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| 1 | +using System; |
| 2 | +using System.Numerics; |
| 3 | +using System.Runtime.CompilerServices; |
| 4 | +using BepuPhysics; |
| 5 | +using BepuPhysics.Collidables; |
| 6 | +using BepuPhysics.CollisionDetection; |
| 7 | +using BepuPhysics.CollisionDetection.CollisionTasks; |
| 8 | +using BepuPhysics.CollisionDetection.SweepTasks; |
| 9 | +using BepuPhysics.Constraints; |
| 10 | +using BepuPhysics.Trees; |
| 11 | +using BepuUtilities; |
| 12 | +using BepuUtilities.Collections; |
| 13 | +using BepuUtilities.Memory; |
| 14 | +using DemoContentLoader; |
| 15 | +using DemoRenderer; |
| 16 | +using DemoRenderer.UI; |
| 17 | +using DemoUtilities; |
| 18 | + |
| 19 | +namespace Demos.SpecializedTests; |
| 20 | + |
| 21 | +/// <summary> |
| 22 | +/// Pure forwarding wrapper around <see cref="Mesh"/>. Has its own TypeId so the narrow phase treats it as a distinct shape, |
| 23 | +/// which lets us verify that <see cref="MeshReduction"/>'s boundary smoothing works for any <see cref="IHomogeneousCompoundShape{Triangle, TriangleWide}">, not just the built-in Mesh type. |
| 24 | +/// </summary> |
| 25 | +public struct WrappedMesh : IHomogeneousCompoundShape<Triangle, TriangleWide> |
| 26 | +{ |
| 27 | + public Mesh Inner; |
| 28 | + |
| 29 | + public WrappedMesh(Mesh inner) |
| 30 | + { |
| 31 | + Inner = inner; |
| 32 | + } |
| 33 | + |
| 34 | + public const int Id = 13; |
| 35 | + public static int TypeId => Id; |
| 36 | + |
| 37 | + public readonly int ChildCount => Inner.ChildCount; |
| 38 | + |
| 39 | + public static ShapeBatch CreateShapeBatch(BufferPool pool, int initialCapacity, Shapes shapeBatches) |
| 40 | + { |
| 41 | + return new HomogeneousCompoundShapeBatch<WrappedMesh, Triangle, TriangleWide>(pool, initialCapacity); |
| 42 | + } |
| 43 | + |
| 44 | + public readonly void ComputeBounds(Quaternion orientation, out Vector3 min, out Vector3 max) |
| 45 | + { |
| 46 | + Inner.ComputeBounds(orientation, out min, out max); |
| 47 | + } |
| 48 | + |
| 49 | + public readonly void GetLocalChild(int childIndex, out Triangle target) |
| 50 | + { |
| 51 | + Inner.GetLocalChild(childIndex, out target); |
| 52 | + } |
| 53 | + |
| 54 | + public readonly void GetPosedLocalChild(int childIndex, out Triangle target, out RigidPose childPose) |
| 55 | + { |
| 56 | + Inner.GetPosedLocalChild(childIndex, out target, out childPose); |
| 57 | + } |
| 58 | + |
| 59 | + public readonly void GetLocalChild(int childIndex, ref TriangleWide target) |
| 60 | + { |
| 61 | + Inner.GetLocalChild(childIndex, ref target); |
| 62 | + } |
| 63 | + |
| 64 | + public readonly void RayTest<TRayHitHandler>(in RigidPose pose, in RayData ray, ref float maximumT, BufferPool pool, ref TRayHitHandler hitHandler) |
| 65 | + where TRayHitHandler : struct, IShapeRayHitHandler |
| 66 | + { |
| 67 | + Inner.RayTest(pose, ray, ref maximumT, pool, ref hitHandler); |
| 68 | + } |
| 69 | + |
| 70 | + public readonly void RayTest<TRayHitHandler>(in RigidPose pose, ref RaySource rays, BufferPool pool, ref TRayHitHandler hitHandler) |
| 71 | + where TRayHitHandler : struct, IShapeRayHitHandler |
| 72 | + { |
| 73 | + Inner.RayTest(pose, ref rays, pool, ref hitHandler); |
| 74 | + } |
| 75 | + |
| 76 | + public readonly unsafe void FindLocalOverlaps<TOverlaps, TSubpairOverlaps>(ref Buffer<OverlapQueryForPair> pairs, BufferPool pool, Shapes shapes, ref TOverlaps overlaps) |
| 77 | + where TOverlaps : struct, ICollisionTaskOverlaps<TSubpairOverlaps> |
| 78 | + where TSubpairOverlaps : struct, ICollisionTaskSubpairOverlaps |
| 79 | + { |
| 80 | + //Can't forward directly: the Mesh implementation reinterprets each pair.Container as Mesh*, but here the containers point to WrappedMesh instances. |
