Beispiel #1
0
        public AgX_Primitive(Guid guid, string shape, Vector3 pos, Quaternion rot, Vector3 size, double mass, string materialName)
        {
            this.guid         = guid;
            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            var dynamicRBGeometry = new agxCollide.Geometry();

            switch (shape)
            {
            case "Box": dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(this.size))); break;

            case "Sphere": dynamicRBGeometry.add(new agxCollide.Sphere((this.size.x + this.size.y + this.size.z) / 3)); break;
            }

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            agx_Object = new agx.RigidBody();
            agx_Object.add(dynamicRBGeometry);
            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));                ///AgX

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w)); ///AgX

            agx_Object.getMassProperties().setMass(mass);

            AddToSim();
        }
Beispiel #2
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        /// <summary>
        /// Merges all source objects to one mesh and creates a native trimesh.
        /// </summary>
        /// <param name="meshes">Source meshes.</param>
        /// <returns>Native trimesh.</returns>
        private agxCollide.Geometry Create(UnityEngine.Mesh[] meshes)
        {
            var geometry = new agxCollide.Geometry();

            if (m_precomputedCollisionMeshes.Count > 0)
            {
                // The vertices are assumed to be stored in local coordinates of the
                // given transform. For the scale to be correct w
                var toWorld = transform.localToWorldMatrix;
                Func <Vector3, Vector3> transformer = v =>
                {
                    return(transform.InverseTransformDirection(toWorld * v.ToLeftHanded()));
                };

                var mode = Options != null ? Options.Mode : CollisionMeshOptions.MeshMode.Trimesh;
                for (int i = 0; i < m_precomputedCollisionMeshes.Count; ++i)
                {
                    var collisionMesh = m_precomputedCollisionMeshes[i];
                    if (collisionMesh == null)
                    {
                        Debug.LogWarning($"AGXUnity.Collide.Mesh: Null precomputed collision mesh at index {i}.", this);
                        continue;
                    }

                    var shape = collisionMesh.CreateShape(transformer, mode);
                    if (shape == null)
                    {
                        Debug.LogWarning($"AGXUnity.Collide.Mesh: Precomputed collision mesh at index {i} resulted in an invalid shape.", this);
                        continue;
                    }

                    geometry.add(shape, GetNativeGeometryOffset());
                }
            }
            else
            {
                if (m_precomputedCollisionMeshes.Count > 0)
                {
                    Debug.LogWarning("AGXUnity.Mesh: Failed to create shapes from precomputed data - using Trimesh as fallback.", this);
                }

                var merger = MeshMerger.Merge(transform, meshes);
                geometry.add(new agxCollide.Trimesh(merger.Vertices,
                                                    merger.Indices,
                                                    "AGXUnity.Mesh: Trimesh"),
                             GetNativeGeometryOffset());
            }

            if (geometry.getShapes().Count == 0)
            {
                geometry.Dispose();
                geometry = null;
            }

            return(geometry);
        }
Beispiel #3
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        public AgX_Frame(Guid guid, string shape, Vector3[] vertices, Vector2[] uvs, int[] triangles, double size, Vector3 pos, Quaternion rot, double mass, bool isStatic, string materialName)
        {
            this.guid = guid;

            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            var tri = new agxCollide.Trimesh(Operations.ToAgxVec3Vector(vertices), Operations.ToAgxIntVector(triangles), "stdFrame");
            ///Creates a geometry
            var dynamicRBGeometry = new agxCollide.Geometry();

            dynamicRBGeometry.add(tri);

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            agx_Object = new agx.RigidBody();
            ///Adds selected geometry to the rigidbody
            agx_Object.add(dynamicRBGeometry);

            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));                ///AgX

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w)); ///AgX

            agx_Object.getMassProperties().setMass(mass);

            if (isStatic)
            {
                agx_Object.setMotionControl(agx.RigidBody.MotionControl.STATIC);
            }

            AddToAssembly();
        }
Beispiel #4
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        /*--------------------------------------------------Creating terrain--------------------------------------------------*/
        //public void Create_Terrain(Guid guid, string heightmap, Vector3 position, string materialName, double restitution, double friction, double height)
        public AgX_Scene(Guid guid, List <Vector3> vertices, List <int> triangles, Vector3 position, string materialName)
        {
            this.guid = guid;

            //AgX:
            agx.Vec3Vector   agx_vertices = new agx.Vec3Vector();
            agx.UInt32Vector agx_indices  = new agx.UInt32Vector();
            for (int i = 0; i < vertices.Count; i++)
            {
                agx_vertices.Add(Operations.ToAgxVec3(vertices[i]));
            }
            for (int i = 0; i < triangles.Count; i++)
            {
                agx_indices.Add((uint)triangles[i]);
            }
            terrain = new agx.RigidBody();

