Ejemplo n.º 1
0
        MultiBody CreateFeatherstoneMultiBody(MultiBodyDynamicsWorld world, MultiBodySettings settings)
        {
            int nLinks = settings.NumLinks;
            float mass = 13.5f * Scaling;
            Vector3 inertia = new Vector3(91, 344, 253) * Scaling * Scaling;

            var body = new MultiBody(nLinks, mass, inertia, settings.IsFixedBase, settings.CanSleep);
            //body.HasSelfCollision = false;

            //Quaternion orn = new Quaternion(0, 0, 1, -0.125f * Math.PI);
            Quaternion orn = new Quaternion(0, 0, 0, 1);
            body.BasePosition = settings.BasePosition;
            body.WorldToBaseRot = orn;
            body.BaseVelocity = Vector3.Zero;

            Vector3 joint_axis_hinge = new Vector3(1, 0, 0);
            Vector3 joint_axis_prismatic = new Vector3(0, 0, 1);
            Quaternion parent_to_child = orn.Inverse();
            Vector3 joint_axis_child_prismatic = parent_to_child.Rotate(joint_axis_prismatic);
            Vector3 joint_axis_child_hinge = parent_to_child.Rotate(joint_axis_hinge);

            int this_link_num = -1;
            int link_num_counter = 0;

            Vector3 pos = new Vector3(0, 0, 9.0500002f) * Scaling;
            Vector3 joint_axis_position = new Vector3(0, 0, 4.5250001f) * Scaling;

            for (int i = 0; i < nLinks; i++)
            {
                float initial_joint_angle = 0.3f;
                if (i > 0)
                    initial_joint_angle = -0.06f;

                int child_link_num = link_num_counter++;

                if (settings.UsePrismatic) // i == (nLinks - 1))
                {
                    body.SetupPrismatic(child_link_num, mass, inertia, this_link_num,
                        parent_to_child, joint_axis_child_prismatic, parent_to_child.Rotate(pos), Vector3.Zero, settings.DisableParentCollision);
                }
                else
                {
                    body.SetupRevolute(child_link_num, mass, inertia, this_link_num,
                        parent_to_child, joint_axis_child_hinge, joint_axis_position, parent_to_child.Rotate(pos - joint_axis_position), settings.DisableParentCollision);
                }
                body.SetJointPos(child_link_num, initial_joint_angle);
                this_link_num = i;

                /*if (false) //!useGroundShape && i == 4)
                {
                    Vector3 pivotInAworld = new Vector3(0, 20, 46);
                    Vector3 pivotInAlocal = body.WorldPosToLocal(i, pivotInAworld);
                    Vector3 pivotInBworld = pivotInAworld;
                    MultiBodyPoint2Point p2p = new MultiBodyPoint2Point(body, i, TypedConstraint.FixedBody, pivotInAlocal, pivotInBworld);
                    (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(p2p);
                }*/

                if (settings.UsePrismatic)
                {
                    //MultiBodyConstraint con = new MultiBodyJointLimitConstraint(body, nLinks - 1, 2, 3);

                    if (settings.CreateConstraints)
                    {
                        MultiBodyConstraint con = new MultiBodyJointLimitConstraint(body, i, -1, 1);
                        (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(con);
                    }
                }
                else
                {
                    //if (true)
                    {
                        var con = new MultiBodyJointMotor(body, i, 0, 50000);
                        (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(con);
                    }

                    var con2 = new MultiBodyJointLimitConstraint(body, i, -1, 1);
                    (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(con2);
                }
            }

            // Add a collider for the base
            Quaternion[] worldToLocal = new Quaternion[nLinks + 1];
            Vector3[] localOrigin = new Vector3[nLinks + 1];

            worldToLocal[0] = body.WorldToBaseRot;
            localOrigin[0] = body.BasePosition;

            //Vector3 halfExtents = new Vector3(7.5f, 0.05f, 4.5f);
            Vector3 halfExtents = new Vector3(7.5f, 0.45f, 4.5f);

            float[] posB = new float[] { localOrigin[0].X, localOrigin[0].Y, localOrigin[0].Z, 1 };
            //float[] quatB = new float[] { worldToLocal[0].X, worldToLocal[0].Y, worldToLocal[0].Z, worldToLocal[0].W };

