public override CollisionShape GetCollisionShape()
        {
            if (collisionShapePtr == null) {
                BCollisionShape[] css = GetComponentsInChildren<BCollisionShape>();
                colliders = new BCollisionShape[css.Length - 1];
                int ii = 0;
                for (int i = 0; i < css.Length; i++) {
                    if (css[i] == this) {
                        //skip
                    } else {
                        colliders[ii] = css[i];
                        ii++;
                    }
                }
                if (colliders.Length == 0) {
                    Debug.LogError("Compound collider");
                }

                //TODO
                // some of the collider types (non-finite and other compound colliders) are probably not
                // can only be added to game object with rigid body attached.
                // allowed should check for these.
                // what about scaling not sure if it is handled correctly
                CompoundShape cs = new CompoundShape();
                collisionShapePtr = cs;
                for (int i = 0; i < colliders.Length; i++) {
                    CollisionShape chcs = colliders[i].GetCollisionShape();

                    Vector3 up = Vector3.up;
                    Vector3 origin = Vector3.zero;
                    Vector3 forward = Vector3.forward;
                    //to world
                    up = colliders[i].transform.TransformDirection(up);
                    origin = colliders[i].transform.TransformPoint(origin);
                    forward = colliders[i].transform.TransformDirection(forward);
                    //to compound collider
                    up = transform.InverseTransformDirection(up);
                    origin = transform.InverseTransformPoint(origin);
                    forward = transform.InverseTransformDirection(forward);
                    Quaternion q = Quaternion.LookRotation(forward, up);

                    /*
                    Some collision shapes can have local scaling applied. Use
                    btCollisionShape::setScaling(vector3).Non uniform scaling with different scaling
                    values for each axis, can be used for btBoxShape, btMultiSphereShape,
                    btConvexShape, btTriangleMeshShape.Note that a non - uniform scaled
                    sphere can be created by using a btMultiSphereShape with 1 sphere.
                    */

                    BulletSharp.Math.Matrix m = BulletSharp.Math.Matrix.AffineTransformation(1f, q.ToBullet(), origin.ToBullet());

                    cs.AddChildShape(m, chcs);
                }
                cs.LocalScaling = m_localScaling.ToBullet();
            }
            return collisionShapePtr;
        }
 public static CompoundShape Create(GImpactMeshShape gImpactMesh, float depth)
 {
     CompoundShape colShape = new CompoundShape();
     using (var cb = new MyInternalTriangleIndexCallback(colShape, gImpactMesh, depth))
     {
         Vector3 aabbMin, aabbMax;
         gImpactMesh.GetAabb(Matrix.Identity, out aabbMin, out aabbMax);
         gImpactMesh.MeshInterface.InternalProcessAllTriangles(cb, aabbMin, aabbMax);
     }
     return colShape;
 }
Beispiel #3
0
 static CollisionShape CreateShape(float size)
 {
     CompoundShape shape = new CompoundShape();
     shape.AddChildShape(Matrix4.CreateTranslation(-size, 0.0f, 0.0f), new StaticPlaneShape(new Vector3(1.0f, 0.0f, 0.0f), 0.0f));
     shape.AddChildShape(Matrix4.CreateTranslation(size, 0.0f, 0.0f), new StaticPlaneShape(new Vector3(-1.0f, 0.0f, 0.0f), 0.0f));
     shape.AddChildShape(Matrix4.CreateTranslation(0.0f, -size, 0.0f), new StaticPlaneShape(new Vector3(0.0f, 1.0f, 0.0f), 0.0f));
     shape.AddChildShape(Matrix4.CreateTranslation(0.0f, size, 0.0f), new StaticPlaneShape(new Vector3(0.0f, -1.0f, 0.0f), 0.0f));
     shape.AddChildShape(Matrix4.CreateTranslation(0.0f, 0.0f, -size), new StaticPlaneShape(new Vector3(0.0f, 0.0f, 1.0f), 0.0f));
     shape.AddChildShape(Matrix4.CreateTranslation(0.0f, 0.0f, size), new StaticPlaneShape(new Vector3(0.0f, 0.0f, -1.0f), 0.0f));
     return shape;
 }
Beispiel #4
0
        CollisionShape _AddFlipperCylinders(FlipperBehavior flipper)
        {
            float r1 = flipper.data.BaseRadius;
            float r2 = flipper.data.EndRadius;
            float h  = flipper.data.Height;
            float l  = flipper.data.FlipperRadius;

            var hh = h * 0.5f; // half height
            var cs = new BulletSharp.CompoundShape();

            cs.AddChildShape(
                Matrix.Translation(0, 0, hh),
                new CylinderShapeZ(r1, r1, hh));

            cs.AddChildShape(
                Matrix.Translation(0, -l, hh),
                new CylinderShapeZ(r2, r2, hh));

