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Sign up| using BepuPhysics; | |
| using BepuPhysics.Collidables; | |
| using BepuPhysics.CollisionDetection; | |
| using BepuPhysics.Constraints; | |
| using BepuUtilities; | |
| using BepuUtilities.Collections; | |
| using BepuUtilities.Memory; | |
| using DemoContentLoader; | |
| using DemoRenderer; | |
| using System; | |
| using System.Diagnostics; | |
| using System.Numerics; | |
| using System.Runtime.CompilerServices; | |
| namespace Demos.Demos | |
| { | |
| //(You might notice that this demo is really large, uses some older idioms, and is a little out of place. I just pulled most of this stuff out of my older GPU deformable physics project.) | |
| using CellSet = QuickSet<Cell, CellComparer>; | |
| using CellList = QuickList<Cell>; | |
| public static class BoxTriangleCollider | |
| { | |
| private const float IntersectionEpsilon = 1e-4f; | |
| private static bool OverlapsAlongAxis(ref Vector3 axis, ref Vector3 halfExtents, ref Vector3 a, ref Vector3 b, ref Vector3 c) | |
| { | |
| var da = Vector3.Dot(a, axis); | |
| var db = Vector3.Dot(b, axis); | |
| var dc = Vector3.Dot(c, axis); | |
| float min, max; | |
| if (da < db && da < dc) | |
| { | |
| min = da; | |
| max = db > dc ? db : dc; | |
| } | |
| else if (db < dc) | |
| { | |
| min = db; | |
| max = da > dc ? da : dc; | |
| } | |
| else | |
| { | |
| min = dc; | |
| max = da > db ? da : db; | |
| } | |
| Vector3 boxExtremePoint; | |
| if (axis.X > 0) | |
| boxExtremePoint.X = halfExtents.X; | |
| else | |
| boxExtremePoint.X = -halfExtents.X; | |
| if (axis.Y > 0) | |
| boxExtremePoint.Y = halfExtents.Y; | |
| else | |
| boxExtremePoint.Y = -halfExtents.Y; | |
| if (axis.Z > 0) | |
| boxExtremePoint.Z = halfExtents.Z; | |
| else | |
| boxExtremePoint.Z = -halfExtents.Z; | |
| var boxMax = Vector3.Dot(boxExtremePoint, axis); | |
| var boxMin = -boxMax; | |
| return !(max + IntersectionEpsilon < boxMin || min - IntersectionEpsilon > boxMax); | |
| } | |
| /// <summary> | |
| /// Determines if a triangle in a box's local space intersects that box. | |
| /// </summary> | |
| /// <param name="halfExtents">Half extents of the box.</param> | |
| /// <param name="a">First vertex of the triangle in the box's local space.</param> | |
| /// <param name="b">Second vertex of the triangle in the box's local space.</param> | |
| /// <param name="c">Third vertex of the triangle in the box's local space.</param> | |
| /// <returns>True if the triangle intersects the box, false otherwise.</returns> | |
| public static bool Intersecting(ref Vector3 halfExtents, ref Vector3 a, ref Vector3 b, ref Vector3 c) | |
| { | |
| //Need to test 3 box faces, 1 triangle face, and 3 * 3 edges. | |
| //Test each of the box's faces. | |
| //NOTE: In dermocat, this condition will never be hit because we only select cells which have an overlapping bounding box. | |
| //Despite that, this will stay in for correctness. It's extremely cheap anyway. | |
| Vector3 expandedHalfExtents; | |
| expandedHalfExtents.X = halfExtents.X + IntersectionEpsilon; | |
| expandedHalfExtents.Y = halfExtents.Y + IntersectionEpsilon; | |
| expandedHalfExtents.Z = halfExtents.Z + IntersectionEpsilon; | |
| if ((a.X > expandedHalfExtents.X && b.X > expandedHalfExtents.X && c.X > expandedHalfExtents.X) || | |
| (a.Y > expandedHalfExtents.Y && b.Y > expandedHalfExtents.Y && c.Y > expandedHalfExtents.Y) || | |
| (a.Z > expandedHalfExtents.Z && b.Z > expandedHalfExtents.Z && c.Z > expandedHalfExtents.Z) || | |
| (a.X < -expandedHalfExtents.X && b.X < -expandedHalfExtents.X && c.X < -expandedHalfExtents.X) || | |
| (a.Y < -expandedHalfExtents.Y && b.Y < -expandedHalfExtents.Y && c.Y < -expandedHalfExtents.Y) || | |
| (a.Z < -expandedHalfExtents.Z && b.Z < -expandedHalfExtents.Z && c.Z < -expandedHalfExtents.Z)) | |
