public void OldUpdate()
        {
            float FrameDelta = Time.fixedDeltaTime; // todo put a variable in the physics world for this.

            BulletSharp.Math.Matrix xform = m_collisionObject.WorldTransform;

            BulletSharp.Math.Vector3 forwardDir = new BulletSharp.Math.Vector3(xform.M31, xform.M32, xform.M33);
            BulletSharp.Math.Vector3 upDir      = new BulletSharp.Math.Vector3(xform.M21, xform.M22, xform.M23);
            forwardDir.Normalize();
            upDir.Normalize();
            BulletSharp.Math.Vector3 pos = xform.Origin;

            BulletSharp.Math.Vector3 walkDirection = BulletSharp.Math.Vector3.Zero;
            const float walkVelocity = 1.1f * 4.0f;
            float       walkSpeed    = walkVelocity * FrameDelta * 10;// * 0.0001f;
            float       turnSpeed    = FrameDelta * 3;

            //TODO should not be grabbing input here, control should happen elsewhere

            if (Input.GetKey(KeyCode.LeftArrow))
            {
                BulletSharp.Math.Matrix orn = xform;
                orn.Row4 = new BulletSharp.Math.Vector4(0, 0, 0, 1);
                orn     *= BulletSharp.Math.Matrix.RotationAxis(upDir, -turnSpeed);
                orn.Row4 = new BulletSharp.Math.Vector4(pos.X, pos.Y, pos.Z, 1);
                m_collisionObject.WorldTransform = orn;
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                BulletSharp.Math.Matrix orn = xform;
                orn.Row4 = new BulletSharp.Math.Vector4(0, 0, 0, 1);
                orn     *= BulletSharp.Math.Matrix.RotationAxis(upDir, turnSpeed);
                orn.Row4 = new BulletSharp.Math.Vector4(pos.X, pos.Y, pos.Z, 1);
                m_collisionObject.WorldTransform = orn;
            }

            if (Input.GetKey(KeyCode.UpArrow))
            {
                walkDirection += forwardDir;
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                walkDirection -= forwardDir;
            }

            m_characterController.SetWalkDirection(walkDirection * walkSpeed);

            if (Input.GetKey(KeyCode.Space))
            {
                m_characterController.Jump();
                return;
            }


            //TODO fixme
            BulletSharp.Math.Matrix trans;
            m_collisionObject.GetWorldTransform(out trans);
            transform.position = trans.Origin.ToUnity();
        }
Example #2
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);
        }
Example #3
0
        public void RenderSoftBody(SoftBody softBody)
        {
            Cull cullMode = device.GetRenderState <Cull>(RenderState.CullMode);

            device.SetRenderState(RenderState.CullMode, Cull.None);

            AlignedFaceArray faces = softBody.Faces;
            int faceCount          = faces.Count;

            if (faceCount > 0)
            {
                PositionedNormal[] vectors = new PositionedNormal[faceCount * 3];
                int v = 0;

                for (int i = 0; i < faceCount; i++)
                {
                    NodePtrArray nodes = faces[i].Nodes;
                    Node         n0    = nodes[0];
                    Node         n1    = nodes[1];
                    Node         n2    = nodes[2];
                    vectors[v].Position     = n0.Position;
                    vectors[v].Normal       = n0.Normal;
                    vectors[v + 1].Position = n1.Position;
                    vectors[v + 1].Normal   = n1.Normal;
                    vectors[v + 2].Position = n2.Position;
                    vectors[v + 2].Normal   = n2.Normal;
                    v += 3;
                }

                device.VertexFormat = VertexFormat.PositionNormal;
                device.DrawUserPrimitives(PrimitiveType.TriangleList, faces.Count, vectors);
            }
            else
            {
                AlignedTetraArray tetras = softBody.Tetras;
                int tetraCount           = tetras.Count;

                if (tetraCount > 0)
                {
                    PositionedNormal[] vectors = new PositionedNormal[tetraCount * 12];
                    int v = 0;

                    for (int i = 0; i < tetraCount; i++)
                    {
                        NodePtrArray             nodes = tetras[i].Nodes;
                        BulletSharp.Math.Vector3 v0    = nodes[0].Position;
                        BulletSharp.Math.Vector3 v1    = nodes[1].Position;
                        BulletSharp.Math.Vector3 v2    = nodes[2].Position;
                        BulletSharp.Math.Vector3 v3    = nodes[3].Position;
                        BulletSharp.Math.Vector3 v10   = v1 - v0;
                        BulletSharp.Math.Vector3 v02   = v0 - v2;

                        BulletSharp.Math.Vector3 normal = BulletSharp.Math.Vector3.Cross(v10, v02);
                        normal.Normalize();
                        vectors[v].Position     = v0;
                        vectors[v].Normal       = normal;
                        vectors[v + 1].Position = v1;
                        vectors[v + 1].Normal   = normal;
                        vectors[v + 2].Position = v2;
                        vectors[v + 2].Normal   = normal;

                        normal = BulletSharp.Math.Vector3.Cross(v10, v3 - v0);
                        normal.Normalize();
                        vectors[v + 3].Position = v0;
                        vectors[v + 3].Normal   = normal;
                        vectors[v + 4].Position = v1;
                        vectors[v + 4].Normal   = normal;
                        vectors[v + 5].Position = v3;
                        vectors[v + 5].Normal   = normal;

                        normal = BulletSharp.Math.Vector3.Cross(v2 - v1, v3 - v1);
                        normal.Normalize();
                        vectors[v + 6].Position = v1;
                        vectors[v + 6].Normal   = normal;
                        vectors[v + 7].Position = v2;
                        vectors[v + 7].Normal   = normal;
                        vectors[v + 8].Position = v3;
                        vectors[v + 8].Normal   = normal;

                        normal = BulletSharp.Math.Vector3.Cross(v02, v3 - v2);
                        normal.Normalize();
                        vectors[v + 9].Position  = v2;
                        vectors[v + 9].Normal    = normal;
                        vectors[v + 10].Position = v0;
                        vectors[v + 10].Normal   = normal;
                        vectors[v + 11].Position = v3;
                        vectors[v + 11].Normal   = normal;
                        v += 12;
                    }
                    device.VertexFormat = VertexFormat.PositionNormal;
                    device.DrawUserPrimitives(PrimitiveType.TriangleList, tetraCount * 4, vectors);
                }
                else if (softBody.Links.Count > 0)
                {
                    AlignedLinkArray links = softBody.Links;
                    int linkCount          = links.Count;
                    int linkColor          = System.Drawing.Color.Black.ToArgb();

                    device.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse;

                    PositionColored[] linkArray = new PositionColored[linkCount * 2];

                    for (int i = 0; i < linkCount; i++)
                    {
                        Link link = links[i];
                        linkArray[i * 2].Position     = link.Nodes[0].Position;
                        linkArray[i * 2].Color        = linkColor;
                        linkArray[i * 2 + 1].Position = link.Nodes[1].Position;
                        linkArray[i * 2 + 1].Color    = linkColor;
                    }
                    device.DrawUserPrimitives(PrimitiveType.LineList, links.Count, linkArray);
                }
            }

            device.SetRenderState(RenderState.CullMode, cullMode);
        }