            // we can't add Triangle Mesh Shape to Compound Shape. Add one or two boxes
            float   hbl   = new Vector2(l, r1 - r2).magnitude * 0.5f;
            Vector3 n     = new Vector3(l, r1 - r2, 0); n.Normalize();
            Vector3 beg   = new Vector3(0, 0, hh) + n * (r1 - r2);
            Vector3 beg2  = new Vector3(-beg.X, beg.Y, beg.Z);
            Vector3 end   = new Vector3(0, -l, hh);
            float   angle = math.atan2(n.Y, n.X);

            bool onlyFront = true;
            bool rev       = (flipper.data.StartAngle < 0 | flipper.data.StartAngle > 180);

            if (!onlyFront || rev)
            {
                cs.AddChildShape(
                    Matrix.RotationZ(-angle) *
                    Matrix.Translation((beg + end) * 0.5f),
                    new BoxShape(Mathf.Min(r1, r2), hbl, hh));
            }

            if (!onlyFront || !rev)
            {
                cs.AddChildShape(
                    Matrix.RotationZ(angle) *
                    Matrix.Translation((beg2 + end) * 0.5f),
                    new BoxShape(Mathf.Min(r1, r2), hbl, hh));
            }

            return(cs);
        }
        /// <summary>
        /// Creates a CollisionShape from the ShapeComponents of the given thing. If the shape already exists, we'll just return that instead.
        /// </summary>
        public CollisionShape CreateAndRegisterShape(LThing thing, ThingDefinition def)
        {
            CollisionShape shape;
            if (!Shapes.TryGetValue(thing.Name, out shape)) {
                // create the shape

                bool forceCompound = def.GetBoolProperty("forcecompound", false);

                // if we only have one shape we don't have to do as much
                if (thing.ShapeComponents.Count == 1) {
                    // force us to use a compound shape?
                    if (forceCompound) {
                        CompoundShape comp = new CompoundShape();
                        comp.AddChildShape(thing.ShapeComponents[0].Transform, CreateShapeForComponent(thing.ShapeComponents[0]));

                        shape = comp;
                    }
                    // one component, no compound is the easiest
                    else {
                        shape = CreateShapeForComponent(thing.ShapeComponents[0]);
                    }
                }
                // otherwise, make all of our shapes and stick them in a compound shape
                else {
                    CompoundShape comp = new CompoundShape();

                    foreach (ShapeComponent component in thing.ShapeComponents) {
                        comp.AddChildShape(component.Transform, CreateShapeForComponent(component));
                    }

                    shape = comp;
                }

                // then put the shape in our dictionary
                Shapes.Add(thing.Name, shape);
            }
            return shape;
        }
 public Model(params GeometricPrimitive[] Primitives)
 {
     this.Primitives = Primitives.ToList();
     CollisionShape compound = null;
     CastShadow = true;
     List<Vector3> points = new List<Vector3>();
     if (Primitives.Length > 1)
     {
         compound = new CompoundShape(true);
         foreach (GeometricPrimitive prim in Primitives)
         {
             (compound as CompoundShape).AddChildShape(Matrix.Identity, prim.CollisionShape);
             points.AddRange(prim.GeometryData.Positions);
         }
     }
     else
     {
         compound = Primitives[0].CollisionShape;
         points.AddRange(Primitives[0].GeometryData.Positions);
     }
     mass = 10;
     body = new RigidBody(new RigidBodyConstructionInfo(mass, new DefaultMotionState(), compound, compound.CalculateLocalInertia(mass)));
     bbox = BoundingBox.FromPoints(points.ToArray());
 }
        /*private void MyTickCallBack(ManifoldPoint cp, CollisionObjectWrapper colobj0wrap, int partid0, int index0, CollisionObjectWrapper colobj1wrap, int partid1, int index1)
        {
            Debug.WriteLine("MyTickCallBack");
            int numManifolds = BtWorld.Dispatcher.NumManifolds;
            RigidBodyImp myRb;
            //Debug.WriteLine("numManifolds: " + numManifolds);
            for (int i = 0; i < numManifolds; i++)
            {
                PersistentManifold contactManifold = BtWorld.Dispatcher.GetManifoldByIndexInternal(i);
                int numContacts = contactManifold.NumContacts;
                if (numContacts > 0)
                {
                    CollisionObject obA = (CollisionObject) contactManifold.Body0;
                    CollisionObject obB = (CollisionObject) contactManifold.Body1;

                   // Debug.WriteLine(numContacts);
                    var pnA = obA.UserObject;

                    for (int j = 0; j < numContacts; j++)
                    {
                        ManifoldPoint pt = contactManifold.GetContactPoint(j);

                    }
                }
            }
        }*/
        public IRigidBodyImp AddRigidBody(float mass, float3 worldTransform, float3 orientation, ICollisionShapeImp colShape/*, float3 intertia*/)
        {
            // Use bullet to do what needs to be done:

             var btMatrix = Matrix.RotationX(orientation.x)
                                    * Matrix.RotationY(orientation.y)
                                    * Matrix.RotationZ(orientation.z)
                                    * Matrix.Translation(worldTransform.x, worldTransform.y, worldTransform.z);

             var btMotionState = new DefaultMotionState(btMatrix);

            var shapeType = colShape.GetType().ToString();

            CollisionShape btColShape;

            var isStatic = false;
            switch (shapeType)
            {
                //Primitives
                case "Fusee.Engine.BoxShapeImp":
                    var box = (BoxShapeImp) colShape;
                    var btBoxHalfExtents = Translater.Float3ToBtVector3(box.HalfExtents);
                    btColShape = new BoxShape(btBoxHalfExtents);
                    break;
                case "Fusee.Engine.CapsuleShapeImp":
                    var capsule = (CapsuleShapeImp) colShape;
                    btColShape = new CapsuleShape(capsule.Radius, capsule.HalfHeight);
                    break;
                case "Fusee.Engine.ConeShapeImp":
                    var cone = (ConeShapeImp) colShape;
                    btColShape = new ConeShape(cone.Radius, cone.Height);
                    break;
                case "Fusee.Engine.CylinderShapeImp":
                    var cylinider = (CylinderShapeImp) colShape;
                    var btCylinderHalfExtents = Translater.Float3ToBtVector3(cylinider.HalfExtents);
                    btColShape = new CylinderShape(btCylinderHalfExtents);
                    break;
                case "Fusee.Engine.MultiSphereShapeImp":
                    var multiSphere = (MultiSphereShapeImp) colShape;
                    var btPositions = new Vector3[multiSphere.SphereCount];
                    var btRadi = new float[multiSphere.SphereCount];
                    for (int i = 0; i < multiSphere.SphereCount; i++)
                    {
                        var pos = Translater.Float3ToBtVector3(multiSphere.GetSpherePosition(i));
                        btPositions[i] = pos;
                        btRadi[i] = multiSphere.GetSphereRadius(i);
                    }
                    btColShape = new MultiSphereShape(btPositions, btRadi);
                    break;
                case "Fusee.Engine.SphereShapeImp":
                    var sphere = (SphereShapeImp) colShape;
                    var btRadius = sphere.Radius;
                    btColShape = new SphereShape(btRadius);
                    break;