| { | |
| return false; | |
| } | |
| //Test the triangle face. | |
| //Note that we don't use the axis overlap test here. | |
| //We can do better since we know that all triangle vertices have the same value. | |
| var ab = b - a; | |
| var ac = c - a; | |
| var normal = Vector3.Cross(ab, ac); | |
| var d = Vector3.Dot(normal, a); | |
| if (d < 0) | |
| { | |
| //Ensure that the normal points away from the origin (direction choice is arbitrary, just need to be consistent). | |
| normal = -normal; | |
| d = -d; | |
| } | |
| Vector3 boxExtremePoint; | |
| if (normal.X > 0) | |
| boxExtremePoint.X = halfExtents.X; | |
| else | |
| boxExtremePoint.X = -halfExtents.X; | |
| if (normal.Y > 0) | |
| boxExtremePoint.Y = halfExtents.Y; | |
| else | |
| boxExtremePoint.Y = -halfExtents.Y; | |
| if (normal.Z > 0) | |
| boxExtremePoint.Z = halfExtents.Z; | |
| else | |
| boxExtremePoint.Z = -halfExtents.Z; | |
| float extremePointDot = Vector3.Dot(boxExtremePoint, normal); | |
| if (extremePointDot + IntersectionEpsilon < d) | |
| { | |
| //No collision. | |
| return false; | |
| } | |
| //Test every edge direction. | |
| //The three box directions all have two zeroes and one one, so the cross product simplifies a lot. | |
| var bc = c - b; | |
| Vector3 direction; | |
| //(1,0,0) x ab: | |
| direction = new Vector3(0, -ab.Z, ab.Y); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(1,0,0) x ac | |
| direction = new Vector3(0, -ac.Z, ac.Y); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(1,0,0) x bc: | |
| direction = new Vector3(0, -bc.Z, bc.Y); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,1,0) x ab: | |
| direction = new Vector3(ab.Z, 0, -ab.X); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,1,0) x ac | |
| direction = new Vector3(ac.Z, 0, -ac.X); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,1,0) x bc: | |
| direction = new Vector3(bc.Z, 0, -bc.X); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,0,1) x ab: | |
| direction = new Vector3(-ab.Y, ab.X, 0); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,0,1) x ac | |
| direction = new Vector3(-ac.Y, ac.X, 0); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| //(0,0,1) x bc: | |
| direction = new Vector3(-bc.Y, bc.X, 0); | |
| if (!OverlapsAlongAxis(ref direction, ref halfExtents, ref a, ref b, ref c)) | |
| return false; | |
| return true; | |
| } | |
| } | |
| internal static class TriangleRasterizer | |
| { | |
| public static void RasterizeTriangle(ref Vector3 a, ref Vector3 b, ref Vector3 c, float cellSize, ref Vector3 gridOrigin, BufferPool pool, ref QuickSet<Cell, CellComparer> cells) | |
| { | |
| var gridA = a - gridOrigin; | |
| var gridB = b - gridOrigin; | |
| var gridC = c - gridOrigin; | |
| //Compute the bounding box of the triangle. | |
| var max = Vector3.Max(Vector3.Max(gridA, gridB), gridC); | |
| var min = Vector3.Min(Vector3.Min(gridA, gridB), gridC); | |
| var epsilon = new Vector3(1e-5f); | |
| min -= epsilon; | |
| max += epsilon; | |
| //Discretize the bounding box. | |
| //All indices are positive, so we can just truncate. | |
| int startX, endX, startY, endY, startZ, endZ; | |
| float inverseCellSize = 1f / cellSize; | |
| startX = (int)Math.Floor(min.X * inverseCellSize); | |
| endX = (int)Math.Floor(max.X * inverseCellSize); | |
| startY = (int)Math.Floor(min.Y * inverseCellSize); | |
| endY = (int)Math.Floor(max.Y * inverseCellSize); | |
| startZ = (int)Math.Floor(min.Z * inverseCellSize); | |
| endZ = (int)Math.Floor(max.Z * inverseCellSize); | |
| //Test the triangle against each cell. | |
| var halfExtents = new Vector3(cellSize * 0.5f); | |
| for (int i = startX; i <= endX; ++i) | |
| { | |
| for (int j = startY; j <= endY; ++j) | |
| { | |
| for (int k = startZ; k <= endZ; ++k) | |
