptLocalBoundingBox(ref startingTransform, ref transform, ref sweep, out boundingBox); var tri = PhysicsThreadResources.GetTriangle(); var hitElements = CommonResources.GetIntList(); if (this.Shape.TriangleMesh.Tree.GetOverlaps(boundingBox, hitElements)) { hit.T = float.MaxValue; for (int i = 0; i < hitElements.Count; i++) { Shape.TriangleMesh.Data.GetTriangle(hitElements[i], out tri.vA, out tri.vB, out tri.vC); AffineTransform.Transform(ref tri.vA, ref transform, out tri.vA); AffineTransform.Transform(ref tri.vB, ref transform, out tri.vB); AffineTransform.Transform(ref tri.vC, ref transform, out tri.vC); Vector3 center; Vector3.Add(ref tri.vA, ref tri.vB, out center); Vector3.Add(ref center, ref tri.vC, out center); Vector3.Multiply(ref center, 1f / 3f, out center); Vector3.Subtract(ref tri.vA, ref center, out tri.vA); Vector3.Subtract(ref tri.vB, ref center, out tri.vB); Vector3.Subtract(ref tri.vC, ref center, out tri.vC); tri.MaximumRadius = tri.vA.LengthSquared(); float radius = tri.vB.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } radius = tri.vC.LengthSquared(); if (tri.MaximumRadius < radius) { tri.MaximumRadius = radius; } tri.MaximumRadius = (float)Math.Sqrt(tri.MaximumRadius); tri.collisionMargin = 0; var triangleTransform = new RigidTransform { Orientation = Quaternion.Identity, Position = center }; RayHit tempHit; if (MPRToolbox.Sweep(castShape, tri, ref sweep, ref Toolbox.ZeroVector, ref startingTransform, ref triangleTransform, out tempHit) && tempHit.T < hit.T) { hit = tempHit; } } tri.MaximumRadius = 0; PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(hit.T != float.MaxValue); } PhysicsThreadResources.GiveBack(tri); CommonResources.GiveBack(hitElements); return(false); }
///<summary> /// Tests a ray against the terrain shape. ///</summary> ///<param name="ray">Ray to test against the shape.</param> ///<param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param> ///<param name="transform">Transform to apply to the terrain shape during the test.</param> ///<param name="sidedness">Sidedness of the triangles to use when raycasting.</param> ///<param name="hit">Hit data of the ray cast, if any.</param> ///<returns>Whether or not the ray hit the transformed terrain shape.</returns> public bool RayCast(ref Ray ray, float maximumLength, ref AffineTransform transform, TriangleSidedness sidedness, out RayHit hit) { hit = new RayHit(); //Put the ray into local space. Ray localRay; AffineTransform inverse; AffineTransform.Invert(ref transform, out inverse); Matrix3x3.Transform(ref ray.Direction, ref inverse.LinearTransform, out localRay.Direction); AffineTransform.Transform(ref ray.Position, ref inverse, out localRay.Position); //Use rasterizey traversal. //The origin is at 0,0,0 and the map goes +X, +Y, +Z. //if it's before the origin and facing away, or outside the max and facing out, early out. float maxX = heights.GetLength(0) - 1; float maxZ = heights.GetLength(1) - 1; Vector3 progressingOrigin = localRay.Position; float distance = 0; //Check the outside cases first. if (progressingOrigin.X < 0) { if (localRay.Direction.X > 0) { //Off the left side. float timeToMinX = -progressingOrigin.X / localRay.Direction.X; distance += timeToMinX; Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToMinX, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } else { return(false); //Outside and pointing away from the terrain. } } else if (progressingOrigin.X > maxX) { if (localRay.Direction.X < 0) { //Off the left side. float timeToMinX = -(progressingOrigin.X - maxX) / localRay.Direction.X; distance += timeToMinX; Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToMinX, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } else { return(false); //Outside and pointing away from the terrain. } } if (progressingOrigin.Z < 0) { if (localRay.Direction.Z > 0) { float timeToMinZ = -progressingOrigin.Z / localRay.Direction.Z; distance += timeToMinZ; Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToMinZ, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } else { return(false); } } else if (progressingOrigin.Z > maxZ) { if (localRay.Direction.Z < 0) { float timeToMinZ = -(progressingOrigin.Z - maxZ) / localRay.Direction.Z; distance += timeToMinZ; Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToMinZ, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } else { return(false); } } if (distance > maximumLength) { return(false); } //By now, we should be entering the main body of the terrain. int xCell = (int)progressingOrigin.X; int zCell = (int)progressingOrigin.Z; //If it's hitting the border and going in, then correct the index //so that it will initially target a valid quad. //Without this, a quad beyond the border would be tried and failed. if (xCell == heights.GetLength(0) - 1 && localRay.Direction.X < 0) { xCell = heights.GetLength(0) - 2; } if (zCell == heights.GetLength(1) - 1 && localRay.Direction.Z < 0) { zCell = heights.GetLength(1) - 2; } while (true) { //Check for a miss. if (xCell < 0 || zCell < 0 || xCell >= heights.GetLength(0) - 1 || zCell >= heights.GetLength(1) - 1) { return(false); } //Test the triangles of this cell. Vector3 v1, v2, v3, v4; // v3 v4 // v1 v2 GetLocalPosition(xCell, zCell, out v1); GetLocalPosition(xCell + 1, zCell, out v2); GetLocalPosition(xCell, zCell + 1, out v3); GetLocalPosition(xCell + 1, zCell + 1, out v4); RayHit hit1, hit2; bool didHit1; bool didHit2; //Don't bother doing ray intersection tests if the ray can't intersect it. float highest = v1.Y; float lowest = v1.Y; if (v2.Y > highest) { highest = v2.Y; } else if (v2.Y < lowest) { lowest = v2.Y; } if (v3.Y > highest) { highest = v3.Y; } else if (v3.Y < lowest) { lowest = v3.Y; } if (v4.Y > highest) { highest = v4.Y; } else if (v4.Y < lowest) { lowest = v4.Y; } if (!(progressingOrigin.Y > highest && localRay.Direction.Y > 0 || progressingOrigin.Y < lowest && localRay.Direction.Y < 0)) { if (quadTriangleOrganization == QuadTriangleOrganization.BottomLeftUpperRight) { //Always perform the raycast as if Y+ in local space is the way the triangles are facing. didHit1 = Toolbox.FindRayTriangleIntersection(ref localRay, maximumLength, sidedness, ref v1, ref v2, ref v3, out hit1); didHit2 = Toolbox.FindRayTriangleIntersection(ref localRay, maximumLength, sidedness, ref v2, ref v4, ref v3, out hit2); } else //if (quadTriangleOrganization == CollisionShapes.QuadTriangleOrganization.BottomRightUpperLeft) { didHit1 = Toolbox.FindRayTriangleIntersection(ref localRay, maximumLength, sidedness, ref v1, ref v2, ref v4, out hit1); didHit2 = Toolbox.FindRayTriangleIntersection(ref localRay, maximumLength, sidedness, ref v1, ref v4, ref v3, out hit2); } if (didHit1 && didHit2) { if (hit1.T < hit2.T) { Vector3.Multiply(ref ray.Direction, hit1.T, out hit.Location); Vector3.Add(ref hit.Location, ref ray.Position, out hit.Location); Matrix3x3.TransformTranspose(ref hit1.Normal, ref inverse.LinearTransform, out hit.Normal); hit.T = hit1.T; return(true); } Vector3.Multiply(ref ray.Direction, hit2.T, out hit.Location); Vector3.Add(ref hit.Location, ref ray.Position, out hit.Location); Matrix3x3.TransformTranspose(ref hit2.Normal, ref inverse.LinearTransform, out hit.Normal); hit.T = hit2.T; return(true); } else if (didHit1) { Vector3.Multiply(ref ray.Direction, hit1.T, out hit.Location); Vector3.Add(ref hit.Location, ref ray.Position, out hit.Location); Matrix3x3.TransformTranspose(ref hit1.Normal, ref inverse.LinearTransform, out hit.Normal); hit.T = hit1.T; return(true); } else if (didHit2) { Vector3.Multiply(ref ray.Direction, hit2.T, out hit.Location); Vector3.Add(ref hit.Location, ref ray.Position, out hit.Location); Matrix3x3.TransformTranspose(ref hit2.Normal, ref inverse.LinearTransform, out hit.Normal); hit.T = hit2.T; return(true); } } //Move to the next cell. float timeToX; if (localRay.Direction.X < 0) { timeToX = -(progressingOrigin.X - xCell) / localRay.Direction.X; } else if (localRay.Direction.X > 0) { timeToX = (xCell + 1 - progressingOrigin.X) / localRay.Direction.X; } else { timeToX = float.MaxValue; } float timeToZ; if (localRay.Direction.Z < 0) { timeToZ = -(progressingOrigin.Z - zCell) / localRay.Direction.Z; } else if (localRay.Direction.Z > 0) { timeToZ = (zCell + 1 - progressingOrigin.Z) / localRay.Direction.Z; } else { timeToZ = float.MaxValue; } //Move to the next cell. if (timeToX < timeToZ) { if (localRay.Direction.X < 0) { xCell--; } else { xCell++; } distance += timeToX; if (distance > maximumLength) { return(false); } Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToX, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } else { if (localRay.Direction.Z < 0) { zCell--; } else { zCell++; } distance += timeToZ; if (distance > maximumLength) { return(false); } Vector3 increment; Vector3.Multiply(ref localRay.Direction, timeToZ, out increment); Vector3.Add(ref increment, ref progressingOrigin, out progressingOrigin); } } }
///<summary> /// Updates the manifold. ///</summary> ///<param name="dt">Timestep duration.</param> public override void Update(float dt) { //First, refresh all existing contacts. This is an incremental manifold. var transform = MeshTransform; ContactRefresher.ContactRefresh(contacts, supplementData, ref convex.worldTransform, ref transform, contactIndicesToRemove); RemoveQueuedContacts(); CleanUpOverlappingTriangles(); //Get all the overlapped triangle indices. //Note that the collection of triangles is left up to the child implementation. //We're basically treating the child class like an indexable collection. //A little gross to have it organized this way instead of an explicit collection to separate the logic up. Would be nice to improve someday! int triangleCount = FindOverlappingTriangles(dt); //Just use 32 elements for all the lists and sets in this system. const int bufferPoolSizePower = 5; BoundarySets boundarySets; if (UseImprovedBoundaryHandling) { boundarySets = new BoundarySets(bufferPoolSizePower); } else { boundarySets = new BoundarySets(); } var candidatesToAdd = new QuickList <ContactData>(BufferPools <ContactData> .Thread, bufferPoolSizePower); //A single triangle shape will be reused for all operations. It's pulled from a thread local pool to avoid holding a TriangleShape around for every single contact manifold or pair tester. var localTriangleShape = PhysicsThreadResources.GetTriangle(); //Precompute the transform to take triangles from their native local space to the convex's local space. RigidTransform inverseConvexWorldTransform; RigidTransform.Invert(ref convex.worldTransform, out inverseConvexWorldTransform); AffineTransform convexInverseWorldTransform; AffineTransform.CreateFromRigidTransform(ref inverseConvexWorldTransform, out convexInverseWorldTransform); AffineTransform fromMeshLocalToConvexLocal; PrecomputeTriangleTransform(ref convexInverseWorldTransform, out fromMeshLocalToConvexLocal); //Grab the convex's local space bounding box up front. This will be used for a secondary pruning step. BoundingBox convexLocalBoundingBox; convex.Shape.GetBoundingBox(ref Toolbox.RigidIdentity, out convexLocalBoundingBox); Matrix3x3 orientation; Matrix3x3.CreateFromQuaternion(ref convex.worldTransform.Orientation, out orientation); var guaranteedContacts = 0; for (int i = 0; i < triangleCount; i++) { //Initialize the local triangle. TriangleIndices indices; if (ConfigureLocalTriangle(i, localTriangleShape, out indices)) { //Put the triangle into the local space of the convex. AffineTransform.Transform(ref localTriangleShape.vA, ref fromMeshLocalToConvexLocal, out localTriangleShape.vA); AffineTransform.Transform(ref localTriangleShape.vB, ref fromMeshLocalToConvexLocal, out localTriangleShape.vB); AffineTransform.Transform(ref localTriangleShape.vC, ref fromMeshLocalToConvexLocal, out localTriangleShape.vC); //Do one last AABB test between the convex and triangle in the convex's local space. //This can prune out a lot of triangles when dealing with larger objects, and it's pretty cheap to do. BoundingBox triangleBoundingBox; Toolbox.GetTriangleBoundingBox(ref