示例#1
0
        /// <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);
        }
示例#2
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 ///<summary>
 /// Constructs a convex shape entry with identity transformation.
 ///</summary>
 ///<param name="shape">Shape of the entry.</param>
 public ConvexShapeEntry(ConvexShape shape)
 {
     Transform      = RigidTransform.Identity;
     CollisionShape = shape;
 }
 ///<summary>
 /// Initializes the pair tester.
 ///</summary>
 ///<param name="convex">Convex shape to use.</param>
 public override void Initialize(ConvexShape convex)
 {
     this.sphere = (SphereShape)convex;
 }
示例#4
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 /// <summary>
 /// Constructs a convex shape entry.
 /// </summary>
 /// <param name="orientation">Local orientation of the entry.</param>
 /// <param name="shape">Shape of the entry.</param>
 public ConvexShapeEntry(Quaternion orientation, ConvexShape shape)
 {
     Transform      = new RigidTransform(orientation);
     CollisionShape = shape;
 }
示例#5
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 /// <summary>
 /// Constructs a convex shape entry.
 /// </summary>
 /// <param name="transform">Local transform of the entry.</param>
 /// <param name="shape">Shape of the entry.</param>
 public ConvexShapeEntry(RigidTransform transform, ConvexShape shape)
 {
     Transform      = transform;
     CollisionShape = shape;
 }
示例#6
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 /// <summary>
 /// Sweeps a convex shape against the entry.
 /// </summary>
 /// <param name="castShape">Swept shape.</param>
 /// <param name="startingTransform">Beginning location and orientation of the cast shape.</param>
 /// <param name="sweep">Sweep motion to apply to the cast shape.</param>
 /// <param name="hit">Hit data of the cast on the entry, if any.</param>
 /// <returns>Whether or not the cast hit the entry.</returns>
 public abstract bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, out RayHit hit);
示例#7
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 /// <summary>
 /// Constructs a convex shape entry.
 /// </summary>
 /// <param name="position">Local position of the entry.</param>
 /// <param name="shape">Shape of the entry.</param>
 public ConvexShapeEntry(Vector3 position, ConvexShape shape)
 {
     Transform      = new RigidTransform(position);
     CollisionShape = shape;
 }
示例#8
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        ///<summary>
        /// Gets the extreme point of the minkowski difference of shapeA and shapeB in the local space of shapeA, without a margin.
        ///</summary>
        ///<param name="shapeA">First shape.</param>
        ///<param name="shapeB">Second shape.</param>
        ///<param name="direction">Extreme point direction in local space.</param>
        ///<param name="localTransformB">Transform of shapeB in the local space of A.</param>
        ///<param name="extremePoint">The extreme point in the local space of A.</param>
        public static void GetLocalMinkowskiExtremePointWithoutMargin(ConvexShape shapeA, ConvexShape shapeB, ref Vector3 direction, ref RigidTransform localTransformB, out Vector3 extremePoint)
        {
            //Extreme point of A-B along D = (extreme point of A along D) - (extreme point of B along -D)
            shapeA.GetLocalExtremePointWithoutMargin(ref direction, out extremePoint);
            Vector3 extremePointB;
            Vector3 negativeN;

            Vector3.Negate(ref direction, out negativeN);
            shapeB.GetExtremePointWithoutMargin(negativeN, ref localTransformB, out extremePointB);
            Vector3.Subtract(ref extremePoint, ref extremePointB, out extremePoint);
        }
示例#9
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        ///<summary>
        /// Adds a new point to the simplex.
        ///</summary>
        ///<param name="shapeA">First shape in the pair.</param>
        ///<param name="shapeB">Second shape in the pair.</param>
        ///<param name="iterationCount">Current iteration count.</param>
        ///<param name="closestPoint">Current point on simplex closest to origin.</param>
        ///<returns>Whether or not GJK should exit due to a lack of progression.</returns>
        public bool GetNewSimplexPoint(ConvexShape shapeA, ConvexShape shapeB, int iterationCount, ref Vector3 closestPoint)
        {
            Vector3 negativeDirection;

            Vector3.Negate(ref closestPoint, out negativeDirection);
            Vector3 sa, sb;

            shapeA.GetLocalExtremePointWithoutMargin(ref negativeDirection, out sa);
            shapeB.GetExtremePointWithoutMargin(closestPoint, ref LocalTransformB, out sb);
            Vector3 S;

            Vector3.Subtract(ref sa, ref sb, out S);
            //If S is not further towards the origin along negativeDirection than closestPoint, then we're done.
            float dotS;

            Vector3.Dot(ref S, ref negativeDirection, out dotS); //-P * S
            float distanceToClosest = closestPoint.LengthSquared();

            float progression = dotS + distanceToClosest;

            //It's likely that the system is oscillating between two or more states, usually because of a degenerate simplex.
            //Rather than detect specific problem cases, this approach just lets it run and catches whatever falls through.
            //During oscillation, one of the states is usually just BARELY outside of the numerical tolerance.
            //After a bunch of iterations, the system lets it pick the 'better' one.
            if (iterationCount > GJKToolbox.HighGJKIterations && distanceToClosest - previousDistanceToClosest < DistanceConvergenceEpsilon * errorTolerance)
            {
                return(true);
            }
            if (distanceToClosest < previousDistanceToClosest)
            {
                previousDistanceToClosest = distanceToClosest;
            }

            //If "A" is the new point always, then the switch statement can be removed
            //in favor of just pushing three points up.
            switch (State)
            {
            case SimplexState.Point:
                if (progression <= (errorTolerance = MathHelper.Max(A.LengthSquared(), S.LengthSquared())) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Segment;
                B          = S;
                SimplexA.B = sa;
                SimplexB.B = sb;
                return(false);

            case SimplexState.Segment:
                if (progression <= (errorTolerance = MathHelper.Max(MathHelper.Max(A.LengthSquared(), B.LengthSquared()), S.LengthSquared())) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Triangle;
                C          = S;
                SimplexA.C = sa;
                SimplexB.C = sb;
                return(false);

            case SimplexState.Triangle:
                if (progression <= (errorTolerance = MathHelper.Max(MathHelper.Max(A.LengthSquared(), B.LengthSquared()), MathHelper.Max(C.LengthSquared(), S.LengthSquared()))) * ProgressionEpsilon)
                {
                    return(true);
                }

                State      = SimplexState.Tetrahedron;
                D          = S;
                SimplexA.D = sa;
                SimplexB.D = sb;
                return(false);
            }
            return(false);
        }
 ///<summary>
 /// Initializes the pair tester.
 ///</summary>
 ///<param name="convex">Convex shape to use.</param>
 public override void Initialize(ConvexShape convex)
 {
     this.convex = convex;
 }
示例#11
0
 ///<summary>
 /// Constructs a new entry with identity orientation.
 ///</summary>
 ///<param name="shape">Shape of the entry.</param>
 public OrientedConvexShapeEntry(ConvexShape shape)
 {
     Orientation    = Quaternion.Identity;
     CollisionShape = shape;
 }
示例#12
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 ///<summary>
 /// Constructs a new entry.
 ///</summary>
 ///<param name="orientation">Orientation of the entry.</param>
 ///<param name="shape">Shape of the entry.</param>
 public OrientedConvexShapeEntry(Quaternion orientation, ConvexShape shape)
 {
     Orientation    = orientation;
     CollisionShape = shape;
 }