| { | |
| var cellIndex = new Vector3(i, j, k); | |
| var cellOrigin = cellSize * cellIndex + halfExtents; | |
| var shiftedA = gridA - cellOrigin; | |
| var shiftedB = gridB - cellOrigin; | |
| var shiftedC = gridC - cellOrigin; | |
| if (BoxTriangleCollider.Intersecting(ref halfExtents, ref shiftedA, ref shiftedB, ref shiftedC)) | |
| { | |
| cells.Add(new Cell { X = i, Y = j, Z = k }, pool); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| public struct CellVertexIndices | |
| { | |
| public int V000, V001, V010, V011, V100, V101, V110, V111; | |
| } | |
| public struct CellComparer : IEqualityComparerRef<Cell> | |
| { | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public bool Equals(ref Cell a, ref Cell b) | |
| { | |
| return a.X == b.X && a.Y == b.Y && a.Z == b.Z; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public int Hash(ref Cell cell) | |
| { | |
| return (452930477 * cell.X) ^ (122949829 * cell.Z) ^ (654188429 * cell.Z); | |
| } | |
| } | |
| public struct Cell | |
| { | |
| public int X, Y, Z; | |
| } | |
| public struct TetrahedronVertices | |
| { | |
| public readonly int A, B, C, D; | |
| public TetrahedronVertices(int a, int b, int c, int d) | |
| { | |
| A = a; | |
| B = b; | |
| C = c; | |
| D = d; | |
| } | |
| } | |
| //Why dumb? Because in the original project, there was a less dumb variant. The less dumb variant was, unfortunately, way more complicated, so I didn't copy it over. | |
| //It's also pretty darn slow with denser cell sizes. | |
| public static class DumbTetrahedralizer | |
| { | |
| private static void AddVertexSpatialIndex(ref Cell vertexSpatialIndex, BufferPool pool, ref CellSet vertexIndices, out int index) | |
| { | |
| index = vertexIndices.IndexOf(vertexSpatialIndex); | |
| if (index < 0) | |
| { | |
| index = vertexIndices.Count; | |
| vertexIndices.Add(vertexSpatialIndex, pool); | |
| } | |
| } | |
| private struct VoxelizationBounds | |
| { | |
| /// <summary> | |
| /// Exclusive maximum voxel index along the X axis. | |
| /// </summary> | |
| public int X; | |
| /// <summary> | |
| /// Exclusive maximum voxel index along the Y axis. | |
| /// </summary> | |
| public int Y; | |
| /// <summary> | |
| /// Exclusive maximum voxel index along the Z axis. | |
| /// </summary> | |
| public int Z; | |
| } | |
| private static bool TryFloodFill(Cell cell, ref VoxelizationBounds bounds, BufferPool pool, ref CellSet occupiedCells, ref CellSet newlyFilledCells, ref CellList cellsToVisit) | |
| { | |
| if (cell.X > bounds.X || cell.Y > bounds.Y || cell.Z > bounds.Z || cell.X < -1 || cell.Y < -1 || cell.Z < -1) | |
| { | |
| //We've escaped the world; the start location was not inside a closed section. Abandon the flood fill. | |
| return false; | |
| } | |
| if (newlyFilledCells.Contains(cell) || occupiedCells.Contains(cell)) | |
| { | |
| //We already traversed this cell before or during the current flood fill. | |
| return true; | |
| } | |
| newlyFilledCells.Add(cell, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X, Y = cell.Y, Z = cell.Z - 1 }, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X, Y = cell.Y, Z = cell.Z + 1 }, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X, Y = cell.Y - 1, Z = cell.Z }, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X, Y = cell.Y + 1, Z = cell.Z }, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X - 1, Y = cell.Y, Z = cell.Z }, pool); | |
| cellsToVisit.Add(new Cell { X = cell.X + 1, Y = cell.Y, Z = cell.Z }, pool); | |
| return true; | |
| } | |
| static void InitiateFloodFill(Cell cell, ref VoxelizationBounds bounds, BufferPool pool, ref CellSet occupiedCells, ref CellSet newlyFilledCells, ref CellList cellsToVisit) | |
| { | |
| //Check to make sure that this cell isn't already occupied before starting a new fill. | |