localTriangleShape.vA, ref localTriangleShape.vB, ref localTriangleShape.vC, out triangleBoundingBox); bool intersecting; triangleBoundingBox.Intersects(ref convexLocalBoundingBox, out intersecting); if (!intersecting) { continue; } //Find a pairtester for the triangle. TrianglePairTester pairTester; if (!activePairTesters.TryGetValue(indices, out pairTester)) { pairTester = GetTester(); pairTester.Initialize(convex.Shape); activePairTesters.Add(indices, pairTester); } pairTester.Updated = true; //Now, generate a contact between the two shapes. TinyStructList <ContactData> contactList; if (pairTester.GenerateContactCandidates(localTriangleShape, out contactList)) { for (int j = 0; j < contactList.Count; j++) { ContactData contact; contactList.Get(j, out contact); if (UseImprovedBoundaryHandling) { if (AnalyzeCandidate(ref indices, localTriangleShape, pairTester, ref contact, ref boundarySets)) { //This is let through if there's a face contact. Face contacts cannot be blocked. guaranteedContacts++; AddLocalContact(ref contact, ref orientation, ref candidatesToAdd); } } else { AddLocalContact(ref contact, ref orientation, ref candidatesToAdd); } } } //Get the voronoi region from the contact candidate generation. Possibly just recalculate, since most of the systems don't calculate it. //Depending on which voronoi region it is in (Switch on enumeration), identify the indices composing that region. For face contacts, don't bother- just add it if unique. //For AB, AC, or BC, add an Edge to the blockedEdgeRegions set with the corresponding indices. //For A, B, or C, add the index of the vertex to the blockedVertexRegions set. //If the edge/vertex is already present in the set, then DO NOT add the contact. //When adding a contact, add ALL other voronoi regions to the blocked sets. } } if (UseImprovedBoundaryHandling) { //If there were no face contacts that absolutely must be included, we may get into a very rare situation //where absolutely no contacts get created. For example, a sphere falling directly on top of a vertex in a flat terrain. //It will generally get locked out of usage by belonging only to restricted regions (numerical issues make it visible by both edges and vertices). //In some cases, the contacts will be ignored instead of corrected (e.g. spheres). //To prevent objects from just falling through the ground in such a situation, force-correct the contacts regardless of the pair tester's desires. //Sure, it might not be necessary under normal circumstances, but it's a better option than having no contacts. //TODO: There is another option: Changing restricted regions so that a vertex only restricts the other two vertices and the far edge, //and an edge only restricts the far vertex and other two edges. This introduces an occasional bump though... //It's possible, in very specific instances, for an object to wedge itself between two adjacent triangles. //For this state to continue beyond a brief instant generally requires the object be orientation locked and slender. //However, some characters fit this description, so it can't be ignored! //Conceptually, this issue can occur at either a vertex junction or a shared edge (usually on extremely flat surfaces only). //However, an object stuck between multiple triangles is not in a stable state. In the edge case, the object gets shoved to one side //as one contact 'wins' the solver war. That's not enough to escape, unfortunately. //The vertex case, on the other hand, is degenerate and decays into an edge case rapidly thanks to this lack of stability. //So, we don't have to explicitly handle the somewhat more annoying and computationally expensive vertex unstucking case, because the edge case handles both! :) //This isn't a completely free operation, but it's guarded behind pretty rare conditions. //Essentially, we will check to see if there's just edge contacts fighting against each other. //If they are, then we will correct any stuck-contributing normals to the triangle