using BepuPhysics; using BepuPhysics.Collidables; using BepuPhysics.CollisionDetection; using BepuPhysics.Constraints; using BepuUtilities; using BepuUtilities.Collections; using BepuUtilities.Memory; using DemoContentLoader; using DemoRenderer; using DemoRenderer.UI; using DemoUtilities; 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; using CellList = QuickList; 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); } /// /// Determines if a triangle in a box's local space intersects that box. /// /// Half extents of the box. /// First vertex of the triangle in the box's local space. /// Second vertex of the triangle in the box's local space. /// Third vertex of the triangle in the box's local space. /// True if the triangle intersects the box, false otherwise. 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 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 { [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.Y) ^ (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 { /// /// Exclusive maximum voxel index along the X axis. /// public int X; /// /// Exclusive maximum voxel index along the Y axis. /// public int Y; /// /// Exclusive maximum voxel index along the Z axis. /// 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 triangles, float cellSize, BufferPool pool, out Buffer vertices, out CellSet vertexSpatialIndices, out Buffer cellVertexIndices, out Buffer tetrahedraVertexIndices) { //Compute the size of the 3d grid by scanning all vertices. Vector3 min = new(float.MaxValue), max = new(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, Dancers.IDancerNarrowPhaseCallbacks //"IDancerNarrowPhaseCallbacks" just means this is a INarrowPhaseCallbacks usable with the DemoDancers. { public CollidableProperty Filters; public PairMaterialProperties Material; /// /// Minimum manhattan distance in cloth nodes required for two cloth nodes to collide. Stops adjacent cloth nodes from generating contacts and interfering with clothy behavior. /// public int MinimumDistanceForSelfCollisions; public void Initialize(Simulation simulation) { Filters.Initialize(simulation); } public DeformableCallbacks(CollidableProperty filters, PairMaterialProperties material, int minimumDistanceForSelfCollisions = 3) { Filters = filters; Material = material; MinimumDistanceForSelfCollisions = minimumDistanceForSelfCollisions; } public DeformableCallbacks(CollidableProperty filters, int minimumDistanceForSelfCollisions = 3) : this(filters, new PairMaterialProperties(1, 2, new SpringSettings(30, 1)), minimumDistanceForSelfCollisions) { } //This slightly awkward factory is just here for the dancer demos. static DeformableCallbacks Dancers.IDancerNarrowPhaseCallbacks.Create(CollidableProperty filters, PairMaterialProperties pairMaterialProperties, int minimumDistanceForSelfCollisions) { return new DeformableCallbacks(filters, pairMaterialProperties, minimumDistanceForSelfCollisions); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b, ref float speculativeMargin) { 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 bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : unmanaged, IContactManifold { pairMaterial = Material; return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool ConfigureContactManifold(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB, ref ConvexContactManifold manifold) { return true; } public void Dispose() { Filters.Dispose(); } } /// /// Some blobs composed of springy welds and volume preservation constraints. /// public class NewtDemo : Demo { struct Edge : IEqualityComparerRef { 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 edges, ref Buffer vertexEdgeCounts, BufferPool pool) { if (edges.Add(new Edge { A = a, B = b }, pool)) { ++vertexEdgeCounts[a]; ++vertexEdgeCounts[b]; } } private static int CreateTetrahedralUniqueEdgesList(ref Buffer tetrahedraVertices, ref Buffer vertexEdgeCounts, BufferPool pool, ref QuickSet 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 int CreateHexahedralUniqueEdgesList(ref Buffer cellVertexIndices, ref Buffer vertexEdgeCounts, BufferPool pool, ref QuickSet 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 static void CreateDeformable(Simulation simulation, Vector3 position, Quaternion orientation, float density, float cellSize, in SpringSettings weldSpringiness, in SpringSettings volumeSpringiness, int instanceId, CollidableProperty filters, ref Buffer vertices, ref CellSet vertexSpatialIndices, ref Buffer cellVertexIndices, ref Buffer tetrahedraVertexIndices) { var pool = simulation.BufferPool; pool.TakeAtLeast(vertices.Length, out var vertexEdgeCounts); vertexEdgeCounts.Clear(0, vertices.Length); var edges = new QuickSet(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(vertices.Length, out var vertexHandles); var vertexShape = new Sphere(cellSize * 0.7f); var massPerVertex = density * (cellSize * cellSize * cellSize); var vertexInertia = vertexShape.ComputeInertia(massPerVertex); var vertexShapeIndex = simulation.Shapes.Add(vertexShape); for (int i = 0; i < vertices.Length; ++i) { vertexHandles[i] = simulation.Bodies.Add(BodyDescription.CreateDynamic((position + QuaternionEx.Transform(vertices[i], orientation), orientation), vertexInertia, //Bodies don't have to have collidables. Take advantage of this for all the internal vertices. vertexEdgeCounts[i] == edgeCountForInternalVertex ? new TypedIndex() : vertexShapeIndex, 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 }); } //Volume constraints add a fairly subtle effect, especially when dealing with already stiff weld constraints. //They're included here as an example, but you'll notice in the PlumpDancerDemo that there are no volume constraints. //There, we're primarily concerned about scaling up simulations to many characters, so adding tons of additional constraints for minimal behavioral difference doesn't make sense. 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 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(); Simulation = Simulation.Create(BufferPool, new DeformableCallbacks(filters, new PairMaterialProperties(1f, 2f, new SpringSettings(30, 1))), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0), 0, 0), new SolveDescription(8, 1)); var meshContent = content.Load("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, 1f); var volumeSpringiness = new SpringSettings(30f, 1); for (int i = 0; i < 8; ++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); } //Console.WriteLine($"body count: {Simulation.Bodies.ActiveSet.Count}"); //Console.WriteLine($"constraint count: {Simulation.Solver.CountConstraints()}"); BufferPool.Return(ref vertices); vertexSpatialIndices.Dispose(BufferPool); BufferPool.Return(ref cellVertexIndices); BufferPool.Return(ref tetrahedraVertexIndices); //Drop something heavy on one of the newts. The newt probably won't mind. 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), Simulation.Shapes.Add(new Box(1500, 1, 1500)))); Simulation.Statics.Add(new StaticDescription(new Vector3(0, -1.5f, 0), Simulation.Shapes.Add(new Sphere(3)))); } public override void Render(Renderer renderer, Camera camera, Input input, TextBuilder text, Font font) { var resolution = renderer.Surface.Resolution; renderer.TextBatcher.Write(text.Clear().Append("The library does not include any special cases for deformable simulation, but standard bodies and springy constraints work well."), new Vector2(16, resolution.Y - 64), 16, Vector3.One, font); renderer.TextBatcher.Write(text.Clear().Append("Here, welds and volume constraints are used to make squishy newts. The PlumpDancerDemo is similar, but doesn't have volume constraints."), new Vector2(16, resolution.Y - 48), 16, Vector3.One, font); renderer.TextBatcher.Write(text.Clear().Append("The difference is subtle- for example, volume constraints make the newt squish outward more when the ball falls on it."), new Vector2(16, resolution.Y - 32), 16, Vector3.One, font); renderer.TextBatcher.Write(text.Clear().Append("Note that bodies inside the newts have no collision shapes; they're unnecessary and avoiding them reduces cost."), new Vector2(16, resolution.Y - 16), 16, Vector3.One, font); base.Render(renderer, camera, input, text, font); } }