| if (occupiedCells.Contains(cell)) | |
| return; | |
| cellsToVisit.Add(cell, pool); | |
| while (cellsToVisit.Count > 0) | |
| { | |
| if (cellsToVisit.TryPop(out cell)) | |
| { | |
| if (!TryFloodFill(cell, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit)) | |
| { | |
| //The flood fill escaped the voxel bounds. Must be an open area; don't fill. | |
| cellsToVisit.Clear(); | |
| newlyFilledCells.Clear(); | |
| return; | |
| } | |
| } | |
| } | |
| //Flood fill completed without reaching the voxel bounds. Dump newly filled cells. | |
| for (int i = 0; i < newlyFilledCells.Count; ++i) | |
| { | |
| occupiedCells.Add(newlyFilledCells[i], pool); | |
| } | |
| newlyFilledCells.Clear(); | |
| } | |
| private static void FloodFillAdjacentCells(Cell cell, ref VoxelizationBounds bounds, BufferPool pool, ref CellSet occupiedCells, ref CellSet newlyFilledCells, ref CellList cellsToVisit) | |
| { | |
| InitiateFloodFill(new Cell { X = cell.X + 1, Y = cell.Y, Z = cell.Z }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| InitiateFloodFill(new Cell { X = cell.X - 1, Y = cell.Y, Z = cell.Z }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| InitiateFloodFill(new Cell { X = cell.X, Y = cell.Y + 1, Z = cell.Z }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| InitiateFloodFill(new Cell { X = cell.X, Y = cell.Y - 1, Z = cell.Z }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| InitiateFloodFill(new Cell { X = cell.X, Y = cell.Y, Z = cell.Z + 1 }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| InitiateFloodFill(new Cell { X = cell.X, Y = cell.Y, Z = cell.Z - 1 }, ref bounds, pool, ref occupiedCells, ref newlyFilledCells, ref cellsToVisit); | |
| } | |
| public static void Tetrahedralize(Span<TriangleContent> triangles, float cellSize, BufferPool pool, | |
| out Buffer<Vector3> vertices, out CellSet vertexSpatialIndices, out Buffer<CellVertexIndices> cellVertexIndices, out Buffer<TetrahedronVertices> tetrahedraVertexIndices) | |
| { | |
| //Compute the size of the 3d grid by scanning all vertices. | |
| Vector3 min = new Vector3(float.MaxValue), max = new Vector3(float.MinValue); | |
| for (int i = 0; i < triangles.Length; ++i) | |
| { | |
| ref var triangle = ref triangles[i]; | |
| min = Vector3.Min(min, triangle.A); | |
| min = Vector3.Min(min, triangle.B); | |
| min = Vector3.Min(min, triangle.C); | |
| max = Vector3.Max(max, triangle.A); | |
| max = Vector3.Max(max, triangle.B); | |
| max = Vector3.Max(max, triangle.C); | |
| } | |
| //Add a little buffer. | |
| var buffer = new Vector3(cellSize); | |
| min -= buffer; | |
| var cells = new CellSet(triangles.Length, pool); | |
| for (int i = 0; i < triangles.Length; ++i) | |
| { | |
| ref var triangle = ref triangles[i]; | |
| //Rasterize each triangle onto the grid. | |
| TriangleRasterizer.RasterizeTriangle(ref triangle.A, ref triangle.B, ref triangle.C, cellSize, ref min, pool, ref cells); | |
| } | |
| if (cells.Count == 0) | |
| throw new ArgumentException("Mesh seems to have no volume; triangle rasterization occupied no cells."); | |
| VoxelizationBounds bounds; | |
| Vector3 size = max - min; | |
| float inverseCellSize = 1f / cellSize; | |
| bounds.X = (int)(Math.Ceiling(inverseCellSize * size.X)); | |
| bounds.Y = (int)(Math.Ceiling(inverseCellSize * size.Y)); | |
| bounds.Z = (int)(Math.Ceiling(inverseCellSize * size.Z)); | |
| //Perform a flood fill on every surface vertex. | |
| //We can use the cells set directly, since it behaves like a regular list with regard to element placement (always at the end). | |
| var floodFilledCells = new CellSet(32, pool); | |
| var cellsToVisit = new CellList(32, pool); | |
| for (int i = cells.Count - 1; i >= 0; --i) | |
| { | |
| ref var cell = ref cells[i]; | |