| 81 | + //Replicate the loop and forward each pair's AABB to the inner mesh's single-AABB overload instead. |
| 82 | + ShapeTreeOverlapEnumerator<TSubpairOverlaps> enumerator; |
| 83 | + enumerator.Pool = pool; |
| 84 | + for (int i = 0; i < pairs.Length; ++i) |
| 85 | + { |
| 86 | + ref var pair = ref pairs[i]; |
| 87 | + ref var wrapped = ref Unsafe.AsRef<WrappedMesh>(pair.Container); |
| 88 | + enumerator.Overlaps = Unsafe.AsPointer(ref overlaps.GetOverlapsForPair(i)); |
| 89 | + wrapped.Inner.FindLocalOverlaps(pair.Min, pair.Max, pool, shapes, ref enumerator); |
| 90 | + } |
| 91 | + } |
| 92 | + |
| 93 | + public readonly unsafe void FindLocalOverlaps<TOverlaps>(Vector3 min, Vector3 max, Vector3 sweep, float maximumT, BufferPool pool, Shapes shapes, void* overlaps) |
| 94 | + where TOverlaps : ICollisionTaskSubpairOverlaps |
| 95 | + { |
| 96 | + Inner.FindLocalOverlaps<TOverlaps>(min, max, sweep, maximumT, pool, shapes, overlaps); |
| 97 | + } |
| 98 | + |
| 99 | + public readonly void FindLocalOverlaps<TEnumerator>(Vector3 min, Vector3 max, BufferPool pool, Shapes shapes, ref TEnumerator enumerator) |
| 100 | + where TEnumerator : IBreakableForEach<int> |
| 101 | + { |
| 102 | + Inner.FindLocalOverlaps(min, max, pool, shapes, ref enumerator); |
| 103 | + } |
| 104 | + |
| 105 | + public void Dispose(BufferPool pool) |
| 106 | + { |
| 107 | + Inner.Dispose(pool); |
| 108 | + } |
| 109 | +} |
| 110 | + |
| 111 | +/// <summary> |
| 112 | +/// Drops convex shapes onto two WrappedMesh heightfields side by side. The fine mesh (many small triangles) forces MeshReduction into its |
| 113 | +/// dictionary-based high-subpair-count path; the coarse mesh (few large triangles) keeps subpair counts under the brute-force threshold. |
| 114 | +/// Between them the demo exercises every branch of <see cref="MeshReduction.ReduceManifolds"/> for a non-<see cref="Mesh"/> |
| 115 | +/// IHomogeneousCompoundShape so boundary smoothing can be validated on the type-erased path. |
| 116 | +/// </summary> |
| 117 | +public class CustomMeshSmoothingTestDemo : Demo |
| 118 | +{ |
| 119 | + (StaticHandle Handle, Mesh InnerMesh)[] wrappedMeshes; |
| 120 | + |
| 121 | + public override void Initialize(ContentArchive content, Camera camera) |
| 122 | + { |
| 123 | + camera.Position = new Vector3(0, 20, 60); |
| 124 | + camera.Yaw = 0; |
| 125 | + camera.Pitch = -0.3f; |
| 126 | + |
| 127 | + Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(new SpringSettings(30, 1)), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)), new SolveDescription(8, 1)); |
| 128 | + |
| 129 | + //Register collision tasks for every convex shape we're going to drop against the WrappedMesh. |
| 130 | + //These are the same tasks DefaultTypes registers for Mesh, just closed over WrappedMesh so MeshReductionThunks<WrappedMesh> is used instead of MeshReductionThunks<Mesh>. |
| 131 | + var collisionTasks = Simulation.NarrowPhase.CollisionTaskRegistry; |
| 132 | + collisionTasks.Register(new ConvexCompoundCollisionTask<Sphere, WrappedMesh, ConvexCompoundOverlapFinder<Sphere, SphereWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 133 | + collisionTasks.Register(new ConvexCompoundCollisionTask<Capsule, WrappedMesh, ConvexCompoundOverlapFinder<Capsule, CapsuleWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 134 | + collisionTasks.Register(new ConvexCompoundCollisionTask<Box, WrappedMesh, ConvexCompoundOverlapFinder<Box, BoxWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 135 | + collisionTasks.Register(new ConvexCompoundCollisionTask<Triangle, WrappedMesh, ConvexCompoundOverlapFinder<Triangle, TriangleWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 136 | + collisionTasks.Register(new ConvexCompoundCollisionTask<Cylinder, WrappedMesh, ConvexCompoundOverlapFinder<Cylinder, CylinderWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 137 | + collisionTasks.Register(new ConvexCompoundCollisionTask<ConvexHull, WrappedMesh, ConvexCompoundOverlapFinder<ConvexHull, ConvexHullWide, WrappedMesh>, ConvexMeshContinuations<WrappedMesh>, MeshReduction>()); |
