Example #1
0
        public void ApplyForce()
        {
            Ray ray = UnityEngine.Camera.main.ScreenPointToRay(UnityEngine.Input.mousePosition);

            float impulse;

            float.TryParse(GameObject.Find("ImpulseInputField").GetComponent <InputField>().text, out impulse);

            Vector3 a = ray.origin + (ray.direction * 1000);

            BulletSharp.Math.Vector3 from = new BulletSharp.Math.Vector3(ray.origin.x, ray.origin.y, ray.origin.z),
                                     to   = new BulletSharp.Math.Vector3(a.x, a.y, a.z);

            ClosestRayResultCallback callback = new ClosestRayResultCallback(ref from, ref to);

            BPhysicsWorld world = BPhysicsWorld.Get();

            world.world.RayTest(from, to, callback);

            BulletSharp.Math.Vector3 point = callback.HitNormalWorld;
            BRigidBody part = (BRigidBody)callback.CollisionObject.UserObject;

            foreach (BRigidBody br in GameObject.Find("Robot").GetComponentsInChildren <BRigidBody>())
            {
                if (part == br)
                {
                    Vector3 closestPoint = br.GetComponent <MeshRenderer>().bounds.ClosestPoint(point.ToUnity());
                    Ray     normalRay    = new Ray(point.ToUnity(), closestPoint - point.ToUnity());

                    part.AddImpulseAtPosition(ray.direction.normalized * impulse, point.ToUnity());
                    // part.AddImpulseAtPosition(normalRay.direction.normalized * impulse, normalRay.origin);
                }
            }
        }
Example #2
0
        /// <summary>
        /// Adds a wheel to the BRaycastVehicle from the given information.
        /// </summary>
        /// <param name="connectionPoint"></param>
        /// <param name="axle"></param>
        /// <param name="suspensionRestLength"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public int AddWheel(WheelType wheelType, BulletSharp.Math.Vector3 connectionPoint, BulletSharp.Math.Vector3 axle, float suspensionRestLength, float radius)
        {
            float slidingFriction = DefaultSlidingFriction;

            switch (wheelType)
            {
            case WheelType.MECANUM:
                slidingFriction = 0.1f;
                axle            = (Quaternion.AngleAxis((connectionPoint.X > 0 && connectionPoint.Z > 0) || (connectionPoint.X < 0 && connectionPoint.Z < 0) ? -45 : 45,
                                                        Vector3.up) * axle.ToUnity()).ToBullet();
                break;

            case WheelType.OMNI:
                slidingFriction = 0.1f;
                break;
            }

            RobotWheelInfo wheel = RaycastRobot.AddWheel(connectionPoint,
                                                         -BulletSharp.Math.Vector3.UnitY, axle, suspensionRestLength,
                                                         radius, defaultVehicleTuning, false);

            wheel.RollInfluence   = RollInfluence;
            wheel.SlidingFriction = slidingFriction;

            return(RaycastRobot.NumWheels - 1);
        }
Example #3
0
    //Step #2
    public override float ReturnOutput()
    {
        //setting shortest distance of a collider to the maxRange, then if any colliders are closer to the sensor,
        //their distanceToCollider value becomes the new shortest distance
        float shortestDistance = maxRange;

        //Raycasting begins
        Ray ray = new Ray(gameObject.transform.position, transform.forward);

        BulletSharp.Math.Vector3 fromUltra  = ray.origin.ToBullet();
        BulletSharp.Math.Vector3 toCollider = ray.GetPoint(maxRange).ToBullet();

        Vector3 toColliderUnity = toCollider.ToUnity();

        //Callback returns all hit point results in order to avoid non colliders interfere with the ray test
        AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider);

        //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object
        BPhysicsWorld world = BPhysicsWorld.Get();

        world.world.RayTest(fromUltra, toCollider, raysCallback);

        //Gets the position of all hit points of the ray test
        List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld;

        BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero;

        float distanceToCollider = maxRange;