| FloodFillAdjacentCells(cell, ref bounds, pool, ref cells, ref floodFilledCells, ref cellsToVisit); | |
| } | |
| //Build the vertex list and per-cell vertex index lists. | |
| vertexSpatialIndices = new CellSet(cells.Count * 4, pool); | |
| int cellIndex = 0; | |
| pool.Take(cells.Count, out cellVertexIndices); | |
| for (int i = 0; i < cells.Count; ++i) | |
| { | |
| ref var cell = ref cells[i]; | |
| CellVertexIndices cellIndices; | |
| var vertexSpatialIndex = cell; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V000); | |
| vertexSpatialIndex.X = cell.X; | |
| vertexSpatialIndex.Y = cell.Y; | |
| vertexSpatialIndex.Z = cell.Z + 1; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V001); | |
| vertexSpatialIndex.X = cell.X; | |
| vertexSpatialIndex.Y = cell.Y + 1; | |
| vertexSpatialIndex.Z = cell.Z; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V010); | |
| vertexSpatialIndex.X = cell.X; | |
| vertexSpatialIndex.Y = cell.Y + 1; | |
| vertexSpatialIndex.Z = cell.Z + 1; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V011); | |
| vertexSpatialIndex.X = cell.X + 1; | |
| vertexSpatialIndex.Y = cell.Y; | |
| vertexSpatialIndex.Z = cell.Z; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V100); | |
| vertexSpatialIndex.X = cell.X + 1; | |
| vertexSpatialIndex.Y = cell.Y; | |
| vertexSpatialIndex.Z = cell.Z + 1; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V101); | |
| vertexSpatialIndex.X = cell.X + 1; | |
| vertexSpatialIndex.Y = cell.Y + 1; | |
| vertexSpatialIndex.Z = cell.Z; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V110); | |
| vertexSpatialIndex.X = cell.X + 1; | |
| vertexSpatialIndex.Y = cell.Y + 1; | |
| vertexSpatialIndex.Z = cell.Z + 1; | |
| AddVertexSpatialIndex(ref vertexSpatialIndex, pool, ref vertexSpatialIndices, out cellIndices.V111); | |
| cellVertexIndices[cellIndex++] = cellIndices; | |
| } | |
| //Create the tetrahedra. | |
| var tetrahedraCount = cellVertexIndices.Length * 5; | |
| pool.Take(tetrahedraCount, out tetrahedraVertexIndices); | |
| int tetrahedronIndex = 0; | |
| for (int i = 0; i < cellVertexIndices.Length; ++i) | |
| { | |
| var cellIndices = cellVertexIndices[i]; | |
| tetrahedraVertexIndices[tetrahedronIndex++] = new TetrahedronVertices(cellIndices.V010, cellIndices.V111, cellIndices.V001, cellIndices.V100); //Central tetrahedron | |
| tetrahedraVertexIndices[tetrahedronIndex++] = new TetrahedronVertices(cellIndices.V000, cellIndices.V001, cellIndices.V010, cellIndices.V100); //Origin tetrahedron | |
| tetrahedraVertexIndices[tetrahedronIndex++] = new TetrahedronVertices(cellIndices.V010, cellIndices.V100, cellIndices.V111, cellIndices.V110); | |
| tetrahedraVertexIndices[tetrahedronIndex++] = new TetrahedronVertices(cellIndices.V010, cellIndices.V001, cellIndices.V111, cellIndices.V011); | |
| tetrahedraVertexIndices[tetrahedronIndex++] = new TetrahedronVertices(cellIndices.V101, cellIndices.V001, cellIndices.V100, cellIndices.V111); | |
| } | |
| //Create the vertices. | |
| pool.Take(vertexSpatialIndices.Count, out vertices); | |
| for (int i = 0; i < vertices.Length; ++i) | |
| { | |
| ref var index = ref vertexSpatialIndices[i]; | |
| vertices[i] = new Vector3(index.X, index.Y, index.Z) * cellSize + min; | |
| } | |
| //We can fail to dispose the quick collections. All of the buffers are getting GC'd anyway. | |
| cells.Dispose(pool); | |
| floodFilledCells.Dispose(pool); | |
| } | |
| } | |
| struct DeformableCollisionFilter | |
| { | |
| int localIndices; | |
| int instanceId; | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public DeformableCollisionFilter(int x, int y, int z, int instanceId) | |
| { | |
| const int max = 1 << 10; | |
| Debug.Assert(x >= 0 && x < max && y >= 0 && y < max && z >= 0 && z < max, "This filter packs local indices, so their range is limited."); | |
