Beispiel #1
0
        public MyRBElement()
        {
            m_RBMaterial          = new MyRBMaterial(0.5f, 0.5f, 0.7f, 0);
            m_RigidBody           = null;
            m_ElementInteractions = new List <MyRBElementInteraction>(2);

            Flags       = MyElementFlag.EF_RB_ELEMENT | MyElementFlag.EF_AABB_DIRTY;
            m_GroupMask = new MyGroupMask();
        }
Beispiel #2
0
        public MyRBElement()
        {
            m_RBMaterial = new MyRBMaterial(0.5f, 0.5f, 0.7f, 0);
            m_RigidBody = null;
            m_ElementInteractions = new List<MyRBElementInteraction>(2);

            Flags = MyElementFlag.EF_RB_ELEMENT | MyElementFlag.EF_AABB_DIRTY;
            m_GroupMask = new MyGroupMask();
        }
 public virtual void SetToDefault()
 {
     m_Matrix = Matrix.Identity;
     m_CollisionLayer = 0;
     m_RBMaterial = null;
 }
Beispiel #4
0
        /// <summary>
        /// creates and prepare the solver constraint
        /// </summary>
        private void AddConstraint(MyRBContactConstraint rbc)
        {
            if (rbc.GetRBElementInteraction().GetRigidBody1().IsStatic() && rbc.GetRBElementInteraction().GetRigidBody2().IsStatic())
            {
                return;
            }

            for (int i = 0; i < rbc.m_NumCollPts; i++)
            {
                MyRBSolverConstraint rbsc = m_SolverConstaintPool.Allocate();
                rbsc.Clear();

                MyCollPointInfo pointInfo = rbc.m_PointInfo[i];

                MyRBSolverBody body1 = null;
                MyRBSolverBody body2 = null;

                MyRigidBody rbo1 = rbc.GetRBElementInteraction().GetRigidBody1();
                MyRigidBody rbo2 = rbc.GetRBElementInteraction().GetRigidBody2();

                if (!m_SolverBodies.TryGetValue(rbo1, out body1))
                {
                    body1 = AddRigidBody(rbo1);
                }

                if (!m_SolverBodies.TryGetValue(rbo2, out body2))
                {
                    body2 = AddRigidBody(rbo2);
                }

                if ((rbo1.GetFlags() & RigidBodyFlag.RBF_DISABLE_COLLISION_RESPONCE) > 0)
                {
                    continue;
                }

                if ((rbo2.GetFlags() & RigidBodyFlag.RBF_DISABLE_COLLISION_RESPONCE) > 0)
                {
                    continue;
                }

                rbsc.m_SolverBody1 = body1;
                rbsc.m_SolverBody2 = body2;

                MyRBMaterial material1 = rbc.GetRBElementInteraction().RBElement1.RBElementMaterial;
                MyRBMaterial material2 = rbc.GetRBElementInteraction().RBElement2.RBElementMaterial;

                float restitution = material1.NominalRestitution * material2.NominalRestitution;

                rbsc.m_RBConstraint = rbc;

                rbsc.m_Magnitude = rbc.Magnitude * m_SolutionDamping;

                //This is a contact constraint
                Vector3 globalVel1 = new Vector3();
                Vector3 globalVel2 = new Vector3();

                rbc.GetRBElementInteraction().GetRigidBody1().GetGlobalPointVelocity(ref pointInfo.m_Info.m_WorldPosition, out globalVel1);
                rbc.GetRBElementInteraction().GetRigidBody2().GetGlobalPointVelocity(ref pointInfo.m_Info.m_WorldPosition, out globalVel2);

                Vector3 relativeVelocity = globalVel2 - globalVel1;
                float   aRelVel          = Vector3.Dot(pointInfo.m_Info.m_Normal, relativeVelocity);

                float diff = aRelVel;
                rbsc.m_Target = diff >= 0.0f ? 0.0f : (-diff * restitution);

                if (pointInfo.m_Info.m_InitialPenetration < -0.01f)
                {
                    rbsc.m_Target -= pointInfo.m_Info.m_InitialPenetration * m_DepenetrationCoeficient;
                }

                rbsc.m_Restitution = restitution;

                rbsc.m_Normal       = pointInfo.m_Info.m_Normal;
                rbsc.m_ContactPoint = pointInfo.m_Info.m_WorldPosition;

                rbsc.m_Body1LocalPoint = pointInfo.m_Info.m_R0;
                rbsc.m_Body2LocalPoint = pointInfo.m_Info.m_R1;

                Vector3 cross1 = Vector3.Cross(pointInfo.m_Info.m_R0, pointInfo.m_Info.m_Normal);
                Vector3 cross2 = Vector3.Cross(pointInfo.m_Info.m_R1, pointInfo.m_Info.m_Normal);

                rbsc.m_Body1LocalPointCrossedNormal = Vector3.Transform(cross1, body1.m_InvertedInertiaTensor);
                rbsc.m_Body2LocalPointCrossedNormal = Vector3.Transform(cross2, body2.m_InvertedInertiaTensor);

                rbsc.m_StaticFriction  = material1.NominalStaticFriction * material2.NominalStaticFriction;
                rbsc.m_DynamicFriction = material1.NominalDynamicFriction * material2.NominalDynamicFriction;
                rbsc.m_Affection       = 0.0f;
                if (body1.m_State == MyRBSolverBody.SolverBodyState.SBS_Dynamic)
                {
                    rbsc.m_Affection        += Vector3.Dot(rbsc.m_Normal, (rbsc.m_Normal * body1.m_OneOverMass + Vector3.Cross(rbsc.m_Body1LocalPointCrossedNormal, rbsc.m_Body1LocalPoint)));
                    body1.m_LinearVelocity  -= rbsc.m_Normal * (body1.m_OneOverMass * rbsc.m_Magnitude);
                    body1.m_AngularVelocity -= rbsc.m_Body1LocalPointCrossedNormal * (rbsc.m_Magnitude);
                    MinerWars.AppCode.Game.Utils.MyUtils.AssertIsValid(body1.m_AngularVelocity);
                }
                if (body2.m_State == MyRBSolverBody.SolverBodyState.SBS_Dynamic)
                {
                    rbsc.m_Affection        += Vector3.Dot(rbsc.m_Normal, (rbsc.m_Normal * body2.m_OneOverMass + Vector3.Cross(rbsc.m_Body2LocalPointCrossedNormal, rbsc.m_Body2LocalPoint)));
                    body2.m_LinearVelocity  -= rbsc.m_Normal * (body2.m_OneOverMass * rbsc.m_Magnitude);
                    body2.m_AngularVelocity -= rbsc.m_Body2LocalPointCrossedNormal * (rbsc.m_Magnitude);
                    MinerWars.AppCode.Game.Utils.MyUtils.AssertIsValid(body2.m_AngularVelocity);
                }

                if (rbo1.ContactModifyNotificationHandler != null)
                {
                    if (!rbo1.ContactModifyNotificationHandler.OnContact(ref rbsc))
                    {
                        m_SolverConstaintPool.Deallocate(rbsc);
                        continue;
                    }
                }

                if (rbo2.ContactModifyNotificationHandler != null)
                {
                    if (!rbo2.ContactModifyNotificationHandler.OnContact(ref rbsc))
                    {
                        m_SolverConstaintPool.Deallocate(rbsc);
                        continue;
                    }
                }

                m_SolverConstraints.Add(rbsc);
            }
        }
Beispiel #5
0
 public virtual void SetToDefault()
 {
     m_Matrix         = Matrix.Identity;
     m_CollisionLayer = 0;
     m_RBMaterial     = null;
 }