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- //---------------------------------------------------------------------------------------------------------------------
- // ShapeOps.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //---------------------------------------------------------------------------------------------------------------------
- using System;
- using CollisionSample;
- using Microsoft.Xna.Framework;
- namespace UnitTests
- {
- /// <summary>
- /// IShapeOps provides an interface to consistently manipulate various types of bounding shapes,
- /// to avoid duplication of complex test code. Note that this is not a complete and generic
- /// set of operations; it only includes methods necessary to implement our test cases.
- /// </summary>
- interface IShapeOps<T>
- {
- // The shape being managed by this instance
- T Shape { get; set; }
- // Initialize Shape to a randomly sized, positioned, and oriented new object.
- // The "scale" parameter should provide an approximate size.
- void CreateRandomShape(Random random, float scale);
- // Move Shape by the given vector
- void Translate(Vector3 translation);
- // Scale shape uniformly around the origin by the given amount
- void Scale(float scale);
- // Return a point from inside Shape chosen uniformly at random
- Vector3 RandomInteriorPoint(Random random);
- // Returns true iff the given point is inside Shape
- bool ContainsPoint(Vector3 point);
- // Return an array of points whose bounding hull contains Shape.
- Vector3[] GetHull();
- // Return the minimum distance from Shape to the given plane
- // (which will be negative if Shape intersects the halfspace
- // defined by the plane.)
- float MinimumDistanceFromPlane(Plane plane);
- }
- // Implement IShapeOps for BoundingSphere
- class BoundingSphereOps : IShapeOps<BoundingSphere>
- {
- BoundingSphere shape;
- public BoundingSphere Shape { get { return shape; } set { shape = value; } }
- public override string ToString()
- {
- return String.Format("BoundingSphere(new Vector3({0},{1},{2}), {3})", shape.Center.X, shape.Center.Y, shape.Center.Z, shape.Radius);
- }
- public void CreateRandomShape(Random random, float scale)
- {
- shape.Radius = random.NextFloat(0, scale);
- shape.Center = random.PointInCube() * scale;
- }
- public void Translate(Vector3 translation)
- {
- shape.Center += translation;
- }
- public void Scale(float scale)
- {
- shape.Radius *= scale;
- shape.Center *= scale;
- }
- public Vector3 RandomInteriorPoint(Random random)
- {
- return random.PointInSphere() * shape.Radius + shape.Center;
- }
- public bool ContainsPoint(Vector3 point)
- {
- return shape.Contains(point) != ContainmentType.Disjoint;
- }
- public Vector3[] GetHull()
- {
- Vector3 c = shape.Center;
- float r = shape.Radius;
- return new Vector3[]
- {
- c + new Vector3(r, r, r),
- c + new Vector3(-r, r, r),
- c + new Vector3(r, -r, r),
- c + new Vector3(-r, -r, r),
- c + new Vector3(r, r, -r),
- c + new Vector3(-r, r, -r),
- c + new Vector3(r, -r, -r),
- c + new Vector3(-r, -r, -r)
- };
- }
- public float MinimumDistanceFromPlane(Plane plane)
- {
- return plane.DotCoordinate(shape.Center) - shape.Radius;
- }
- }
- // Implement IShapeOps for Triangle
- class TriangleOps : IShapeOps<Triangle>
- {
- Triangle shape;
- public Triangle Shape { get { return shape; } set { shape = value; } }
- public override string ToString()
- {
- return String.Format("Triangle(new Vector3({0},{1},{2}), new Vector3({3},{4},{5}), new Vector3({6},{7},{8}))",
- shape.V0.X, shape.V0.Y, shape.V0.Z,
- shape.V1.X, shape.V1.Y, shape.V1.Z,
- shape.V2.X, shape.V2.Y, shape.V2.Z);
- }
- public void CreateRandomShape(Random random, float scale)
- {
- shape.V0 = random.PointInCube() * scale;
- shape.V1 = random.PointInCube() * scale;
