///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback; private float CalculateCombinedFriction(CollisionObject body0, CollisionObject body1) { float friction = body0.GetFriction() * body1.GetFriction(); const float MAX_FRICTION = 10f; if (friction < -MAX_FRICTION) { friction = -MAX_FRICTION; } if (friction > MAX_FRICTION) { friction = MAX_FRICTION; } return(friction); }
public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1) { bool enable = true; if (enable) { InternalEdgeUtility.AdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1,BulletXNA.BulletCollision.CollisionDispatch.InternalEdgeUtility.InternalEdgeAdjustFlags.BT_TRIANGLE_CONVEX_BACKFACE_NONE); //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE); //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED); } float friction0 = colObj0.GetFriction(); float friction1 = colObj1.GetFriction(); float restitution0 = colObj0.GetRestitution(); float restitution1 = colObj1.GetRestitution(); if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { friction0 = 1.0f;//partId0,index0 restitution0 = 0.0f; } if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { if ((index1&1) != 0) { friction1 = 1.0f;//partId1,index1 } else { friction1 = 0.0f; } restitution1 = 0.0f; } cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1); cp.m_combinedRestitution = CalculateCombinedRestitution(restitution0,restitution1); //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction return true; }
///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback; private float CalculateCombinedFriction(CollisionObject body0, CollisionObject body1) { float friction = body0.GetFriction() * body1.GetFriction(); const float MAX_FRICTION = 10f; if (friction < -MAX_FRICTION) friction = -MAX_FRICTION; if (friction > MAX_FRICTION) friction = MAX_FRICTION; return friction; }
public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1) { float friction0 = colObj0.GetFriction(); float friction1 = colObj1.GetFriction(); float restitution0 = colObj0.GetRestitution(); float restitution1 = colObj1.GetRestitution(); if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { friction0 = 1.0f;//partId0,index0 restitution0 = 0.0f; } if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { if ((index1&1) != 0) { friction1 = 1.0f;//partId1,index1 } else { friction1 = 0f; } restitution1 = 0f; } cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1); cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1); //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction return true; }