        //Loop through all hit points and get the shortest distance, exclude the origin since it is also counted as a hit point
        foreach (BulletSharp.Math.Vector3 pos in colliderPositions)
        {
            if ((pos - fromUltra).Length < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero))
            {
                distanceToCollider = (pos - fromUltra).Length;
                colliderPosition   = pos;
            }
        }

        Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.green, 5f);

        if (distanceToCollider < shortestDistance)
        {
            shortestDistance = distanceToCollider;
        }

        //Will need when data sent to emulator
        //if (shortestDistance == maxRange)
        //{
        //    //read out to user that nothing within range was detected by ultrasonic sensor;
        //    Debug.Log("False");
        //}
        //else
        //{
        //    //read out to user that first object detected was 'shortestDistance' away;
        //    Debug.Log("True");
        //}

        return(shortestDistance);
    }
Example #4
0
        public override float ReturnOutput()
        {
            //Raycasting begins, draw a ray from emitter to the receiver
            Ray ray = new Ray(Emitter.transform.position, Emitter.transform.forward);

            BulletSharp.Math.Vector3 fromUltra  = ray.origin.ToBullet();
            BulletSharp.Math.Vector3 toCollider = ray.GetPoint(10).ToBullet();

            Vector3 toColliderUnity = toCollider.ToUnity();

            //Callback returns all hit point results in order to avoid non colliders interfere with the ray test
            AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider);

            //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object
            BPhysicsWorld world = BPhysicsWorld.Get();

            world.world.RayTest(fromUltra, toCollider, raysCallback);
            List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld;

            BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero;

            float distanceToCollider = 0;

            //Set the initial distance as the distance between emitter and receiver
            if (main != null && main.IsMetric)
            {
                distanceToCollider = sensorOffset;
            }
            else
            {
                distanceToCollider = Auxiliary.ToFeet(sensorOffset);
            }

            //Loop through all hitpoints (exclude the origin), if there is at least one hitpoint less than the distance between two sensors,
            //something should block the beam between emitter and receiver
            foreach (BulletSharp.Math.Vector3 pos in colliderPositions)
            {
                if ((pos - fromUltra).Length < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero))
                {
                    distanceToCollider = (pos - fromUltra).Length;
                    colliderPosition   = pos;
                }
            }
            //Again if the line connects to the middle of the field nothing is blocking the beam
            Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.blue);

            if (distanceToCollider < sensorOffset)
            {
                //Something is there
                state = "Broken";
                return(1);
            }
            else
            {
                //Nothing in between
                state = "Unbroken";
                return(0);
            }
        }
Example #5
0
        //Step #2
        public override float ReturnOutput()
        {
            //Raycasting begins
            Ray ray = new Ray(gameObject.transform.position, transform.forward);

            BulletSharp.Math.Vector3 fromUltra  = ray.origin.ToBullet();
            BulletSharp.Math.Vector3 toCollider = ray.GetPoint(MaxRange).ToBullet();

            Vector3 toColliderUnity = toCollider.ToUnity();

            //Callback returns all hit point results in order to avoid non colliders interfere with the ray test
            AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider);

            //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object
            BPhysicsWorld world = BPhysicsWorld.Get();

            world.world.RayTest(fromUltra, toCollider, raysCallback);

            //Gets the position of all hit points of the ray test
            List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld;

            BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero;

            float distanceToCollider = MaxRange;

            if (main != null && main.IsMetric)
            {
                distanceToCollider = MaxRange;
                foreach (BulletSharp.Math.Vector3 pos in colliderPositions)
                {
                    if ((pos - fromUltra).Length < MaxRange && !pos.Equals(BulletSharp.Math.Vector3.Zero))
                    {
                        distanceToCollider = (pos - fromUltra).Length;
                        colliderPosition   = pos;
                    }
                }
            }
            else
            {
                distanceToCollider = Auxiliary.ToFeet(MaxRange);
                foreach (BulletSharp.Math.Vector3 pos in colliderPositions)
                {
                    if (Auxiliary.ToFeet((pos - fromUltra).Length) < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero))
                    {
                        distanceToCollider = Auxiliary.ToFeet((pos - fromUltra).Length);
                        colliderPosition   = pos;
                    }
                }
            }

