BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape.GetBoundingBox C# (CSharp) Method

GetBoundingBox() public method

Gets the bounding box of the shape given a transform.
public GetBoundingBox ( RigidTransform &shapeTransform, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use.
boundingBox BoundingBox Bounding box of the transformed shape.
return void
        public override void GetBoundingBox(ref RigidTransform shapeTransform, out BoundingBox boundingBox)
        {
#if !WINDOWS
            boundingBox = new BoundingBox();
#endif
            Matrix3x3 o;
            Matrix3x3.CreateFromQuaternion(ref shapeTransform.Orientation, out o);
            //Sample the local directions from the orientation matrix, implicitly transposed.

            Vector3 right;
            var direction = new Vector3(o.M11, o.M21, o.M31);
            GetLocalExtremePointWithoutMargin(ref direction, out right);

            Vector3 left;
            direction = new Vector3(-o.M11, -o.M21, -o.M31);
            GetLocalExtremePointWithoutMargin(ref direction, out left);

            Vector3 up;
            direction = new Vector3(o.M12, o.M22, o.M32);
            GetLocalExtremePointWithoutMargin(ref direction, out up);

            Vector3 down;
            direction = new Vector3(-o.M12, -o.M22, -o.M32);
            GetLocalExtremePointWithoutMargin(ref direction, out down);

            Vector3 backward;
            direction = new Vector3(o.M13, o.M23, o.M33);
            GetLocalExtremePointWithoutMargin(ref direction, out backward);

            Vector3 forward;
            direction = new Vector3(-o.M13, -o.M23, -o.M33);
            GetLocalExtremePointWithoutMargin(ref direction, out forward);


            Matrix3x3.Transform(ref right, ref o, out right);
            Matrix3x3.Transform(ref left, ref o, out left);
            Matrix3x3.Transform(ref up, ref o, out up);
            Matrix3x3.Transform(ref down, ref o, out down);
            Matrix3x3.Transform(ref backward, ref o, out backward);
            Matrix3x3.Transform(ref forward, ref o, out forward);

            //These right/up/backward represent the extreme points in world space along the world space axes.

            boundingBox.Max.X = shapeTransform.Position.X + collisionMargin + right.X;
            boundingBox.Max.Y = shapeTransform.Position.Y + collisionMargin + up.Y;
            boundingBox.Max.Z = shapeTransform.Position.Z + collisionMargin + backward.Z;

            boundingBox.Min.X = shapeTransform.Position.X - collisionMargin + left.X;
            boundingBox.Min.Y = shapeTransform.Position.Y - collisionMargin + down.Y;
            boundingBox.Min.Z = shapeTransform.Position.Z - collisionMargin + forward.Z;

        }

Usage Example

Beispiel #1
0
        ///<summary>
        /// Gets the point contributions within a convex shape.
        ///</summary>
        ///<param name="shape">Shape to compute the point contributions of.</param>
        ///<param name="volume">Volume of the shape.</param>
        ///<param name="outputPointContributions">Point contributions of the shape.</param>
        public static void GetPoints(ConvexShape shape, out float volume, RawList<Vector3> outputPointContributions)
        {
            RigidTransform transform = RigidTransform.Identity;
            BoundingBox boundingBox;
            shape.GetBoundingBox(ref transform, out boundingBox);

            //Find the direction which maximizes the possible hits.  Generally, this is the smallest area axis.
            //Possible options are:
            //YZ -> use X
            //XZ -> use Y
            //XY -> use Z
            Ray ray;
            float width = boundingBox.Max.X - boundingBox.Min.X;
            float height = boundingBox.Max.Y - boundingBox.Min.Y;
            float length = boundingBox.Max.Z - boundingBox.Min.Z;
            float yzArea = height * length;
            float xzArea = width * length;
            float xyArea = width * height;
            Vector3 increment1, increment2;
            float incrementMultiplier = 1f / NumberOfSamplesPerDimension;
            float maxLength;
            float rayIncrement;
            if (yzArea > xzArea && yzArea > xyArea)
            {
                //use the x axis as the direction.
                ray.Direction = Vector3.Right;
                ray.Position = new Vector3(boundingBox.Min.X, boundingBox.Min.Y + .5f * incrementMultiplier * height, boundingBox.Min.Z + .5f * incrementMultiplier * length);
                increment1 = new Vector3(0, incrementMultiplier * height, 0);
                increment2 = new Vector3(0, 0, incrementMultiplier * length);
                rayIncrement = incrementMultiplier * width;
                maxLength = width;
            }
            else if (xzArea > xyArea) //yz is not the max, given by the previous if.  Is xz or xy the max?
            {
                //use the y axis as the direction.
                ray.Direction = Vector3.Up;
                ray.Position = new Vector3(boundingBox.Min.X + .5f * incrementMultiplier * width, boundingBox.Min.Y, boundingBox.Min.Z + .5f * incrementMultiplier * length);
                increment1 = new Vector3(incrementMultiplier * width, 0, 0);
                increment2 = new Vector3(0, 0, incrementMultiplier * height);
                rayIncrement = incrementMultiplier * height;
                maxLength = height;
            }
            else
            {
                //use the z axis as the direction.
                ray.Direction = Vector3.Backward;
                ray.Position = new Vector3(boundingBox.Min.X + .5f * incrementMultiplier * width, boundingBox.Min.Y + .5f * incrementMultiplier * height, boundingBox.Min.Z);
                increment1 = new Vector3(incrementMultiplier * width, 0, 0);
                increment2 = new Vector3(0, incrementMultiplier * height, 0);
                rayIncrement = incrementMultiplier * length;
                maxLength = length;
            }


            Ray oppositeRay;
            volume = 0;
            for (int i = 0; i < NumberOfSamplesPerDimension; i++)
            {
                for (int j = 0; j < NumberOfSamplesPerDimension; j++)
                {
                    //Ray cast from one direction.  If it succeeds, try the other way.  This forms an interval in which inertia tensor contributions are contained.
                    RayHit hit;
                    if (shape.RayTest(ref ray, ref transform, maxLength, out hit))
                    {
                        Vector3.Multiply(ref ray.Direction, maxLength, out oppositeRay.Position);
                        Vector3.Add(ref oppositeRay.Position, ref ray.Position, out oppositeRay.Position);
                        Vector3.Negate(ref ray.Direction, out oppositeRay.Direction);
                        RayHit oppositeHit;
                        if (shape.RayTest(ref oppositeRay, ref transform, maxLength, out oppositeHit))
                        {
                            //It should always get here if one direction casts, but there may be numerical issues.
                            float scanVolume;
                            ScanObject(rayIncrement, maxLength, ref increment1, ref increment2, ref ray, ref hit, ref oppositeHit, outputPointContributions, out scanVolume);
                            volume += scanVolume;
                        }
                    }
                    Vector3.Add(ref ray.Position, ref increment2, out ray.Position);
                }
                Vector3.Add(ref ray.Position, ref increment1, out ray.Position);
                //Move the ray back to the starting position along the other axis.
                Vector3 subtract;
                Vector3.Multiply(ref increment2, NumberOfSamplesPerDimension, out subtract);
                Vector3.Subtract(ref ray.Position, ref subtract, out ray.Position);
            }


        }
All Usage Examples Of BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape::GetBoundingBox