- shape.V2 = random.PointInCube() * scale;
- }
- public void Translate(Vector3 translation)
- {
- shape.V0 += translation;
- shape.V1 += translation;
- shape.V2 += translation;
- }
- public void Scale(float scale)
- {
- shape.V0 *= scale;
- shape.V1 *= scale;
- shape.V2 *= scale;
- }
- public Vector3 RandomInteriorPoint(Random random)
- {
- float u = (float)random.NextDouble();
- float v = (float)random.NextDouble();
- if (u + v > 1.0f)
- {
- u = 1 - u;
- v = 1 - v;
- }
- return (1 - u - v) * shape.V0 + u * shape.V1 + v * shape.V2;
- }
- public bool ContainsPoint(Vector3 point)
- {
- throw new InvalidOperationException();
- }
- public Vector3[] GetHull()
- {
- return new Vector3[] { shape.V0, shape.V1, shape.V2 };
- }
- public float MinimumDistanceFromPlane(Plane plane)
- {
- float d = float.MaxValue;
- foreach (Vector3 v in GetHull())
- d = Math.Min(d, plane.DotCoordinate(v));
- return d;
- }
- }
- // Implement IShapeOps for BoundingOrientedBox
- class BoundingOrientedBoxOps : IShapeOps<BoundingOrientedBox>
- {
- BoundingOrientedBox shape;
- public BoundingOrientedBox Shape { get { return shape; } set { shape = value; } }
- public void CreateRandomShape(Random random, float scale)
- {
- shape.Center = random.PointInCube() * scale;
- shape.HalfExtent = (random.PointInCube() + Vector3.One * 1.01f) * scale * 0.25f;
- shape.Orientation = random.Orientation();
- }
- public void Translate(Vector3 translation)
- {
- shape.Center += translation;
- }
- public void Scale(float scale)
- {
- shape.HalfExtent *= scale;
- shape.Center *= scale;
- }
- public Vector3 RandomInteriorPoint(Random random)
- {
- Vector3 p = new Vector3(
- random.NextFloat(-shape.HalfExtent.X, shape.HalfExtent.X),
- random.NextFloat(-shape.HalfExtent.Y, shape.HalfExtent.Y),
- random.NextFloat(-shape.HalfExtent.Z, shape.HalfExtent.Z));
- Vector3.Transform(ref p, ref shape.Orientation, out p);
- Vector3.Add(ref p, ref shape.Center, out p);
- return p;
- }
- public bool ContainsPoint(Vector3 point)
- {
- return shape.Contains(ref point);
- }
- public Vector3[] GetHull()
- {
- return shape.GetCorners();
- }
- public float MinimumDistanceFromPlane(Plane plane)
- {
- float d = float.MaxValue;
- foreach (Vector3 v in GetHull())
- d = Math.Min(d, plane.DotCoordinate(v));
- return d;
- }
- }
- // Implement IShapeOps for BoundingBox
- class BoundingBoxOps : IShapeOps<BoundingBox>
- {
- BoundingBox shape;
- public BoundingBox Shape { get { return shape; } set { shape = value; } }
- public void CreateRandomShape(Random random, float scale)
- {
- Vector3 center = random.PointInCube() * scale;
- Vector3 size = (random.PointInCube() + Vector3.One * 1.01f) * scale * 0.25f;
- shape.Min = center - size;
- shape.Max = center + size;
- }
- public void SetRandom(Vector3 position, Vector3 scale, Quaternion orientation)
- {
- shape = new BoundingBox(position - scale, position + scale);
- }
- public void Translate(Vector3 translation)
- {
- shape.Min += translation;
- shape.Max += translation;
- }
- public void Scale(float scale)
- {
- shape.Min *= scale;
- shape.Max *= scale;
- }
- public Vector3 RandomInteriorPoint(Random random)
- {
- Vector3 p = new Vector3(
- random.NextFloat(shape.Min.X, shape.Max.X),
- random.NextFloat(shape.Min.Y, shape.Max.Y),
- random.NextFloat(shape.Min.Z, shape.Max.Z));
- return p;
- }
- public bool ContainsPoint(Vector3 point)
- {
- return shape.Contains(point) != ContainmentType.Disjoint;
- }
- public Vector3[] GetHull()
- {
- return shape.GetCorners();
- }
- public float MinimumDistanceFromPlane(Plane plane)
- {
- float d = float.MaxValue;
- foreach (Vector3 v in GetHull())
- d = Math.Min(d, plane.DotCoordinate(v));
- return d;
- }
- }
- }
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