| 138 | + |
| 139 | + //Compound-vs-WrappedMesh uses a separate continuation type (CompoundMeshReduction), but it plugs into MeshReductionThunks<WrappedMesh> the same way. |
| 140 | + collisionTasks.Register(new CompoundPairCollisionTask<Compound, WrappedMesh, CompoundPairOverlapFinder<Compound, WrappedMesh>, CompoundMeshContinuations<Compound, WrappedMesh>, CompoundMeshReduction>()); |
| 141 | + |
| 142 | + //Sweep tasks matching the convex set, so swept queries keep working too. |
| 143 | + var sweepTasks = Simulation.NarrowPhase.SweepTaskRegistry; |
| 144 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<Sphere, SphereWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<Sphere, WrappedMesh>>()); |
| 145 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<Capsule, CapsuleWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<Capsule, WrappedMesh>>()); |
| 146 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<Box, BoxWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<Box, WrappedMesh>>()); |
| 147 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<Triangle, TriangleWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<Triangle, WrappedMesh>>()); |
| 148 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<Cylinder, CylinderWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<Cylinder, WrappedMesh>>()); |
| 149 | + sweepTasks.Register(new ConvexHomogeneousCompoundSweepTask<ConvexHull, ConvexHullWide, WrappedMesh, Triangle, TriangleWide, ConvexCompoundSweepOverlapFinder<ConvexHull, WrappedMesh>>()); |
| 150 | + sweepTasks.Register(new CompoundHomogeneousCompoundSweepTask<Compound, WrappedMesh, Triangle, TriangleWide, CompoundPairSweepOverlapFinder<Compound, WrappedMesh>>()); |
| 151 | + |
| 152 | + //Two meshes that share the same world-space terrain shape and footprint, but with wildly different tessellation density. |
| 153 | + //The fine mesh pushes subpair counts into the dictionary path; the coarse mesh keeps them in the brute-force path. |
| 154 | + wrappedMeshes = new (StaticHandle, Mesh)[2]; |
| 155 | + var fineOrigin = Vector3.Zero; |
| 156 | + var coarseOrigin = new Vector3(0, 0, 160); |
| 157 | + AddWrappedTerrain(fineOrigin, planeWidth: 513, xzScale: 0.3f, out wrappedMeshes[0].Handle, out wrappedMeshes[0].InnerMesh); |
| 158 | + AddShapesAt(fineOrigin); |
| 159 | + AddWrappedTerrain(coarseOrigin, planeWidth: 33, xzScale: 4.8f, out wrappedMeshes[1].Handle, out wrappedMeshes[1].InnerMesh); |
| 160 | + AddShapesAt(coarseOrigin); |
| 161 | + } |
| 162 | + |
| 163 | + void AddWrappedTerrain(Vector3 staticPosition, int planeWidth, float xzScale, out StaticHandle handle, out Mesh innerMesh) |
| 164 | + { |
| 165 | + //The noise is evaluated in mesh-local world space so both meshes end up with the same apparent terrain — only triangle density differs. |
| 166 | + Vector2 terrainOffset = new Vector2(1 - planeWidth, 1 - planeWidth) * 0.5f; |
| 167 | + var scale = new Vector3(xzScale, 0.1f, xzScale); |
| 168 | + innerMesh = DemoMeshHelper.CreateDeformedPlane(planeWidth, planeWidth, |
| 169 | + (int vX, int vY) => |
| 170 | + { |
| 171 | + //vX and vY are vertex indices; multiply by scale after adding the centering offset to get a local-space position in world units. |