            //if (true)
            {
                CollisionShape box = new BoxShape(halfExtents * Scaling);
                var bodyInfo = new RigidBodyConstructionInfo(mass, null, box, inertia);
                RigidBody bodyB = new RigidBody(bodyInfo);
                var collider = new MultiBodyLinkCollider(body, -1);

                collider.CollisionShape = box;
                Matrix tr = Matrix.RotationQuaternion(worldToLocal[0].Inverse()) * Matrix.Translation(localOrigin[0]);
                collider.WorldTransform = tr;
                bodyB.WorldTransform = tr;

                World.AddCollisionObject(collider, CollisionFilterGroups.StaticFilter,
                    CollisionFilterGroups.DefaultFilter | CollisionFilterGroups.StaticFilter);
                collider.Friction = Friction;
                body.BaseCollider = collider;
            }

            for (int i = 0; i < body.NumLinks; i++)
            {
                int parent = body.GetParent(i);
                worldToLocal[i + 1] = body.GetParentToLocalRot(i) * worldToLocal[parent + 1];
                localOrigin[i + 1] = localOrigin[parent + 1] + (worldToLocal[i + 1].Inverse().Rotate(body.GetRVector(i)));
            }

            for (int i = 0; i < body.NumLinks; i++)
            {
                CollisionShape box = new BoxShape(halfExtents * Scaling);
                var collider = new MultiBodyLinkCollider(body, i);

                collider.CollisionShape = box;
                Matrix tr = Matrix.RotationQuaternion(worldToLocal[i + 1].Inverse()) * Matrix.Translation(localOrigin[i + 1]);
                collider.WorldTransform = tr;
                World.AddCollisionObject(collider, CollisionFilterGroups.StaticFilter,
                    CollisionFilterGroups.DefaultFilter | CollisionFilterGroups.StaticFilter);
                collider.Friction = Friction;

                body.GetLink(i).Collider = collider;
                //World.DebugDrawer.DrawBox(halfExtents, pos, quat);
            }

            (World as MultiBodyDynamicsWorld).AddMultiBody(body);
            return body;
        }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver = new MultiBodyConstraintSolver();

            World = new MultiBodyDynamicsWorld(Dispatcher, Broadphase, Solver as MultiBodyConstraintSolver, CollisionConf);
            World.Gravity = new Vector3(0, -9.81f, 0);

            const bool floating = false;
            const bool gyro = false;
            const int numLinks = 1;
            const bool canSleep = false;
            const bool selfCollide = false;
            Vector3 linkHalfExtents = new Vector3(0.05f, 0.5f, 0.1f);
            Vector3 baseHalfExtents = new Vector3(0.05f, 0.5f, 0.1f);

            Vector3 baseInertiaDiag = Vector3.Zero;
            const float baseMass = 0;

            multiBody = new MultiBody(numLinks, baseMass, baseInertiaDiag, !floating, canSleep);
            //multiBody.UseRK4Integration = true;
            //multiBody.BaseWorldTransform = Matrix.Identity;

            //init the links
            Vector3 hingeJointAxis = new Vector3(1, 0, 0);

            //y-axis assumed up
            Vector3 parentComToCurrentCom = new Vector3(0, -linkHalfExtents[1], 0);
            Vector3 currentPivotToCurrentCom = new Vector3(0, -linkHalfExtents[1], 0);
            Vector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom;

            for(int i = 0; i < numLinks; i++)
		    {
                const float linkMass = 10;
			    Vector3 linkInertiaDiag = Vector3.Zero;
                using (var shape = new SphereShape(radius))
                {
                    shape.CalculateLocalInertia(linkMass, out linkInertiaDiag);
                }
			
			    multiBody.SetupRevolute(i, linkMass, linkInertiaDiag, i - 1, Quaternion.Identity,
                    hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, false);
		    }

            multiBody.FinalizeMultiDof();

            (World as MultiBodyDynamicsWorld).AddMultiBody(multiBody);
            multiBody.CanSleep = canSleep;
            multiBody.HasSelfCollision = selfCollide;
            multiBody.UseGyroTerm = gyro;