normal. if (boundarySets.VertexContacts.Count == 0 && guaranteedContacts == 0 && boundarySets.EdgeContacts.Count > 1) { //There are only edge contacts, check to see if: //all normals are coplanar, and //at least one normal faces against the other normals (meaning it's probably stuck, as opposed to just colliding on a corner). bool allNormalsInSamePlane = true; bool atLeastOneNormalAgainst = false; var firstNormal = boundarySets.EdgeContacts.Elements[0].ContactData.Normal; boundarySets.EdgeContacts.Elements[0].CorrectedNormal.Normalize(); float dot; Vector3.Dot(ref firstNormal, ref boundarySets.EdgeContacts.Elements[0].CorrectedNormal, out dot); if (Math.Abs(dot) > .01f) { //Go ahead and test the first contact separately, since we're using its contact normal to determine coplanarity. allNormalsInSamePlane = false; } else { //TODO: Note that we're only checking the new edge contacts, not the existing contacts. //It's possible that some existing contacts could interfere and cause issues, but for the sake of simplicity and due to rarity //we'll ignore that possibility for now. for (int i = 1; i < boundarySets.EdgeContacts.Count; i++) { Vector3.Dot(ref boundarySets.EdgeContacts.Elements[i].ContactData.Normal, ref firstNormal, out dot); if (dot < 0) { atLeastOneNormalAgainst = true; } //Check to see if the normal is outside the plane. Vector3.Dot(ref boundarySets.EdgeContacts.Elements[i].ContactData.Normal, ref boundarySets.EdgeContacts.Elements[0].CorrectedNormal, out dot); if (Math.Abs(dot) > .01f) { //We are not stuck! allNormalsInSamePlane = false; break; } } } if (allNormalsInSamePlane && atLeastOneNormalAgainst) { //Uh oh! all the normals are parallel... The object is probably in a weird situation. //Let's correct the normals! //Already normalized the first contact above. //We don't need to perform the perpendicularity test here- we did that before! We know it's perpendicular already. boundarySets.EdgeContacts.Elements[0].ContactData.Normal = boundarySets.EdgeContacts.Elements[0].CorrectedNormal; boundarySets.EdgeContacts.Elements[0].ShouldCorrect = true; for (int i = 1; i < boundarySets.EdgeContacts.Count; i++) { //Must normalize the corrected normal before using it. boundarySets.EdgeContacts.Elements[i].CorrectedNormal.Normalize(); Vector3.Dot(ref boundarySets.EdgeContacts.Elements[i].CorrectedNormal, ref boundarySets.EdgeContacts.Elements[i].ContactData.Normal, out dot); if (dot < .01) { //Only bother doing the correction if the normal appears to be pointing nearly horizontally- implying that it's a contributor to the stuckness! //If it's blocked, the next section will use the corrected normal- if it's not blocked, the next section will use the direct normal. //Make them the same thing :) boundarySets.EdgeContacts.Elements[i].ContactData.Normal = boundarySets.EdgeContacts.Elements[i].CorrectedNormal; boundarySets.EdgeContacts.Elements[i].ShouldCorrect = true; //Note that the penetration depth is NOT corrected. The contact's depth no longer represents the true depth. //However, we only need to have some penetration depth to get the object to escape the rut. //Furthermore, the depth computed from the horizontal opposing contacts is known to be less than the depth in the perpendicular direction. //If the current depth was NOT less than the true depth along the corrected normal, then the collision detection system //would have picked a different depth, as it finds a reasonable approximation of the minimum penetration! //As a consequence, this contact will not be active beyond the object's destuckification, because its contact depth will be negative (or very close to it). } } } } for (int i = 0; i < boundarySets.EdgeContacts.Count; i++) { //Only correct if it's allowed AND it's blocked. //If it's not blocked, the contact being created is necessary! //The normal generated by the triangle-convex tester is already known not to //violate the triangle sidedness. if (!boundarySets.BlockedEdgeRegions.Contains(boundarySets.EdgeContacts.Elements[i].Edge)) { //If