| 172 | + var localX = (vX + terrainOffset.X) * xzScale; |
| 173 | + var localZ = (vY + terrainOffset.Y) * xzScale; |
| 174 | + var octave0 = (MathF.Sin((localX + 5f) * 0.133f) + MathF.Sin((localZ + 11) * 0.133f)) * 0.9f; |
| 175 | + var octave1 = (MathF.Sin((localX + 17) * 0.367f) + MathF.Sin((localZ + 19) * 0.367f)) * 0.35f; |
| 176 | + var octave2 = (MathF.Sin((localX + 37) * 0.767f) + MathF.Sin((localZ + 93) * 0.767f)) * 0.15f; |
| 177 | + var terrainHeight = octave0 + octave1 + octave2; |
| 178 | + return new Vector3(vX + terrainOffset.X, terrainHeight, vY + terrainOffset.Y); |
| 179 | + }, scale, BufferPool); |
| 180 | + var wrapped = new WrappedMesh(innerMesh); |
| 181 | + handle = Simulation.Statics.Add(new StaticDescription(staticPosition, QuaternionEx.CreateFromAxisAngle(new Vector3(0, 1, 0), MathF.PI / 2), Simulation.Shapes.Add(wrapped))); |
| 182 | + } |
| 183 | + |
| 184 | + void AddShapesAt(Vector3 center) |
| 185 | + { |
| 186 | + //Wide, shallow shapes maximize the number of triangle AABBs intersecting the convex AABB on the fine mesh; on the coarse mesh the same shapes |
| 187 | + //keep subpair counts well below MeshReduction's bruteForceThreshold of 128. |
| 188 | + |
| 189 | + //1) Small box: fewer than 128 subpairs on either mesh. |
| 190 | + { |
| 191 | + var box = new Box(1.2f, 1.2f, 1.2f); |
| 192 | + var shape = Simulation.Shapes.Add(box); |
| 193 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(-12, 4, 0), box.ComputeInertia(1), shape, 0.01f)); |
| 194 | + } |
| 195 | + |
| 196 | + //2) Medium box: ~300-500 subpairs on the fine mesh (dictionary path), a handful on the coarse mesh. |
| 197 | + { |
| 198 | + var box = new Box(5f, 0.6f, 5f); |
| 199 | + var shape = Simulation.Shapes.Add(box); |
| 200 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(-4, 4, 0), box.ComputeInertia(1), shape, 0.01f)); |
| 201 | + } |
| 202 | + |
| 203 | + //3) Large box: ~800-1000 subpairs on the fine mesh, still close to the skip threshold. |
| 204 | + { |
| 205 | + var box = new Box(8f, 0.6f, 8f); |
| 206 | + var shape = Simulation.Shapes.Add(box); |
| 207 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(6, 4, 0), box.ComputeInertia(1), shape, 0.01f)); |
| 208 | + } |
| 209 | + |
| 210 | + //4) Oversized box: intentionally exceeds the 1024-subpair skip threshold on the fine mesh to confirm the fall-through doesn't crash. |
| 211 | + { |
| 212 | + var box = new Box(14f, 0.6f, 14f); |
| 213 | + var shape = Simulation.Shapes.Add(box); |
| 214 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(18, 4, 0), box.ComputeInertia(1), shape, 0.01f)); |
| 215 | + } |
| 216 | + |
| 217 | + //5) A few rounded shapes rolling across the bumpy surface. Boundary smoothing matters most when contacts straddle edges, so rollers are a good stress test. |
| 218 | + { |
| 219 | + var sphere = new Sphere(1.5f); |
| 220 | + var shape = Simulation.Shapes.Add(sphere); |
| 221 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(-12, 6, 6), sphere.ComputeInertia(1), shape, 0.01f)); |
| 222 | + |
| 223 | + var cylinder = new Cylinder(2.5f, 1.5f); |
| 224 | + var cylinderShape = Simulation.Shapes.Add(cylinder); |
| 225 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(-4, 6, 6), cylinder.ComputeInertia(1), cylinderShape, 0.01f)); |
| 226 | + |
| 227 | + var capsule = new Capsule(0.8f, 4f); |
| 228 | + var capsuleShape = Simulation.Shapes.Add(capsule); |
| 229 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(6, 6, 6), capsule.ComputeInertia(1), capsuleShape, 0.01f)); |
| 230 | + } |
| 231 | + |
| 232 | + //6) A Compound of a few boxes. This routes through CompoundMeshContinuations / CompoundMeshReduction instead of the convex-only MeshReduction path, |