                //Misc
                case "Fusee.Engine.CompoundShapeImp":
                    var compShape = (CompoundShapeImp) colShape;
                    btColShape = new CompoundShape(true);
                    btColShape = compShape.BtCompoundShape;
                    break;
                case "Fusee.Engine.EmptyShapeImp":
                    btColShape = new EmptyShape();
                    break;

                //Meshes
                case "Fusee.Engine.ConvexHullShapeImp":
                    var convHull = (ConvexHullShapeImp) colShape;
                    var btPoints= new Vector3[convHull.GetNumPoints()];
                    for (int i = 0; i < convHull.GetNumPoints(); i++)
                    {
                        var point = convHull.GetScaledPoint(i);
                        btPoints[i] = Translater.Float3ToBtVector3(point);
                    }
                    btColShape = new ConvexHullShape(btPoints);
                    //btColShape.LocalScaling = new Vector3(3,3,3);
                    break;
                case "Fusee.Engine.StaticPlaneShapeImp":
                    var staticPlane = (StaticPlaneShapeImp) colShape;
                    Debug.WriteLine("staticplane: " + staticPlane.Margin);
                    var btNormal = Translater.Float3ToBtVector3(staticPlane.PlaneNormal);
                    btColShape = new StaticPlaneShape(btNormal, staticPlane.PlaneConstant);
                    isStatic = true;
                    //btColShape.Margin = 0.04f;
                    //Debug.WriteLine("btColshape" + btColShape.Margin);
                    break;
                case "Fusee.Engine.GImpactMeshShapeImp":
                    var gImpMesh = (GImpactMeshShapeImp)colShape;
                    gImpMesh.BtGImpactMeshShape.UpdateBound();
                    var btGimp = new GImpactMeshShape(gImpMesh.BtGImpactMeshShape.MeshInterface);

                    btGimp.UpdateBound();
                    btColShape = btGimp;

                    break;
                //Default
                default:
                    Debug.WriteLine("defaultImp");
                    btColShape = new EmptyShape();
                    break;
            }

            var btLocalInertia = btColShape.CalculateLocalInertia(mass);
               // btLocalInertia *= (10.0f*10);
            RigidBodyConstructionInfo btRbcInfo = new RigidBodyConstructionInfo(mass, btMotionState, btColShape,
                btLocalInertia);

            var btRigidBody = new RigidBody(btRbcInfo);
            btRigidBody.Restitution = 0.2f;
            btRigidBody.Friction = 0.2f;
            btRigidBody.CollisionFlags = CollisionFlags.CustomMaterialCallback;

            BtWorld.AddRigidBody(btRigidBody);
            btRbcInfo.Dispose();
            var retval = new RigidBodyImp();
            retval._rbi = btRigidBody;
            btRigidBody.UserObject = retval;
            return retval;
        }
        public ICompoundShapeImp AddCompoundShape(bool enableDynamicAabbTree)
        {
            var btCompoundShape = new CompoundShape(enableDynamicAabbTree);
            BtCollisionShapes.Add(btCompoundShape);

            var retval = new CompoundShapeImp();
            retval.BtCompoundShape = btCompoundShape;
            btCompoundShape.UserObject = retval;
            return retval;
        }
Beispiel #9
0
        void CreateGear(Vector3 pos, float speed)
        {
            Matrix startTransform = Matrix.Translation(pos);
            CompoundShape shape = new CompoundShape();
#if true
            shape.AddChildShape(Matrix.Identity, new BoxShape(5, 1, 6));
            shape.AddChildShape(Matrix.RotationZ((float)Math.PI), new BoxShape(5, 1, 6));
#else
            shape.AddChildShape(Matrix.Identity, new CylinderShapeZ(5,1,7));
            shape.AddChildShape(Matrix.RotationZ((float)Math.PI), new BoxShape(4,1,8));
#endif
            RigidBody body = LocalCreateRigidBody(10, startTransform, shape);
            body.Friction = 1;
            HingeConstraint hinge = new HingeConstraint(body, Matrix.Identity);
            if (speed != 0) hinge.EnableAngularMotor(true, speed, 3);
            World.AddConstraint(hinge);
        }
Beispiel #10
0
        void Create_RbUpStack(int count)
        {
            const float mass = 10.0f;

            CompoundShape cylinderCompound = new CompoundShape();
            CollisionShape cylinderShape = new CylinderShapeX(4, 1, 1);
            CollisionShape boxShape = new BoxShape(4, 1, 1);
            cylinderCompound.AddChildShape(Matrix.Identity, boxShape);
            Quaternion orn = Quaternion.RotationYawPitchRoll((float)Math.PI / 2.0f, 0.0f, 0.0f);
            Matrix localTransform = Matrix.RotationQuaternion(orn);
            //localTransform *= Matrix.Translation(new Vector3(1,1,1));
            cylinderCompound.AddChildShape(localTransform, cylinderShape);