| localIndices = x | (y << 10) | (z << 20); | |
| this.instanceId = instanceId; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public static bool Test(in DeformableCollisionFilter a, in DeformableCollisionFilter b) | |
| { | |
| if (a.instanceId != b.instanceId) | |
| return true; | |
| //Disallow collisions between vertices which are near each other. We measure distance as max(abs(ax - bx), abs(ay - by), abs(az - bz)). | |
| const int minimumDistance = 3; | |
| const int mask = (1 << 10) - 1; | |
| var ax = a.localIndices & mask; | |
| var bx = b.localIndices & mask; | |
| var differenceX = ax - bx; | |
| if (differenceX < -minimumDistance || differenceX > minimumDistance) | |
| return true; | |
| var ay = (a.localIndices >> 10) & mask; | |
| var by = (b.localIndices >> 10) & mask; | |
| var differenceY = ay - by; | |
| if (differenceY < -minimumDistance || differenceY > minimumDistance) | |
| return true; | |
| var az = (a.localIndices >> 20) & mask; | |
| var bz = (b.localIndices >> 20) & mask; | |
| var differenceZ = az - bz; | |
| if (differenceZ < -minimumDistance || differenceZ > minimumDistance) | |
| return true; | |
| return false; | |
| } | |
| } | |
| struct DeformableCallbacks : INarrowPhaseCallbacks | |
| { | |
| public CollidableProperty<DeformableCollisionFilter> Filters; | |
| public void Initialize(Simulation simulation) | |
| { | |
| Filters.Initialize(simulation); | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b) | |
| { | |
| if (a.Mobility == CollidableMobility.Dynamic && b.Mobility == CollidableMobility.Dynamic) | |
| { | |
| return DeformableCollisionFilter.Test(Filters[a.BodyHandle], Filters[b.BodyHandle]); | |
| } | |
| return a.Mobility == CollidableMobility.Dynamic || b.Mobility == CollidableMobility.Dynamic; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public bool AllowContactGeneration(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB) | |
| { | |
| return true; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public unsafe bool ConfigureContactManifold<TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold<TManifold> | |
| { | |
| pairMaterial.FrictionCoefficient = 1; | |
| pairMaterial.MaximumRecoveryVelocity = 2f; | |
| pairMaterial.SpringSettings = new SpringSettings(30, 1); | |
| return true; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB, ref ConvexContactManifold manifold) | |
| { | |
| return true; | |
| } | |
| public void Dispose() | |
| { | |
| Filters.Dispose(); | |
| } | |
| } | |
| /// <summary> | |
| /// Some blobs composed of springy welds and volume preservation constraints. | |
| /// </summary> | |
| public class NewtDemo : Demo | |
| { | |
| struct Edge : IEqualityComparerRef<Edge> | |
| { | |
| public int A; | |
| public int B; | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public int Hash(ref Edge item) | |
| { | |
| return item.A + item.B; | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public bool Equals(ref Edge a, ref Edge b) | |
| { | |
| return (a.A == b.A && a.B == b.B) || (a.B == b.A && a.A == b.B); | |
| } | |
| } | |
| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| static void TryAddEdge(int a, int b, ref QuickSet<Edge, Edge> edges, ref Buffer<int> vertexEdgeCounts, BufferPool pool) | |
| { | |
| if (edges.Add(new Edge { A = a, B = b }, pool)) | |
| { | |
| ++vertexEdgeCounts[a]; | |
| ++vertexEdgeCounts[b]; | |
| } | |
| } | |
| private static unsafe int CreateTetrahedralUniqueEdgesList(ref Buffer<TetrahedronVertices> tetrahedraVertices, | |
| ref Buffer<int> vertexEdgeCounts, BufferPool pool, ref QuickSet<Edge, Edge> cellEdges) | |
| { | |
| for (int i = 0; i < tetrahedraVertices.Length; ++i) | |
| { | |
| //Collect all unique hexahedral edges. We're going to stick welds between all of them. | |