| 233 | + // but it still feeds MeshReductionThunks<WrappedMesh>, so it's the complementary check that compound-vs-wrapped-mesh boundary smoothing works too. |
| 234 | + { |
| 235 | + var builder = new CompoundBuilder(BufferPool, Simulation.Shapes, 3); |
| 236 | + builder.Add(new Box(3f, 0.5f, 3f), RigidPose.Identity, 1); |
| 237 | + builder.Add(new Box(1.5f, 1.5f, 1.5f), new RigidPose(new Vector3(0, 1f, 0)), 1); |
| 238 | + builder.Add(new Box(0.75f, 0.75f, 4f), new RigidPose(new Vector3(1.5f, 0.5f, 0)), 1); |
| 239 | + builder.BuildDynamicCompound(out var children, out var compoundInertia); |
| 240 | + builder.Dispose(); |
| 241 | + var compound = new Compound(children); |
| 242 | + var shape = Simulation.Shapes.Add(compound); |
| 243 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(14, 8, -6), compoundInertia, shape, 0.01f)); |
| 244 | + } |
| 245 | + |
| 246 | + //7) A wide, low convex hull. Hulls exercise a different convex-triangle tester than boxes, so including one catches regressions specific to hull-triangle manifolds. |
| 247 | + { |
| 248 | + const int hullPoints = 32; |
| 249 | + var points = new QuickList<Vector3>(hullPoints, BufferPool); |
| 250 | + var random = new Random(5); |
| 251 | + for (int i = 0; i < hullPoints; ++i) |
| 252 | + { |
| 253 | + var xz = new Vector2(random.NextSingle() * 2 - 1, random.NextSingle() * 2 - 1); |
| 254 | + //Flatten the hull so it covers a lot of ground when resting. |
| 255 | + points.AllocateUnsafely() = new Vector3(xz.X * 3f, (random.NextSingle() * 2 - 1) * 0.35f, xz.Y * 3f); |
| 256 | + } |
| 257 | + var hull = new ConvexHull(points.Span.Slice(points.Count), BufferPool, out _); |
| 258 | + var shape = Simulation.Shapes.Add(hull); |
| 259 | + Simulation.Bodies.Add(BodyDescription.CreateDynamic(center + new Vector3(-4, 8, -6), hull.ComputeInertia(1), shape, 0.01f)); |
| 260 | + } |
| 261 | + } |
| 262 | + |
| 263 | + public override void Render(Renderer renderer, Camera camera, Input input, TextBuilder text, Font font) |
| 264 | + { |
| 265 | + //The renderer's shape extractor switch doesn't know about WrappedMesh, so add each inner Mesh directly at its static's pose. |
| 266 | + //Using AddShape<Mesh> (rather than AddShape<WrappedMesh>) makes AddShape see Mesh.Id and routes to the existing mesh path. |
| 267 | + foreach (var (handle, innerMesh) in wrappedMeshes) |
| 268 | + { |
| 269 | + ref var pose = ref Simulation.Statics[handle].Pose; |
| 270 | + renderer.Shapes.AddShape(innerMesh, Simulation.Shapes, pose, new Vector3(0.7f, 0.7f, 0.75f)); |
| 271 | + } |
| 272 | + |
| 273 | + var resolution = renderer.Surface.Resolution; |
| 274 | + renderer.TextBatcher.Write(text.Clear().Append("Two WrappedMesh terrains: fine (near) and coarse (far, +Z). Identical shapes are dropped on each."), new Vector2(16, resolution.Y - 80), 16, Vector3.One, font); |
| 275 | + renderer.TextBatcher.Write(text.Clear().Append("Fine mesh pushes MeshReduction into its dictionary path; coarse mesh keeps everything in the brute-force path."), new Vector2(16, resolution.Y - 64), 16, Vector3.One, font); |
| 276 | + renderer.TextBatcher.Write(text.Clear().Append("Note: the largest box on the fine mesh overlaps more than 1024 triangles, so MeshReduction.ReduceManifolds early-outs"), new Vector2(16, resolution.Y - 40), 16, Vector3.One, font); |
| 277 | + renderer.TextBatcher.Write(text.Clear().Append("and no boundary smoothing is applied to it. Expect visible bumps there; the coarse-mesh counterpart still smooths."), new Vector2(16, resolution.Y - 24), 16, Vector3.One, font); |
| 278 | + base.Render(renderer, camera, input, text, font); |
| 279 | + } |
| 280 | +} |
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