            CollisionShape[] shape = new CollisionShape[]{cylinderCompound,
                new BoxShape(new Vector3(1,1,1)),
                new SphereShape(1.5f)};

            for (int i = 0; i < count; ++i)
                LocalCreateRigidBody(mass, Matrix.Translation(0, 2 + 6 * i, 0), shape[i % shape.Length]);
        }
        protected override void OnInitializePhysics()
        {
            SetupEmptyDynamicsWorld();
            IsDebugDrawEnabled = true;

            CollisionShape groundShape = new BoxShape(50, 1, 50);
            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);
            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));
            CollisionShapes.Add(shape);

            const float THETA = (float)Math.PI/4.0f;
            float L_1 = 2 - (float)Math.Tan(THETA);
            float L_2 = 1 / (float)Math.Cos(THETA);
            float RATIO = L_2/L_1;

            RigidBody bodyA;
            RigidBody bodyB;

            CollisionShape cylA = new CylinderShape(0.2f, 0.25f, 0.2f);
            CollisionShape cylB = new CylinderShape(L_1, 0.025f, L_1);
            CompoundShape cyl0 = new CompoundShape();
            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            float mass = 6.28f;
            Vector3 localInertia;
            cyl0.CalculateLocalInertia(mass, out localInertia);
            RigidBodyConstructionInfo ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);
            ci.StartWorldTransform = Matrix.Translation(-8, 1, -8);

            body = new RigidBody(ci); //1,0,cyl0,localInertia);
            World.AddRigidBody(body);
            body.LinearFactor = Vector3.Zero;
            body.AngularFactor = new Vector3(0, 1, 0);
            bodyA = body;

            cylA = new CylinderShape(0.2f, 0.26f, 0.2f);
            cylB = new CylinderShape(L_2, 0.025f, L_2);
            cyl0 = new CompoundShape();
            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            mass = 6.28f;
            cyl0.CalculateLocalInertia(mass, out localInertia);
            ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);
            Quaternion orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);
            ci.StartWorldTransform = Matrix.RotationQuaternion(orn) * Matrix.Translation(-10, 2, -8);

            body = new RigidBody(ci);//1,0,cyl0,localInertia);
            body.LinearFactor = Vector3.Zero;
            HingeConstraint hinge = new HingeConstraint(body, Vector3.Zero, new Vector3(0, 1, 0), true);
            World.AddConstraint(hinge);
            bodyB = body;
            body.AngularVelocity = new Vector3(0, 3, 0);

            World.AddRigidBody(body);

            Vector3 axisA = new Vector3(0, 1, 0);
            Vector3 axisB = new Vector3(0, 1, 0);
            orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);
            Matrix mat = Matrix.RotationQuaternion(orn);
            axisB = new Vector3(mat.M21, mat.M22, mat.M23);

            GearConstraint gear = new GearConstraint(bodyA, bodyB, axisA, axisB, RATIO);
            World.AddConstraint(gear, true);

            mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA = new Vector3(0, 0, 1);

            Vector3 pivotInB;
            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;
            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

            #if P2P
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0, body1, pivotInA, pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0, body1, pivotInA, pivotInB, axisInA, axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
            #else
            {
                hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                const float targetVelocity = 1.0f;
                const float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }
            #endif

            RigidBody pRbA1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbA1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbA1.ActivationState = ActivationState.DisableDeactivation;

            // add dynamic rigid body B1
            RigidBody pRbB1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbB1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbB1.ActivationState = ActivationState.DisableDeactivation;

            // create slider constraint between A1 and B1 and add it to world
            SliderConstraint spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, true);
            //spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, false);
            spSlider1.LowerLinearLimit = -15.0f;
            spSlider1.UpperLinearLimit = -5.0f;
            spSlider1.LowerLinearLimit = 5.0f;
            spSlider1.UpperLinearLimit = 15.0f;
            spSlider1.LowerLinearLimit = -10.0f;
            spSlider1.UpperLinearLimit = -10.0f;

            spSlider1.LowerAngularLimit = -(float)Math.PI / 3.0f;
            spSlider1.UpperAngularLimit = (float)Math.PI / 3.0f;

            World.AddConstraint(spSlider1, true);
            spSlider1.DebugDrawSize = 5.0f;

            //create a slider, using the generic D6 constraint
            Vector3 sliderWorldPos = new Vector3(0, 10, 0);
            Vector3 sliderAxis = Vector3.UnitX;
            const float angle = 0; //SIMD_RADS_PER_DEG * 10.f;
            Matrix trans = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);
            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);
            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(0, 5, 0);

            //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
            const bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits
            spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA)
            {
                LinearLowerLimit = lowerSliderLimit,
                LinearUpperLimit = hiSliderLimit,

                //range should be small, otherwise singularities will 'explode' the constraint
                //AngularLowerLimit = new Vector3(-1.5f,0,0),
                //AngularUpperLimit = new Vector3(1.5f,0,0),
                //AngularLowerLimit = new Vector3(0,0,0),
                //AngularUpperLimit = new Vector3(0,0,0),
                AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0),
                AngularUpperLimit = new Vector3(1.5f, 0, 0)
            };

            //spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;

            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);
            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);
            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA = Vector3.UnitY; // pointing upwards, aka Y-axis

            spDoorHinge = new HingeConstraint(pDoorBody, btPivotA, btAxisA);

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);

            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);
            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);
            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);
            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);

            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;