| ref var tetrahedron = ref tetrahedraVertices[i]; | |
| TryAddEdge(tetrahedron.A, tetrahedron.B, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(tetrahedron.A, tetrahedron.C, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(tetrahedron.A, tetrahedron.D, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(tetrahedron.B, tetrahedron.C, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(tetrahedron.B, tetrahedron.D, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(tetrahedron.C, tetrahedron.D, ref cellEdges, ref vertexEdgeCounts, pool); | |
| } | |
| return 18; | |
| } | |
| private static unsafe int CreateHexahedralUniqueEdgesList(ref Buffer<CellVertexIndices> cellVertexIndices, | |
| ref Buffer<int> vertexEdgeCounts, BufferPool pool, ref QuickSet<Edge, Edge> cellEdges) | |
| { | |
| for (int i = 0; i < cellVertexIndices.Length; ++i) | |
| { | |
| //Collect all unique hexahedral edges. We're going to stick welds between all of them. | |
| ref var cell = ref cellVertexIndices[i]; | |
| TryAddEdge(cell.V000, cell.V001, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V000, cell.V010, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V000, cell.V100, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V001, cell.V011, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V001, cell.V101, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V010, cell.V011, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V010, cell.V110, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V011, cell.V111, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V100, cell.V101, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V100, cell.V110, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V101, cell.V111, ref cellEdges, ref vertexEdgeCounts, pool); | |
| TryAddEdge(cell.V110, cell.V111, ref cellEdges, ref vertexEdgeCounts, pool); | |
| } | |
| return 6; | |
| } | |
| internal unsafe static void CreateDeformable(Simulation simulation, in Vector3 position, in Quaternion orientation, float density, float cellSize, in SpringSettings weldSpringiness, in SpringSettings volumeSpringiness, int instanceId, CollidableProperty<DeformableCollisionFilter> filters, | |
| ref Buffer<Vector3> vertices, ref CellSet vertexSpatialIndices, ref Buffer<CellVertexIndices> cellVertexIndices, ref Buffer<TetrahedronVertices> tetrahedraVertexIndices) | |
| { | |
| var pool = simulation.BufferPool; | |
| pool.TakeAtLeast<int>(vertices.Length, out var vertexEdgeCounts); | |
| vertexEdgeCounts.Clear(0, vertices.Length); | |
| var edges = new QuickSet<Edge, Edge>(vertices.Length * 3, pool); | |
| var edgeCountForInternalVertex = CreateHexahedralUniqueEdgesList(ref cellVertexIndices, ref vertexEdgeCounts, pool, ref edges); | |
| //var edgeCountForInternalVertex = CreateTetrahedralUniqueEdgesList(ref tetrahedraVertexIndices, ref vertexEdgeCounts, ref cellEdgePool, ref intPool, ref edges); | |
| pool.TakeAtLeast<BodyHandle>(vertices.Length, out var vertexHandles); | |
| var vertexShape = new Sphere(cellSize * 0.7f); | |
| var massPerVertex = density * (cellSize * cellSize * cellSize); | |
| vertexShape.ComputeInertia(massPerVertex, out var vertexInertia); | |
| //vertexInertia.InverseInertiaTensor = default; | |
| var vertexShapeIndex = simulation.Shapes.Add(vertexShape); | |
| for (int i = 0; i < vertices.Length; ++i) | |
| { | |
| vertexHandles[i] = simulation.Bodies.Add(BodyDescription.CreateDynamic(new RigidPose( | |
| position + QuaternionEx.Transform(vertices[i], orientation), orientation), vertexInertia, | |
| //Bodies don't have to have collidables. Take advantage of this for all the internal vertices. | |
| new CollidableDescription(vertexEdgeCounts[i] == edgeCountForInternalVertex ? new TypedIndex() : vertexShapeIndex, cellSize * 0.5f), | |