            //uint optionsMask = (uint)agxCollide.Trimesh.TrimeshOptionsFlags.TERRAIN;
            var terrain_trimesh = new agxCollide.Trimesh(agx_vertices, agx_indices, "handmade terrain");//, optionsMask, height);

            var geometry = new agxCollide.Geometry();

            geometry.add(terrain_trimesh);
            geometry.setMaterial(new agx.Material(materialName));

            terrain.add(geometry);
            terrain.setMotionControl(agx.RigidBody.MotionControl.STATIC);

            //position.y -= height;
            terrain.setLocalPosition(Operations.ToAgxVec3(position));//move right and -height for global 0

            ///Adds terrain to simulation
            //simulation.add(terrain);
            Agx_Simulation.sim_Instance.add(terrain);
        }
Beispiel #5
0
        public AgX_Frame(Guid guid, string shape, Vector3[] vertices, Vector2[] uvs, int[] triangles, double size, Vector3 pos, Quaternion rot, double mass, bool isStatic, string materialName)
        {
            this.guid = guid;

            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            //scale by 2, to fit unity.

            /* Vector3[] tmp_verts = vertices;
             * for (int i = 0; i < tmp_verts.Length; i++)
             * {
             *   tmp_verts[i].x *= 2;
             *   tmp_verts[i].y *= 2;
             *   tmp_verts[i].z *= 2;
             * }*/

            var tri = new agxCollide.Trimesh(Operations.ToAgxVec3Vector(vertices), Operations.ToAgxIntVector(triangles), "stdFrame");
            ///Creates a geometry
            var dynamicRBGeometry = new agxCollide.Geometry();

            dynamicRBGeometry.add(tri);

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            ///Creates the selected shape

            /*switch (shape)
             * {
             *  case "Box": dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(size))); break;
             *  case "Sphere": dynamicRBGeometry.add(new agxCollide.Sphere((size.x + size.y + size.z) / 3)); break;
             * }*/

            agx_Object = new agx.RigidBody();
            ///Adds selected geometry to the rigidbody
            agx_Object.add(dynamicRBGeometry);

            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));///AgX

            //var y = new agx.EulerAngles(Operations.ToAgxVec3(rot));

            //UnityEngine.Debug.Log("x: " + y.x + ", y: " + y.y + ", z: " + y.z);

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w));///AgX

            //agx_Object.setLocalRotation(new agx.EulerAngles(Operations.ToAgxVec3(rot)));///AgX

            //UnityEngine.Debug.Log("x: " +agx_Object.getLocalPosition().x + ", y: " + agx_Object.getLocalPosition().y + ", z: " + agx_Object.getLocalPosition().z);

            agx_Object.getMassProperties().setMass(mass);

            if (isStatic)
            {
                agx_Object.setMotionControl(agx.RigidBody.MotionControl.STATIC);
            }

            AddToSim();
        }
Beispiel #6
0
        public AgX_Primitive(Guid guid, string shape, Vector3 pos, Quaternion rot, Vector3 size, double mass, string materialName, bool isStatic, bool AddToRobot)
        {
            this.guid         = guid;
            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            var dynamicRBGeometry = new agxCollide.Geometry();

            switch (this.shape)
            {
            case "Box": dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(this.size))); break;

            case "Sphere": dynamicRBGeometry.add(new agxCollide.Sphere((this.size.x + this.size.y + this.size.z) / 3)); break;

            default: dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(this.size))); break;
            }

            dynamicRBGeometry.setMaterial(new agx.Material(this.materialName));

            agx_Object = new agx.RigidBody();
            agx_Object.add(dynamicRBGeometry);
            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));                ///AgX

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w)); ///AgX

            agx_Object.getMassProperties().setMass(mass);

            if (isStatic)
            {
                agx_Object.setMotionControl(agx.RigidBody.MotionControl.STATIC);
            }

            if (AddToRobot)
            {
                AddToAssembly();
            }
            else
            {
                Agx_Simulation.sim_Instance.add(agx_Object);
            }
        }
Beispiel #7
0
        public AgX_Sensor(Guid guid, string materialName, Vector3 pos, Vector3 scale, double mass)
        {
            this.guid  = guid;
            this.scale = scale;

            var dynamicRBGeometry = new agxCollide.Geometry();///AgX

            dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(scale)));

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            agx_Object = new agx.RigidBody();

            agx_Object.add(dynamicRBGeometry);

            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));

            agx_Object.getMassProperties().setMass(mass);

            Agx_Simulation.sim_Instance.add(agx_Object);
        }