            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);
            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 pivotA = new Vector3(10.0f, 0.0f, 0.0f);
            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, pivotA, btAxisA);
            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;

            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis = new Vector3(0, 0, 1);
            Vector3 anchor = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;

            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true)
            {
                LinearUpperLimit = new Vector3(5, 0, 0),
                LinearLowerLimit = new Vector3(-5, 0, 0),
                AngularLowerLimit = new Vector3(0, 0, -1.5f),
                AngularUpperLimit = new Vector3(0, 0, 1.5f),
                DebugDrawSize = 5
            };
            World.AddConstraint(pGen6DOFSpring, true);

            pGen6DOFSpring.EnableSpring(0, true);
            pGen6DOFSpring.SetStiffness(0, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.5f);
            pGen6DOFSpring.EnableSpring(5, true);
            pGen6DOFSpring.SetStiffness(5, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.3f);
            pGen6DOFSpring.SetEquilibriumPoint();

            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis = new Vector3(1, 0, 0);
            anchor = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;

            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            axisA = new Vector3(0, 1, 0);
            axisB = new Vector3(0, 1, 0);
            Vector3 pivotA2 = new Vector3(-5, 0, 0);
            Vector3 pivotB = new Vector3(5, 0, 0);
            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA2, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }
        protected override void OnInitializePhysics()
        {
            CollisionShape groundShape = new BoxShape(50, 3, 50);
            CollisionShapes.Add(groundShape);

            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);
            Solver = new SequentialImpulseConstraintSolver();

            Vector3 worldMin = new Vector3(-10000, -10000, -10000);
            Vector3 worldMax = new Vector3(10000, 10000, 10000);
            Broadphase = new AxisSweep3(worldMin, worldMax);
            //Broadphase = new DbvtBroadphase();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);

            int i;
            Matrix tr;
            Matrix vehicleTr;
            //if (UseTrimeshGround)
            {
                const float scale = 20.0f;

                //create a triangle-mesh ground
                const int NumVertsX = 20;
                const int NumVertsY = 20;
                const int totalVerts = NumVertsX * NumVertsY;

                const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1);

                TriangleIndexVertexArray vertexArray = new TriangleIndexVertexArray();
                IndexedMesh mesh = new IndexedMesh();
                mesh.Allocate(totalTriangles, totalVerts);
                mesh.NumTriangles = totalTriangles;
                mesh.NumVertices = totalVerts;
                mesh.TriangleIndexStride = 3 * sizeof(int);
                mesh.VertexStride = Vector3.SizeInBytes;
                using (var indicesStream = mesh.GetTriangleStream())
                {
                    var indices = new BinaryWriter(indicesStream);
                    for (i = 0; i < NumVertsX - 1; i++)
                    {
                        for (int j = 0; j < NumVertsY - 1; j++)
                        {
                            indices.Write(j * NumVertsX + i);
                            indices.Write(j * NumVertsX + i + 1);
                            indices.Write((j + 1) * NumVertsX + i + 1);

                            indices.Write(j * NumVertsX + i);
                            indices.Write((j + 1) * NumVertsX + i + 1);
                            indices.Write((j + 1) * NumVertsX + i);
                        }
                    }
                    indices.Dispose();
                }

                using (var vertexStream = mesh.GetVertexStream())
                {
                    var vertices = new BinaryWriter(vertexStream);
                    for (i = 0; i < NumVertsX; i++)
                    {
                        for (int j = 0; j < NumVertsY; j++)
                        {
                            float wl = .2f;
                            float height = 20.0f * (float)(Math.Sin(i * wl) * Math.Cos(j * wl));

                            vertices.Write((i - NumVertsX * 0.5f) * scale);
                            vertices.Write(height);
                            vertices.Write((j - NumVertsY * 0.5f) * scale);
                        }
                    }
                    vertices.Dispose();
                }

                vertexArray.AddIndexedMesh(mesh);
                groundShape = new BvhTriangleMeshShape(vertexArray, true);

                tr = Matrix.Identity;
                vehicleTr = Matrix.Translation(0, -2, 0);
            }/*
            else
            {
                // Use HeightfieldTerrainShape

                int width = 40, length = 40;
                //int width = 128, length = 128; // Debugging is too slow for this
                float maxHeight = 10.0f;
                float heightScale = maxHeight / 256.0f;
                Vector3 scale = new Vector3(20.0f, maxHeight, 20.0f);

                //PhyScalarType scalarType = PhyScalarType.PhyUChar;
                //FileStream file = new FileStream(heightfieldFile, FileMode.Open, FileAccess.Read);

                // Use float data
                PhyScalarType scalarType = PhyScalarType.PhyFloat;
                byte[] terr = new byte[width * length * 4];
                MemoryStream file = new MemoryStream(terr);
                BinaryWriter writer = new BinaryWriter(file);
                for (i = 0; i < width; i++)
                    for (int j = 0; j < length; j++)
                        writer.Write((float)((maxHeight / 2) + 4 * Math.Sin(j * 0.5f) * Math.Cos(i)));
                writer.Flush();
                file.Position = 0;

                HeightfieldTerrainShape heightterrainShape = new HeightfieldTerrainShape(width, length,
                    file, heightScale, 0, maxHeight, upIndex, scalarType, false);
                heightterrainShape.SetUseDiamondSubdivision(true);

                groundShape = heightterrainShape;
                groundShape.LocalScaling = new Vector3(scale.X, 1, scale.Z);

                tr = Matrix.Translation(new Vector3(-scale.X / 2, scale.Y / 2, -scale.Z / 2));
                vehicleTr = Matrix.Translation(new Vector3(20, 3, -3));