| new BodyActivityDescription(0.01f))); | |
| ref var vertexSpatialIndex = ref vertexSpatialIndices[i]; | |
| filters.Allocate(vertexHandles[i]) = new DeformableCollisionFilter(vertexSpatialIndex.X, vertexSpatialIndex.Y, vertexSpatialIndex.Z, instanceId); | |
| } | |
| for (int i = 0; i < edges.Count; ++i) | |
| { | |
| ref var edge = ref edges[i]; | |
| var offset = vertices[edge.B] - vertices[edge.A]; | |
| simulation.Solver.Add(vertexHandles[edge.A], vertexHandles[edge.B], | |
| new Weld | |
| { | |
| LocalOffset = offset, | |
| LocalOrientation = Quaternion.Identity, | |
| SpringSettings = weldSpringiness | |
| }); | |
| //Simulation.Solver.Add(vertexHandles[edge.A], vertexHandles[edge.B], | |
| // new CenterDistanceConstraint(offset.Length(), weldSpringiness)); | |
| } | |
| for (int i = 0; i < tetrahedraVertexIndices.Length; ++i) | |
| { | |
| ref var tetrahedron = ref tetrahedraVertexIndices[i]; | |
| simulation.Solver.Add(vertexHandles[tetrahedron.A], vertexHandles[tetrahedron.B], vertexHandles[tetrahedron.C], vertexHandles[tetrahedron.D], | |
| new VolumeConstraint(vertices[tetrahedron.A], vertices[tetrahedron.B], vertices[tetrahedron.C], vertices[tetrahedron.D], volumeSpringiness)); | |
| } | |
| pool.Return(ref vertexEdgeCounts); | |
| edges.Dispose(pool); | |
| } | |
| public unsafe override void Initialize(ContentArchive content, Camera camera) | |
| { | |
| camera.Position = new Vector3(-5f, 5.5f, 5f); | |
| camera.Yaw = MathHelper.Pi / 4; | |
| camera.Pitch = MathHelper.Pi * 0.15f; | |
| var filters = new CollidableProperty<DeformableCollisionFilter>(); | |
| //The PositionFirstTimestepper is the simplest timestepping mode, but since it integrates velocity into position at the start of the frame, directly modified velocities outside of the timestep | |
| //will be integrated before collision detection or the solver has a chance to intervene. That's fine in this demo. Other built-in options include the PositionLastTimestepper and the SubsteppingTimestepper. | |
| //Note that the timestepper also has callbacks that you can use for executing logic between processing stages, like BeforeCollisionDetection. | |
| Simulation = Simulation.Create(BufferPool, new DeformableCallbacks { Filters = filters }, new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)), new PositionFirstTimestepper()); | |
| var meshContent = content.Load<MeshContent>("Content\\newt.obj"); | |
| float cellSize = 0.1f; | |
| DumbTetrahedralizer.Tetrahedralize(meshContent.Triangles, cellSize, BufferPool, | |
| out var vertices, out var vertexSpatialIndices, out var cellVertexIndices, out var tetrahedraVertexIndices); | |
| var weldSpringiness = new SpringSettings(30f, 0); | |
| var volumeSpringiness = new SpringSettings(30f, 1); | |
| for (int i = 0; i < 5; ++i) | |
| { | |
| CreateDeformable(Simulation, new Vector3(i * 3, 5 + i * 1.5f, 0), QuaternionEx.CreateFromAxisAngle(new Vector3(1, 0, 0), MathF.PI * (i * 0.55f)), 1f, cellSize, weldSpringiness, volumeSpringiness, i, filters, ref vertices, ref vertexSpatialIndices, ref cellVertexIndices, ref tetrahedraVertexIndices); | |
| } | |
| BufferPool.Return(ref vertices); | |
| vertexSpatialIndices.Dispose(BufferPool); | |
| BufferPool.Return(ref cellVertexIndices); | |
| BufferPool.Return(ref tetrahedraVertexIndices); | |
| Simulation.Bodies.Add(BodyDescription.CreateConvexDynamic(new Vector3(0, 100, -.5f), 10, Simulation.Shapes, new Sphere(5))); | |
| Simulation.Statics.Add(new StaticDescription(new Vector3(0, -0.5f, 0), new CollidableDescription(Simulation.Shapes.Add(new Box(1500, 1, 1500)), 0.1f))); | |
| Simulation.Statics.Add(new StaticDescription(new Vector3(0, -1.5f, 0), new CollidableDescription(Simulation.Shapes.Add(new Sphere(3)), 0.1f))); | |
| } | |
| } | |
| } |