            //Draw a line to view the ray action
            //When the ray links to the middle of the field, it means the sensor is out of range
            Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.green, 5f);

            return(distanceToCollider);
        }
Example #6
0
    //Step #2
    public override float ReturnOutput()
    {
        //Raycasting begins
        Ray ray = new Ray(gameObject.transform.position, transform.forward);

        BulletSharp.Math.Vector3 fromUltra  = ray.origin.ToBullet();
        BulletSharp.Math.Vector3 toCollider = ray.GetPoint(MaxRange).ToBullet();

        Vector3 toColliderUnity = toCollider.ToUnity();

        //Callback returns all hit point results in order to avoid non colliders interfere with the ray test
        AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider);

        //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object
        BPhysicsWorld world = BPhysicsWorld.Get();

        world.world.RayTest(fromUltra, toCollider, raysCallback);

        //Gets the position of all hit points of the ray test
        List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld;

        BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero;

        float distanceToCollider = MaxRange;

        //Loop through all hit points and get the shortest distance, exclude the origin since it is also counted as a hit point
        foreach (BulletSharp.Math.Vector3 pos in colliderPositions)
        {
            if ((pos - fromUltra).Length <= MaxRange && (pos - fromUltra).Length < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero))
            {
                distanceToCollider = (pos - fromUltra).Length;
                colliderPosition   = pos;
            }
        }

        //Draw a line to view the ray action
        //When the ray links to the middle of the field, it means the sensor is out of range
        Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.green, 5f);


        //setting shortest distance of a collider to the maxRange, then if any colliders are closer to the sensor,
        //their distanceToCollider value becomes the new shortest distance
        float shortestDistance = MaxRange;

        if (!isMetric)
        {
            distanceToCollider = AuxFunctions.ToFeet(distanceToCollider);
        }
        //A check that might be useful in the future if use a bundle of rays instead of a single ray
        if (distanceToCollider < shortestDistance)
        {
            shortestDistance = distanceToCollider;
        }

        return(shortestDistance);
    }
    void FixedUpdate()
    {
        BulletSharp.Math.Vector3 from = transform.position.ToBullet();

        List <bool> hits = new List <bool>()
        {
            false, false, false, false, false
        };

        //float theta = angle * Mathf.PI;
        //float sin = Mathf.Sin(theta);
        //float cos = Mathf.Cos(theta);
        //float tan = Mathf.Tan(theta);

        var endPos = transform.position + (Vector3.down * (capsule.Height + heightExtension));

        for (int whiskerNum = 0; whiskerNum < 5; whiskerNum++)
        {
            BulletSharp.Math.Vector3 to;
            switch (whiskerNum)
            {
            case 0:
                to = endPos.ToBullet();
                break;

            case 1:
                to = (endPos + (Vector3.forward * whiskerDist)).ToBullet();
                break;

            case 2:
                to = (endPos + (Vector3.back * whiskerDist)).ToBullet();
                break;

            case 3:
                to = (endPos + (Vector3.left * whiskerDist)).ToBullet();
                break;

            case 4:
                to = (endPos + (Vector3.right * whiskerDist)).ToBullet();
                break;

            default:
                to = endPos.ToBullet();
                break;
            }

            ClosestRayResultCallback callback = new ClosestRayResultCallback(ref from, ref to);
            BPhysicsWorld.Get().world.RayTest(from, to, callback);

            hits[whiskerNum] = callback.HasHit;

            Debug.DrawLine(from.ToUnity(), to.ToUnity(), callback.HasHit ? Color.green : Color.red);
        }

        isGrounded = hits.Contains(true);
    }
Example #8
0
        void RpcUpdateTransforms(float[] transforms)
        {
            if (isServer || rigidBodies == null)
            {
                return;
            }

            BulletSharp.Math.Matrix[] bmTransforms = new BulletSharp.Math.Matrix[rigidBodies.Length];

            // TODO: Combine these loops.