                // Create graphics object

                file.Position = 0;
                BinaryReader reader = new BinaryReader(file);

                int totalTriangles = (width - 1) * (length - 1) * 2;
                int totalVerts = width * length;

                game.groundMesh = new Mesh(game.Device, totalTriangles, totalVerts,
                    MeshFlags.SystemMemory | MeshFlags.Use32Bit, VertexFormat.Position | VertexFormat.Normal);
                SlimDX.DataStream data = game.groundMesh.LockVertexBuffer(LockFlags.None);
                for (i = 0; i < width; i++)
                {
                    for (int j = 0; j < length; j++)
                    {
                        float height;
                        if (scalarType == PhyScalarType.PhyFloat)
                        {
                            // heightScale isn't applied internally for float data
                            height = reader.ReadSingle();
                        }
                        else if (scalarType == PhyScalarType.PhyUChar)
                        {
                            height = file.ReadByte() * heightScale;
                        }
                        else
                        {
                            height = 0.0f;
                        }

                        data.Write((j - length * 0.5f) * scale.X);
                        data.Write(height);
                        data.Write((i - width * 0.5f) * scale.Z);

                        // Normals will be calculated later
                        data.Position += 12;
                    }
                }
                game.groundMesh.UnlockVertexBuffer();
                file.Close();

                data = game.groundMesh.LockIndexBuffer(LockFlags.None);
                for (i = 0; i < width - 1; i++)
                {
                    for (int j = 0; j < length - 1; j++)
                    {
                        // Using diamond subdivision
                        if ((j + i) % 2 == 0)
                        {
                            data.Write(j * width + i);
                            data.Write((j + 1) * width + i + 1);
                            data.Write(j * width + i + 1);

                            data.Write(j * width + i);
                            data.Write((j + 1) * width + i);
                            data.Write((j + 1) * width + i + 1);
                        }
                        else
                        {
                            data.Write(j * width + i);
                            data.Write((j + 1) * width + i);
                            data.Write(j * width + i + 1);

                            data.Write(j * width + i + 1);
                            data.Write((j + 1) * width + i);
                            data.Write((j + 1) * width + i + 1);
                        }

                        / *
                        // Not using diamond subdivision
                        data.Write(j * width + i);
                        data.Write((j + 1) * width + i);
                        data.Write(j * width + i + 1);

                        data.Write(j * width + i + 1);
                        data.Write((j + 1) * width + i);
                        data.Write((j + 1) * width + i + 1);
                        * /
                    }
                }
                game.groundMesh.UnlockIndexBuffer();

                game.groundMesh.ComputeNormals();
            }*/

            CollisionShapes.Add(groundShape);


            //create ground object
            RigidBody ground = LocalCreateRigidBody(0, tr, groundShape);
            ground.UserObject = "Ground";


            CollisionShape chassisShape = new BoxShape(1.0f, 0.5f, 2.0f);
            CollisionShapes.Add(chassisShape);

            CompoundShape compound = new CompoundShape();
            CollisionShapes.Add(compound);

            //localTrans effectively shifts the center of mass with respect to the chassis
            Matrix localTrans = Matrix.Translation(Vector3.UnitY);
            compound.AddChildShape(localTrans, chassisShape);
            RigidBody carChassis = LocalCreateRigidBody(800, Matrix.Identity, compound);
            carChassis.UserObject = "Chassis";
            //carChassis.SetDamping(0.2f, 0.2f);

            //CylinderShapeX wheelShape = new CylinderShapeX(wheelWidth, wheelRadius, wheelRadius);


            // clientResetScene();

            // create vehicle
            VehicleTuning tuning = new VehicleTuning();
            IVehicleRaycaster vehicleRayCaster = new DefaultVehicleRaycaster(World);
            //vehicle = new RaycastVehicle(tuning, carChassis, vehicleRayCaster);
            vehicle = new CustomVehicle(tuning, carChassis, vehicleRayCaster);

            carChassis.ActivationState = ActivationState.DisableDeactivation;
            World.AddAction(vehicle);


            const float connectionHeight = 1.2f;
            bool isFrontWheel = true;

            // choose coordinate system
            vehicle.SetCoordinateSystem(rightIndex, upIndex, forwardIndex);

            BulletSharp.Math.Vector3 connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
            vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

            connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
            vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

            isFrontWheel = false;
            connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
            vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

            connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
            vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);


            for (i = 0; i < vehicle.NumWheels; i++)
            {
                WheelInfo wheel = vehicle.GetWheelInfo(i);
                wheel.SuspensionStiffness = suspensionStiffness;
                wheel.WheelsDampingRelaxation = suspensionDamping;
                wheel.WheelsDampingCompression = suspensionCompression;
                wheel.FrictionSlip = wheelFriction;
                wheel.RollInfluence = rollInfluence;
            }

            vehicle.RigidBody.WorldTransform = vehicleTr;
        }
 public CompoundShape CreateCompoundShape()
 {
     CompoundShape shape = new CompoundShape();
     _allocatedCollisionShapes.Add(shape);
     return shape;
 }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NumVerticesPerConvexHull = 100;     // max of 100 vertices per convex-hull

            hacd.Compute();
            hacd.Save("output.wrl", false);

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                Vector3[] points;
                int[] triangles;
                hacd.GetCH(c, out points, out triangles);

                convexDecomposition.ConvexDecompResult(points, triangles);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            WavefrontObj wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount > 0)
            {
                TriangleMesh trimesh = new TriangleMesh();
                trimeshes.Add(trimesh);