#if PENDULUM_DAMPING
            multiBody.LinearDamping = 0.1f;
            multiBody.AngularDamping = 0.9f;
#else
            multiBody.LinearDamping = 0;
            multiBody.AngularDamping = 0;
#endif

            for (int i = 0; i < numLinks; i++)
            {
                var shape = new SphereShape(radius);
                CollisionShapes.Add(shape);
                var col = new MultiBodyLinkCollider(multiBody, i);
                col.CollisionShape = shape;
                const bool isDynamic = true;
                CollisionFilterGroups collisionFilterGroup = isDynamic ? CollisionFilterGroups.DefaultFilter : CollisionFilterGroups.StaticFilter;
                CollisionFilterGroups collisionFilterMask = isDynamic ? CollisionFilterGroups.AllFilter : CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.StaticFilter;
                World.AddCollisionObject(col, collisionFilterGroup, collisionFilterMask);
                multiBody.GetLink(i).Collider = col;
            }
        }
Ejemplo n.º 3
0
        void AddColliders(MultiBody multiBody, Vector3 baseHalfExtents, Vector3 linkHalfExtents)
        {
            // Add a collider for the base
            Quaternion[] worldToLocal = new Quaternion[multiBody.NumLinks + 1];
            Vector3[] localOrigin = new Vector3[multiBody.NumLinks + 1];

            worldToLocal[0] = multiBody.WorldToBaseRot;
            localOrigin[0] = multiBody.BasePosition;

            //if (true)
            {
                var collider = new MultiBodyLinkCollider(multiBody, -1);
                collider.CollisionShape = new BoxShape(baseHalfExtents);

                Matrix tr = Matrix.RotationQuaternion(worldToLocal[0].Inverse());
                tr.Origin = localOrigin[0];
                collider.WorldTransform = tr;

                World.AddCollisionObject(collider, CollisionFilterGroups.StaticFilter,
                    CollisionFilterGroups.DefaultFilter | CollisionFilterGroups.StaticFilter);
                collider.Friction = Friction;
                multiBody.BaseCollider = collider;
            }

            for (int i = 0; i < multiBody.NumLinks; i++)
            {
                int parent = multiBody.GetParent(i);
                worldToLocal[i + 1] = multiBody.GetParentToLocalRot(i) * worldToLocal[parent + 1];
                localOrigin[i + 1] = localOrigin[parent + 1] + (worldToLocal[i + 1].Inverse().Rotate(multiBody.GetRVector(i)));
            }

            for (int i = 0; i < multiBody.NumLinks; i++)
            {
                var collider = new MultiBodyLinkCollider(multiBody, i);
                collider.CollisionShape = new BoxShape(linkHalfExtents);
                Matrix tr = Matrix.RotationQuaternion(worldToLocal[i + 1].Inverse()) * Matrix.Translation(localOrigin[i + 1]);
                collider.WorldTransform = tr;
                World.AddCollisionObject(collider, CollisionFilterGroups.StaticFilter,
                    CollisionFilterGroups.DefaultFilter | CollisionFilterGroups.StaticFilter);
                collider.Friction = Friction;

                multiBody.GetLink(i).Collider = collider;
            }
        }
    public void CreateUnityMultiBodyLinkColliderProxy(MultiBodyLinkCollider body)
    {
        GameObject cube = Instantiate<GameObject>(cubePrefab);
        CollisionShape cs = body.CollisionShape;
        if (cs is BoxShape) {
            BoxShape bxcs = cs as BoxShape;
            BulletSharp.Math.Vector3 s = bxcs.HalfExtentsWithMargin;
            MeshRenderer mr = cube.GetComponentInChildren<MeshRenderer>();
            mr.transform.localScale = s.ToUnity() * 2f;
            Matrix4x4 m = body.WorldTransform.ToUnity();
            cube.transform.position = BSExtensionMethods2.ExtractTranslationFromMatrix(ref m);
            cube.transform.rotation = BSExtensionMethods2.ExtractRotationFromMatrix(ref m);
            cube.transform.localScale = BSExtensionMethods2.ExtractScaleFromMatrix(ref m);
            Destroy(cube.GetComponent<BulletRigidBodyProxy>());
            BulletMultiBodyLinkColliderProxy cp = cube.AddComponent<BulletMultiBodyLinkColliderProxy>();
            cp.target = body;

        } else {
            Debug.LogError("Not implemented");
        }
    }