            for (int i = 0; i < bmTransforms.Length; i++)
            {
                float[] rawTransform = new float[7];

                for (int j = 0; j < rawTransform.Length; j++)
                {
                    rawTransform[j] = transforms[i * 13 + j];
                }

                bmTransforms[i] = BulletExtensions.DeserializeTransform(rawTransform);

                rigidBodies[i].GetCollisionObject().Activate();
                BulletSharp.Math.Matrix rbTransform = rigidBodies[i].GetCollisionObject().WorldTransform;
            }

            for (int i = 0; i < bmTransforms.Length; i++)
            {
                float[] rawLinearVelocity = new float[3];

                for (int j = 0; j < rawLinearVelocity.Length; j++)
                {
                    rawLinearVelocity[j] = transforms[i * 13 + 7 + j];
                }

                float[] rawAngularVelocity = new float[3];

                for (int j = 0; j < rawAngularVelocity.Length; j++)
                {
                    rawAngularVelocity[j] = transforms[i * 13 + 7 + rawLinearVelocity.Length + j];
                }

                BulletSharp.Math.Vector3 linearVelocity  = new BulletSharp.Math.Vector3(rawLinearVelocity);
                BulletSharp.Math.Vector3 angularVelocity = new BulletSharp.Math.Vector3(rawAngularVelocity);

                networkMeshes[i].TargetLinearVelocity = linearVelocity.ToUnity();

                RigidBody rbCo = (RigidBody)rigidBodies[i].GetCollisionObject();

                rbCo.WorldTransform  = bmTransforms[i];
                rbCo.LinearVelocity  = linearVelocity;
                rbCo.AngularVelocity = angularVelocity;
            }
        }
Example #9
0
    private void ClickRuler()
    {
        //Casts a ray from the camera in the direction the mouse is in and returns the closest object hit
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        BulletSharp.Math.Vector3 start = ray.origin.ToBullet();
        BulletSharp.Math.Vector3 end   = ray.GetPoint(200).ToBullet();

        //Creates a callback result that will be updated if we do a ray test with it
        ClosestRayResultCallback rayResult = new ClosestRayResultCallback(ref start, ref end);

        //Retrieves the bullet physics world and does a ray test with the given coordinates and updates the callback object
        BPhysicsWorld world = BPhysicsWorld.Get();

        world.world.RayTest(start, end, rayResult);

        if (rayResult.CollisionObject != null)
        {
            if (Input.GetMouseButtonDown(0))
            {
                if (firstPoint == BulletSharp.Math.Vector3.Zero)
                {
                    rulerStartPoint.GetComponent <LineRenderer>().enabled = true;
                    rulerStartPoint.GetComponent <LineRenderer>().SetPosition(0, rulerStartPoint.transform.position);
                    rulerEndPoint.SetActive(true);
                    firstPoint = rayResult.HitPointWorld;
                }
                else
                {
                    DisableRuler();
                }
            }

            if (firstPoint != null)
            {
                Debug.DrawRay(firstPoint.ToUnity(), Vector3.up);
            }
            if (firstPoint == BulletSharp.Math.Vector3.Zero)
            {
                rulerStartPoint.transform.position = rayResult.HitPointWorld.ToUnity();
            }
            else
            {
                rulerText.text  = Mathf.Round(BulletSharp.Math.Vector3.Distance(firstPoint, rayResult.HitPointWorld) * 328.084f) / 100 + "ft";
                rulerXText.text = Mathf.Round(Mathf.Abs(firstPoint.X - rayResult.HitPointWorld.X) * 328.084f) / 100 + "ft";
                rulerYText.text = Mathf.Round(Mathf.Abs(firstPoint.Y - rayResult.HitPointWorld.Y) * 328.084f) / 100 + "ft";
                rulerZText.text = Mathf.Round(Mathf.Abs(firstPoint.Z - rayResult.HitPointWorld.Z) * 328.084f) / 100 + "ft";
                rulerEndPoint.transform.position = rayResult.HitPointWorld.ToUnity();
                rulerStartPoint.GetComponent <LineRenderer>().SetPosition(1, rulerEndPoint.transform.position);
            }
        }
    }
    public void ExecuteBlastJump()
    {
        blastJumpToken   = false;
        handledThisFrame = true;

        if (!timer.CheckAndReset())
        {
            return;
        }

        BulletSharp.Math.Vector3 from = startRaycastFrom.position.ToBullet();
        BulletSharp.Math.Vector3 to   = (startRaycastFrom.position + startRaycastFrom.forward * maxBlastJumpRange).ToBullet();