                Vector3 localScaling = new Vector3(6, 6, 6);
                List<int> indices = wo.Indices;
                List<Vector3> vertices = wo.Vertices;

                int i;
                for (i = 0; i < tcount; i++)
                {
                    int index0 = indices[i * 3];
                    int index1 = indices[i * 3 + 1];
                    int index2 = indices[i * 3 + 2];

                    Vector3 vertex0 = vertices[index0] * localScaling;
                    Vector3 vertex1 = vertices[index1] * localScaling;
                    Vector3 vertex2 = vertices[index2] * localScaling;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);
                }

                ConvexShape tmpConvexShape = new ConvexTriangleMeshShape(trimesh);

                //create a hull approximation
                ShapeHull hull = new ShapeHull(tmpConvexShape);
                float margin = tmpConvexShape.Margin;
                hull.BuildHull(margin);
                tmpConvexShape.UserObject = hull;

                ConvexHullShape convexShape = new ConvexHullShape();
                foreach (Vector3 v in hull.Vertices)
                {
                    convexShape.AddPoint(v);
                }

                if (sEnableSAT)
                {
                    convexShape.InitializePolyhedralFeatures();
                }
                tmpConvexShape.Dispose();
                //hull.Dispose();

                CollisionShapes.Add(convexShape);

                float mass = 1.0f;

                LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

                const bool useQuantization = true;
                CollisionShape concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
                LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

                CollisionShapes.Add(concaveShape);

                // Bullet Convex Decomposition

                FileStream outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
                StreamWriter writer = new StreamWriter(outputFile);

                DecompDesc desc = new DecompDesc
                {
                    mVertices = wo.Vertices.ToArray(),
                    mTcount = tcount,
                    mIndices = wo.Indices.ToArray(),
                    mDepth = 5,
                    mCpercent = 5,
                    mPpercent = 15,
                    mMaxVertices = 16,
                    mSkinWidth = 0.0f
                };

                MyConvexDecomposition convexDecomposition = new MyConvexDecomposition(writer, this);
                desc.mCallback = convexDecomposition;

                // HACD

                Hacd myHACD = new Hacd();
                myHACD.SetPoints(wo.Vertices);
                myHACD.SetTriangles(wo.Indices);
                myHACD.CompacityWeight = 0.1;
                myHACD.VolumeWeight = 0.0;

                // HACD parameters
                // Recommended parameters: 2 100 0 0 0 0
                int nClusters = 2;
                const double concavity = 100;
                //bool invert = false;
                const bool addExtraDistPoints = false;
                const bool addNeighboursDistPoints = false;
                const bool addFacesPoints = false;

                myHACD.NClusters = nClusters;                     // minimum number of clusters
                myHACD.VerticesPerConvexHull = 100;               // max of 100 vertices per convex-hull
                myHACD.Concavity = concavity;                     // maximum concavity
                myHACD.AddExtraDistPoints = addExtraDistPoints;
                myHACD.AddNeighboursDistPoints = addNeighboursDistPoints;
                myHACD.AddFacesPoints = addFacesPoints;

                myHACD.Compute();
                nClusters = myHACD.NClusters;

                myHACD.Save("output.wrl", false);

                if (true)
                {
                    CompoundShape compound = new CompoundShape();
                    CollisionShapes.Add(compound);

                    Matrix trans = Matrix.Identity;

                    for (int c = 0; c < nClusters; c++)
                    {
                        //generate convex result
                        Vector3[] points;
                        int[] triangles;
                        myHACD.GetCH(c, out points, out triangles);

                        ConvexResult r = new ConvexResult(points, triangles);
                        convexDecomposition.ConvexDecompResult(r);
                    }

                    for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
                    {
                        Vector3 centroid = convexDecomposition.convexCentroids[i];
                        trans = Matrix.Translation(centroid);
                        ConvexHullShape convexShape2 = convexDecomposition.convexShapes[i] as ConvexHullShape;
                        compound.AddChildShape(trans, convexShape2);

                        RigidBody body = LocalCreateRigidBody(1.0f, trans, convexShape2);
                    }

            #if true
                    mass = 10.0f;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    RigidBody body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = 6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = -6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
                }

                writer.Dispose();
                outputFile.Dispose();
            }
        }
        //private readonly static Vector3 _redColor = new Vector3(1, 0, 0);

        public MyInternalTriangleIndexCallback(CompoundShape collisionShape, GImpactMeshShape meshShape, Scalar depth)
        {
            _collisionShape = collisionShape;
            _depth          = depth;
            _meshShape      = meshShape;
        }
 public MyInternalTriangleIndexCallback(CompoundShape colShape, GImpactMeshShape meshShape, float depth)
 {
     _colShape = colShape;
     _depth = depth;
     _meshShape = meshShape;
 }
 public void GenerateBody()
 {
     if (body != null)
         body.Dispose();
     CollisionShape compound = null;
     if (Primitives.Count > 1)
     {
         compound = new CompoundShape(true);
         foreach (GeometricPrimitive prim in Primitives)
         {
             (compound as CompoundShape).AddChildShape((Matrix.Identity), prim.CollisionShape);
         }
     }
     else
     {
         compound = Primitives[0].CollisionShape;
     }
     mass = 10;
     body = new RigidBody(new RigidBodyConstructionInfo(mass, new DefaultMotionState(), compound, compound.CalculateLocalInertia(mass)));
 }
		public void GImpactVsCompoundShape(CollisionObjectWrapper body0Wrap, CollisionObjectWrapper body1Wrap,
			GImpactShapeInterface shape0, CompoundShape shape1, bool swapped)
		{
			btGImpactCollisionAlgorithm_gimpact_vs_compoundshape(_native, body0Wrap._native,
				body1Wrap._native, shape0._native, shape1._native, swapped);
		}
	override protected BulletSharp.CollisionShape createShape ()
	{
		BulletSharp.CompoundShape compound = new BulletSharp.CompoundShape (enableDynamicAABBTree);
		return compound;
	}
Beispiel #21
0
 public MyInternalTriangleIndexCallback(CompoundShape colShape, GImpactMeshShape meshShape, float depth)
 {
     _colShape  = colShape;
     _depth     = depth;
     _meshShape = meshShape;
 }
        float wheelFriction = 1000; //BT_LARGE_FLOAT;