it's not blocked, use the contact as-is without correcting it. AddLocalContact(ref boundarySets.EdgeContacts.Elements[i].ContactData, ref orientation, ref candidatesToAdd); } else if (boundarySets.EdgeContacts.Elements[i].ShouldCorrect || guaranteedContacts == 0) { //If it is blocked, we can still make use of the contact. But first, we need to change the contact normal to ensure that //it will not interfere (and cause a bump or something). float dot; boundarySets.EdgeContacts.Elements[i].CorrectedNormal.Normalize(); Vector3.Dot(ref boundarySets.EdgeContacts.Elements[i].CorrectedNormal, ref boundarySets.EdgeContacts.Elements[i].ContactData.Normal, out dot); boundarySets.EdgeContacts.Elements[i].ContactData.Normal = boundarySets.EdgeContacts.Elements[i].CorrectedNormal; boundarySets.EdgeContacts.Elements[i].ContactData.PenetrationDepth *= MathHelper.Max(0, dot); //Never cause a negative penetration depth. AddLocalContact(ref boundarySets.EdgeContacts.Elements[i].ContactData, ref orientation, ref candidatesToAdd); } //If it's blocked AND it doesn't allow correction, ignore its existence. } for (int i = 0; i < boundarySets.VertexContacts.Count; i++) { if (!boundarySets.BlockedVertexRegions.Contains(boundarySets.VertexContacts.Elements[i].Vertex)) { //If it's not blocked, use the contact as-is without correcting it. AddLocalContact(ref boundarySets.VertexContacts.Elements[i].ContactData, ref orientation, ref candidatesToAdd); } else if (boundarySets.VertexContacts.Elements[i].ShouldCorrect || guaranteedContacts == 0) { //If it is blocked, we can still make use of the contact. But first, we need to change the contact normal to ensure that //it will not interfere (and cause a bump or something). float dot; boundarySets.VertexContacts.Elements[i].CorrectedNormal.Normalize(); Vector3.Dot(ref boundarySets.VertexContacts.Elements[i].CorrectedNormal, ref boundarySets.VertexContacts.Elements[i].ContactData.Normal, out dot); boundarySets.VertexContacts.Elements[i].ContactData.Normal = boundarySets.VertexContacts.Elements[i].CorrectedNormal; boundarySets.VertexContacts.Elements[i].ContactData.PenetrationDepth *= MathHelper.Max(0, dot); //Never cause a negative penetration depth. AddLocalContact(ref boundarySets.VertexContacts.Elements[i].ContactData, ref orientation, ref candidatesToAdd); } //If it's blocked AND it doesn't allow correction, ignore its existence. } boundarySets.Dispose(); } //Remove stale pair testers. for (int i = activePairTesters.Count - 1; i >= 0; --i) { var tester = activePairTesters.Values[i]; if (!tester.Updated) { tester.CleanUp(); GiveBackTester(tester); activePairTesters.FastRemove(activePairTesters.Keys[i]); } else { tester.Updated = false; } } //Some child types will want to do some extra post processing on the manifold. ProcessCandidates(ref candidatesToAdd); //Check if adding the new contacts would overflow the manifold. if (contacts.Count + candidatesToAdd.Count > 4) { //Adding all the contacts would overflow the manifold. Reduce to the best subset. var reducedCandidates = new QuickList <ContactData>(BufferPools <ContactData> .Thread, bufferPoolSizePower); ContactReducer.ReduceContacts(contacts, ref candidatesToAdd, contactIndicesToRemove, ref reducedCandidates); RemoveQueuedContacts(); for (int i = reducedCandidates.Count - 1; i >= 0; i--) { Add(ref reducedCandidates.Elements[i]); reducedCandidates.RemoveAt(i); } reducedCandidates.Dispose(); } else if (candidatesToAdd.Count > 0) { //Won't overflow the manifold, so just toss it in PROVIDED that it isn't too close to something else. for (int i = 0; i < candidatesToAdd.Count; i++) { Add(ref candidatesToAdd.Elements[i]); } } PhysicsThreadResources.GiveBack(localTriangleShape); candidatesToAdd.Dispose(); }
private void UpdateSurfaceVertices() { hullVertices.Clear(); if (Volume > 0) { ConvexHullHelper.GetConvexHull(triangleMesh.Data.vertices, hullVertices); var transformableData = triangleMesh.Data as TransformableMeshData; if (transformableData != null) { var transform = transformableData.worldTransform; for (int i = 0; i < hullVertices.Count; i++) { AffineTransform.Transform(ref hullVertices.Elements[i], ref transform, out hullVertices.Elements[i]); } } } else { hullVertices.Clear(); //A mobile mesh is allowed to have zero volume, so long as it isn't solid. //In this case, compute the bounding box of all points. BoundingBox box = new BoundingBox(); for (int i = 0; i < triangleMesh.Data.vertices.Length; i++) { Vector3 v; triangleMesh.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. hullVertices.Add(box.Min); hullVertices.Add(box.Max); hullVertices.Add(new Vector3(box.Min.X, box.Min.Y, box.Max.Z)); hullVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Min.Z)); hullVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Min.Z)); hullVertices.Add(new Vector3(box.Min.X, box.Max.Y, box.Max.Z)); hullVertices.Add(new Vector3(box.Max.X, box.Max.Y, box.Min.Z)); hullVertices.Add(new Vector3(box.Max.X, box.Min.Y, box.Max.Z)); } }
///<summary> /// Updates the time of impact for the pair. ///</summary> ///<param name="requester">Collidable requesting the update.</param> ///<param name="dt">Timestep duration.</param> public override void UpdateTimeOfImpact(Collidable requester, float dt) { //Notice that we don't test for convex entity null explicitly. The convex.IsActive property does that for us. if (convex.IsActive && convex.entity.PositionUpdateMode == PositionUpdateMode.Continuous) { //TODO: This system could be made more robust by using a similar region-based rejection of edges. //CCD events are awfully rare under normal circumstances, so this isn't usually an issue. //Only perform the test if the minimum radii are small enough relative to the size of the velocity. Vector3 velocity; Vector3.Multiply(ref convex.entity.linearVelocity, dt, out velocity); float velocitySquared = velocity.LengthSquared(); var minimumRadius = convex.Shape.MinimumRadius * MotionSettings.CoreShapeScaling; timeOfImpact = 1; if (minimumRadius * minimumRadius < velocitySquared) { var triangle = PhysicsThreadResources.GetTriangle(); triangle.collisionMargin = 0; //Spherecast against all triangles to find the earliest time. for (int i = 0; i < MeshManifold.overlappedTriangles.Count; i++) { MeshBoundingBoxTreeData data = instancedMesh.Shape.TriangleMesh.Data; int triangleIndex = MeshManifold.overlappedTriangles.Elements[i]; data.GetTriangle(triangleIndex, out triangle.vA, out triangle.vB, out triangle.vC); AffineTransform.Transform(ref triangle.vA, ref instancedMesh.worldTransform, out triangle.vA); AffineTransform.Transform(ref triangle.vB, ref instancedMesh.worldTransform, out triangle.vB); AffineTransform.Transform(ref triangle.vC, ref instancedMesh.worldTransform, out triangle.vC); //Put the triangle into 'localish' space of the convex. Vector3.Subtract(ref triangle.vA, ref convex.worldTransform.Position, out triangle.vA); Vector3.Subtract(ref triangle.vB, ref convex.worldTransform.Position, out triangle.vB); Vector3.Subtract(ref triangle.vC, ref convex.worldTransform.Position, out triangle.vC); RayHit rayHit; if (GJKToolbox.CCDSphereCast(new Ray(Toolbox.ZeroVector, velocity), minimumRadius, triangle, ref Toolbox.RigidIdentity, timeOfImpact, out rayHit) && rayHit.T > Toolbox.BigEpsilon) { if (instancedMesh.sidedness != TriangleSidedness.DoubleSided) { Vector3 AB, AC; Vector3.Subtract(ref triangle.vB, ref triangle.vA, out AB); Vector3.Subtract(ref triangle.vC, ref triangle.vA, out AC); Vector3 normal; Vector3.Cross(ref AB, ref AC, out normal); float dot; Vector3.Dot(ref normal, ref rayHit.Normal, out dot); //Only perform sweep if the object is in danger of hitting the object. //Triangles can be one sided, so check the impact normal against the triangle normal. if (instancedMesh.sidedness == TriangleSidedness.Counterclockwise && dot < 0 || instancedMesh.sidedness == TriangleSidedness.Clockwise && dot > 0) { timeOfImpact = rayHit.T; } } else { timeOfImpact = rayHit.T; } } } PhysicsThreadResources.GiveBack(triangle); } } }