        ClosestRayResultCallback callback = new ClosestRayResultCallback(ref from, ref to);

        BPhysicsWorld.Get().world.RayTest(from, to, callback);

        if (enableDebugMode)
        {
            Debug.DrawLine(from.ToUnity(), to.ToUnity(), Color.green, 2f);
        }

        if (callback.HasHit)
        {
            float force = 0;

            Vector3 meToGround = callback.HitPointWorld.ToUnity() - transform.position;
            float   dist       = meToGround.magnitude;
            if (dist < maxBlastJumpRange)
            {
                //Falloff curve visual: https://www.desmos.com/calculator/plvrrosegp
                var b = 1f / (Mathf.Pow(maxBlastJumpRange, 2) * smallestBlastForce);
                force = blastJumpForce / (1 * maxBlastJumpForce + (falloffStrength * Mathf.Abs(dist)) + (b * Mathf.Pow(Mathf.Abs(dist), 2)));
            }

            rigidBody.AddImpulse(-meToGround.normalized * force);

            #region Debug
            if (enableDebugMode)
            {
                Debug.Log("Blasting off with a force of: " + force);
                var s = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                s.transform.localScale = Vector3.one * .1f;
                s.transform.position   = callback.HitPointWorld.ToUnity();
                s.GetComponent <MeshRenderer>().material.color = Color.green;
            }
            #endregion
        }
    }
Example #11
0
        void RpcUpdateTransform(float[] transform)
        {
            if (isServer || rigidBody == null)
            {
                return;
            }

            BulletSharp.Math.Matrix bmTransform = BulletExtensions.DeserializeTransform(transform.Take(7).ToArray());
            BulletSharp.Math.Matrix rbTransform = rigidBody.WorldTransform;

            BulletSharp.Math.Vector3 linearVelocity  = new BulletSharp.Math.Vector3(transform.Skip(7).Take(3).ToArray());
            BulletSharp.Math.Vector3 angularVelocity = new BulletSharp.Math.Vector3(transform.Skip(10).Take(3).ToArray());

            if (networkMesh != null)
            {
                networkMesh.TargetLinearVelocity = linearVelocity.ToUnity();
            }

            rigidBody.WorldTransform  = bmTransform;
            rigidBody.LinearVelocity  = linearVelocity;
            rigidBody.AngularVelocity = angularVelocity;
        }
Example #12
0
    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");
        }
    }
Example #13
0
        /// <summary>
        /// Adds a wheel to the BRaycastVehicle from the given information.
        /// </summary>
        /// <param name="connectionPoint"></param>
        /// <param name="axle"></param>
        /// <param name="suspensionRestLength"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public int AddWheel(WheelType wheelType, BulletSharp.Math.Vector3 connectionPoint, BulletSharp.Math.Vector3 axle, float suspensionRestLength, float radius)
        {
            switch (wheelType)
            {
            case WheelType.MECANUM:
                RaycastRobot.SlidingFriction = 0.1f;
                axle = (Quaternion.AngleAxis((connectionPoint.X > 0 && connectionPoint.Z > 0) || (connectionPoint.X < 0 && connectionPoint.Z < 0) ? -45 : 45,
                                             Vector3.up) * axle.ToUnity()).ToBullet();
                break;

            case WheelType.OMNI:
                RaycastRobot.SlidingFriction = 0.1f;
                break;
            }

            WheelInfo w = RaycastRobot.AddWheel(connectionPoint,
                                                -BulletSharp.Math.Vector3.UnitY, axle, suspensionRestLength,
                                                radius, vehicleTuning, false);

            w.RollInfluence = 0.25f;
            w.Brake         = (RollingFriction / radius) * RaycastRobot.OverrideMass * BRaycastWheel.MassTorqueScalar;

            return(RaycastRobot.NumWheels - 1);
        }