        #endregion Fields

        #region Methods

        public override void Evaluate(int SpreadMax)
        {
            for (int i = 0; i < SpreadMax; i++)
            {
                if (this.CanCreate(i))
                {

                    RaycastVehicle vehicle;

                    AbstractRigidShapeDefinition shapedef = this.FShapes[i];
                    ShapeCustomData sc = new ShapeCustomData();
                    sc.ShapeDef = shapedef;

                    CompoundShape compound = new CompoundShape();

                    //List<AbstractRigidShapeDefinition> children = new List<AbstractRigidShapeDefinition>();

                    CollisionShape chassisShape = shapedef.GetShape(sc);
                    Matrix localTrans = Matrix.Translation(Vector3.UnitY);
                    compound.AddChildShape(localTrans, chassisShape);

                    float mass = shapedef.Mass;

                    bool isDynamic = (mass != 0.0f);

                    Vector3 localInertia = Vector3.Zero;
                    if (isDynamic)
                        chassisShape.CalculateLocalInertia(mass, out localInertia);

                    Vector3D pos = this.FPosition[i];
                    Vector4D rot = this.FRotation[i];

                    DefaultMotionState ms = BulletUtils.CreateMotionState(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w);

                    RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, ms, compound, localInertia);
                    RigidBody carChassis = new RigidBody(rbInfo);

                    BodyCustomData bd = new BodyCustomData();

                    carChassis.UserObject = bd;
                    bd.Id = this.FWorld[0].GetNewBodyId();
                    bd.Custom = this.FCustom[i];

                    this.FWorld[0].Register(carChassis);

                    RaycastVehicle.VehicleTuning tuning = new RaycastVehicle.VehicleTuning();
                    VehicleRaycaster vehicleRayCaster = new DefaultVehicleRaycaster(this.FWorld[0].World);
                    vehicle = new RaycastVehicle(tuning, carChassis, vehicleRayCaster);

                    carChassis.ActivationState = ActivationState.DisableDeactivation;
                    this.FWorld[0].World.AddAction(vehicle);

                    float connectionHeight = 1.2f;
                    bool isFrontWheel = true;

                    // choose coordinate system
                    vehicle.SetCoordinateSystem(rightIndex, upIndex, forwardIndex);

                    Vector3 connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
                    WheelInfo a = vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

                    connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
                    vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

                    isFrontWheel = false;
                    connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
                    vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

                    connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
                    vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);

                    for (i = 0; i < vehicle.NumWheels; i++)
                    {
                        WheelInfo wheel = vehicle.GetWheelInfo(i);
                        wheel.SuspensionStiffness = suspensionStiffness;
                        wheel.WheelsDampingRelaxation = suspensionDamping;
                        wheel.WheelsDampingCompression = suspensionCompression;
                        wheel.FrictionSlip = wheelFriction;
                        wheel.RollInfluence = rollInfluence;
                    }

                    FOutVehicle.SliceCount = 1;
                    FOutVehicle[0] = vehicle;
                }
            }
        }
 public void GImpactVsCompoundShape(CollisionObjectWrapper body0Wrap, CollisionObjectWrapper body1Wrap,
                                    GImpactShapeInterface shape0, CompoundShape shape1, bool swapped)
 {
     btGImpactCollisionAlgorithm_gimpact_vs_compoundshape(Native, body0Wrap.Native,
                                                          body1Wrap.Native, shape0.Native, shape1.Native, swapped);
 }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            //string filename = UnityEngine.Application.dataPath + "/BulletUnity/Examples/Scripts/BulletSharpDemos/ConvexDecompositionDemo/data/file.obj";
            UnityEngine.TextAsset bytes = (UnityEngine.TextAsset)UnityEngine.Resources.Load("file.obj");
            System.IO.Stream byteStream = new System.IO.MemoryStream(bytes.bytes);

            int tcount = wo.LoadObj(byteStream);
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NVerticesPerCH = 100;     // max of 100 vertices per convex-hull

            hacd.Compute();
            hacd.Save("output.wrl", false);

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                int nVertices = hacd.GetNPointsCH(c);
                int trianglesLen = hacd.GetNTrianglesCH(c) * 3;
                double[] points = new double[nVertices * 3];
                long[] triangles = new long[trianglesLen];
                hacd.GetCH(c, points, triangles);

                if (trianglesLen == 0)
                {
                    continue;
                }

                Vector3[] verticesArray = new Vector3[nVertices];
                int vi3 = 0;
                for (int vi = 0; vi < nVertices; vi++)
                {
                    verticesArray[vi] = new Vector3(
                        (float)points[vi3], (float)points[vi3 + 1], (float)points[vi3 + 2]);
                    vi3 += 3;
                }

                int[] trianglesInt = new int[trianglesLen];
                for (int ti = 0; ti < trianglesLen; ti++)
                {
                    trianglesInt[ti] = (int)triangles[ti];
                }

                convexDecomposition.ConvexDecompResult(verticesArray, trianglesInt);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }