public void Clone()
        {
            ConvexHullOfShapes convexHullOfShapes = new ConvexHullOfShapes();

            for (int i = 0; i < 10; i++)
            {
                Pose            pose     = new Pose(new Vector3F(i, i, i));
                PointShape      point    = new PointShape(i, i, i);
                GeometricObject geometry = new GeometricObject(point, pose);
                convexHullOfShapes.Children.Add(geometry);
            }

            ConvexHullOfShapes clone = convexHullOfShapes.Clone() as ConvexHullOfShapes;

            Assert.IsNotNull(clone);
            Assert.AreEqual(10, clone.Children.Count);
            for (int i = 0; i < 10; i++)
            {
                Assert.IsNotNull(clone.Children[i]);
                Assert.AreNotSame(convexHullOfShapes.Children[i], clone.Children[i]);
                Assert.IsTrue(clone.Children[i] is GeometricObject);
                Assert.AreEqual(convexHullOfShapes.Children[i].Pose, clone.Children[i].Pose);
                Assert.IsNotNull(clone.Children[i].Shape);
                Assert.AreNotSame(convexHullOfShapes.Children[i].Shape, clone.Children[i].Shape);
                Assert.IsTrue(clone.Children[i].Shape is PointShape);
                Assert.AreEqual(((PointShape)convexHullOfShapes.Children[i].Shape).Position, ((PointShape)clone.Children[i].Shape).Position);
            }

            Assert.AreEqual(convexHullOfShapes.GetAabb(Pose.Identity).Minimum, clone.GetAabb(Pose.Identity).Minimum);
            Assert.AreEqual(convexHullOfShapes.GetAabb(Pose.Identity).Maximum, clone.GetAabb(Pose.Identity).Maximum);
        }
Example #2
0
        public void Clone()
        {
            ConvexHullOfShapes convexHullOfShapes = new ConvexHullOfShapes();
              for (int i = 0; i < 10; i++)
              {
            Pose pose = new Pose(new Vector3F(i, i, i));
            PointShape point = new PointShape(i, i, i);
            GeometricObject geometry = new GeometricObject(point, pose);
            convexHullOfShapes.Children.Add(geometry);
              }

              ConvexHullOfShapes clone = convexHullOfShapes.Clone() as ConvexHullOfShapes;
              Assert.IsNotNull(clone);
              Assert.AreEqual(10, clone.Children.Count);
              for (int i = 0; i < 10; i++)
              {
            Assert.IsNotNull(clone.Children[i]);
            Assert.AreNotSame(convexHullOfShapes.Children[i], clone.Children[i]);
            Assert.IsTrue(clone.Children[i] is GeometricObject);
            Assert.AreEqual(convexHullOfShapes.Children[i].Pose, clone.Children[i].Pose);
            Assert.IsNotNull(clone.Children[i].Shape);
            Assert.AreNotSame(convexHullOfShapes.Children[i].Shape, clone.Children[i].Shape);
            Assert.IsTrue(clone.Children[i].Shape is PointShape);
            Assert.AreEqual(((PointShape)convexHullOfShapes.Children[i].Shape).Position, ((PointShape)clone.Children[i].Shape).Position);
              }

              Assert.AreEqual(convexHullOfShapes.GetAabb(Pose.Identity).Minimum, clone.GetAabb(Pose.Identity).Minimum);
              Assert.AreEqual(convexHullOfShapes.GetAabb(Pose.Identity).Maximum, clone.GetAabb(Pose.Identity).Maximum);
        }
        public void SetUp()
        {
            child0 = new GeometricObject(new CircleShape(3), new Pose(new Vector3F(0, 5, 0), QuaternionF.CreateRotationX(ConstantsF.PiOver2)));
            child1 = new GeometricObject(new CircleShape(3), new Pose(new Vector3F(0, -5, 0), QuaternionF.CreateRotationX(ConstantsF.PiOver2)));

            cs = new ConvexHullOfShapes();
            cs.Children.Add(child0);
            cs.Children.Add(child1);
        }
Example #4
0
        public CollisionDetectionSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;
            GraphicsScreen.ClearBackground = true;
            GraphicsScreen.BackgroundColor = Color.CornflowerBlue;
            SetCamera(new Vector3F(0, 1, 10), 0, 0);

            // ----- Initialize collision detection and create objects.

            // Create a geometric object with a box shape.
            // Position it on the left with an arbitrary rotation.
            var geometricObjectA = new GeometricObject(
                new BoxShape(1, 2, 3),
                new Pose(new Vector3F(-2, -1, 0), Matrix33F.CreateRotationZ(0.1f)));

            // Create a geometric object with a capsule shape.
            // Position it on the right with an arbitrary rotation.
            var geometricObjectB = new GeometricObject(
                new CapsuleShape(1, 3),
                new Pose(new Vector3F(2, -1, 0), Matrix33F.CreateRotationZ(-0.2f)));

            // Create a geometric object with a complex shape that is the convex hull of
            // a circle and a rectangle. Position it on the top with an arbitrary rotation.
            // (A ConvexHullOfShapes is a collection of different shapes with different
            // positions and orientations. The ConvexHullOfShapes combines these shapes
            // into a single shape by building their convex hull.)
            var complexShape = new ConvexHullOfShapes();

            complexShape.Children.Add(new GeometricObject(new RectangleShape(1, 1), new Pose(new Vector3F(0, 0, 1))));
            complexShape.Children.Add(new GeometricObject(new CircleShape(1), new Pose(new Vector3F(0, 0, -1))));
            var geometricObjectC = new GeometricObject(
                complexShape,
                new Pose(new Vector3F(0, 2, 0), QuaternionF.CreateRotation(Vector3F.UnitZ, new Vector3F(1, 1, 1))));

            // Create collision objects for the geometric objects.
            // (A collision object is just a wrapper around the geometric object that
            // stores additional information that is required by the collision detection.)
            _collisionObjectA = new CollisionObject(geometricObjectA);
            _collisionObjectB = new CollisionObject(geometricObjectB);
            _collisionObjectC = new CollisionObject(geometricObjectC);

            // Create a collision detection.
            // (The CollisionDetection stores general parameters and it can be used to
            // perform closest-point and contact queries.)
            _collisionDetection = new CollisionDetection();

            // Create a new collision domain and add the collision objects.
            // (A CollisionDomain manages multiple collision objects. It improves the
            // performance of contact queries by reusing results of the last frame.)
            _domain = new CollisionDomain(_collisionDetection);
            _domain.CollisionObjects.Add(_collisionObjectA);
            _domain.CollisionObjects.Add(_collisionObjectB);
            _domain.CollisionObjects.Add(_collisionObjectC);
        }
    // Creates a lot of random objects.
    private void CreateRandomObjects()
    {
      var random = new Random();

      var isFirstHeightField = true;

      int currentShape = 0;
      int numberOfObjects = 0;
      while (true)
      {
        numberOfObjects++;
        if (numberOfObjects > ObjectsPerType)
        {
          currentShape++;
          numberOfObjects = 0;
        }

        Shape shape;
        switch (currentShape)
        {
          case 0:
            // Box
            shape = new BoxShape(ObjectSize, ObjectSize * 2, ObjectSize * 3);
            break;
          case 1:
            // Capsule
            shape = new CapsuleShape(0.3f * ObjectSize, 2 * ObjectSize);
            break;
          case 2:
            // Cone
            shape = new ConeShape(1 * ObjectSize, 2 * ObjectSize);
            break;
          case 3:
            // Cylinder
            shape = new CylinderShape(0.4f * ObjectSize, 2 * ObjectSize);
            break;
          case 4:
            // Sphere
            shape = new SphereShape(ObjectSize);
            break;
          case 5:
            // Convex hull of several points.
            ConvexHullOfPoints hull = new ConvexHullOfPoints();
            hull.Points.Add(new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize));
            hull.Points.Add(new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize));
            hull.Points.Add(new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
            hull.Points.Add(new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize));
            hull.Points.Add(new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize));
            shape = hull;
            break;
          case 6:
            // A composite shape: two boxes that form a "T" shape.
            var composite = new CompositeShape();
            composite.Children.Add(
              new GeometricObject(
                new BoxShape(ObjectSize, 3 * ObjectSize, ObjectSize),
                new Pose(new Vector3(0, 0, 0))));
            composite.Children.Add(
              new GeometricObject(
                new BoxShape(2 * ObjectSize, ObjectSize, ObjectSize),
                new Pose(new Vector3(0, 2 * ObjectSize, 0))));
            shape = composite;
            break;
          case 7:
            shape = new CircleShape(ObjectSize);
            break;
          case 8:
            {
              var compBvh = new CompositeShape();
              compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Matrix.Identity)));
              compBvh.Children.Add(new GeometricObject(new BoxShape(0.8f, 0.5f, 0.5f), new Pose(new Vector3(0.5f, 0.7f, 0), Matrix.CreateRotationZ(-MathHelper.ToRadians(15)))));
              compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Matrix.Identity)));
              compBvh.Children.Add(new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Matrix.CreateRotationX(0.3f))));
              compBvh.Partition = new AabbTree<int>();
              shape = compBvh;
              break;
            }
          case 9:
            CompositeShape comp = new CompositeShape();
            comp.Children.Add(new GeometricObject(new BoxShape(0.5f * ObjectSize, 1 * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3(0, 0.5f * ObjectSize, 0), Quaternion.Identity)));
            comp.Children.Add(new GeometricObject(new BoxShape(0.8f * ObjectSize, 0.5f * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3(0.3f * ObjectSize, 0.7f * ObjectSize, 0), Quaternion.CreateRotationZ(-MathHelper.ToRadians(45)))));
            comp.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3(0, 1.15f * ObjectSize, 0), Quaternion.Identity)));
            shape = comp;
            break;
          case 10:
            shape = new ConvexHullOfPoints(new[]
            {
              new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize),
              new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize),
              new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize)
            });
            break;
          case 11:
            ConvexHullOfShapes shapeHull = new ConvexHullOfShapes();
            shapeHull.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3(0, 2 * ObjectSize, 0), Matrix.Identity)));
            shapeHull.Children.Add(new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize), Pose.Identity));
            shape = shapeHull;
            break;
          case 12:
            shape = Shape.Empty;
            break;
          case 13:
            var numberOfSamplesX = 10;
            var numberOfSamplesZ = 10;
            var samples = new float[numberOfSamplesX * numberOfSamplesZ];
            for (int z = 0; z < numberOfSamplesZ; z++)
              for (int x = 0; x < numberOfSamplesX; x++)
                samples[z * numberOfSamplesX + x] = (float)(Math.Cos(z / 3f) * Math.Sin(x / 2f) * BoxSize / 6);
            HeightField heightField = new HeightField(0, 0, 2 * BoxSize, 2 * BoxSize, samples, numberOfSamplesX, numberOfSamplesZ);
            shape = heightField;
            break;
          //case 14:
          //shape = new LineShape(new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.1f, 0.2f, -0.3f).Normalized);
          //break;            
          case 15:
            shape = new LineSegmentShape(
              new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.1f, 0.2f, 0.3f) + 3 * ObjectSize * new Vector3(0.1f, 0.2f, -0.3f));
            break;
          case 16:
            shape = new MinkowskiDifferenceShape
            {
              ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)),
              ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize))
            };
            break;
          case 17:
            shape = new MinkowskiSumShape
            {
              ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)),
              ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize)),
            };
            break;
          case 18:
            shape = new OrthographicViewVolume(0, ObjectSize, 0, ObjectSize, ObjectSize / 2, ObjectSize * 2);
            break;
          case 19:
            shape = new PerspectiveViewVolume(MathHelper.ToRadians(60f), 16f / 10, ObjectSize / 2, ObjectSize * 3);
            break;
          case 20:
            shape = new PointShape(0.1f, 0.3f, 0.2f);
            break;
          case 21:
            shape = new RayShape(new Vector3(0.2f, 0, -0.12f), new Vector3(1, 2, 3).Normalized, ObjectSize * 2);
            break;
          case 22:
            shape = new RayShape(new Vector3(0.2f, 0, -0.12f), new Vector3(1, 2, 3).Normalized, ObjectSize * 2)
            {
              StopsAtFirstHit = true
            };
            break;
          case 23:
            shape = new RectangleShape(ObjectSize, ObjectSize * 2);
            break;
          case 24:
            shape = new TransformedShape(
              new GeometricObject(
                new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize),
                new Pose(new Vector3(0.1f, 1, -0.2f))));
            break;
          case 25:
            shape = new TriangleShape(
              new Vector3(ObjectSize, 0, 0), new Vector3(0, ObjectSize, 0), new Vector3(ObjectSize, ObjectSize, ObjectSize));
            break;
          //case 26:
          //  {
          //    // Create a composite object from which we get the mesh.
          //    CompositeShape compBvh = new CompositeShape();
          //    compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Matrix.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(
          //        new BoxShape(0.8f, 0.5f, 0.5f),
          //        new Pose(new Vector3(0.5f, 0.7f, 0), Matrix.CreateRotationZ(-(float)MathHelper.ToRadians(15)))));
          //    compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Matrix.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Matrix.CreateRotationX(0.3f))));

          //    TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) };
          //    meshBvhShape.Partition = new AabbTree<int>();
          //    shape = meshBvhShape;
          //    break;
          //  }
          //case 27:
          //  {
          //    // Create a composite object from which we get the mesh.
          //    CompositeShape compBvh = new CompositeShape();
          //    compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3(0, 0.5f, 0), Quaternion.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(
          //        new BoxShape(0.8f, 0.5f, 0.5f),
          //        new Pose(new Vector3(0.5f, 0.7f, 0), Quaternion.CreateRotationZ(-(float)MathHelper.ToRadians(15)))));
          //    compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3(0, 1.15f, 0), Quaternion.Identity)));
          //    compBvh.Children.Add(
          //      new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3(0.6f, 1.15f, 0), Quaternion.CreateRotationX(0.3f))));

          //    TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) };
          //    meshBvhShape.Partition = new AabbTree<int>();
          //    shape = meshBvhShape;
          //    break;
          //  }
          case 28:
            shape = new ConvexPolyhedron(new[]
            {
              new Vector3(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize),
              new Vector3(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize),
              new Vector3(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize),
              new Vector3(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize)
            });
            break;
          case 29:
            return;
          default:
            currentShape++;
            continue;
        }

        // Create an object with the random shape, pose, color and velocity.
        Pose randomPose = new Pose(
          random.NextVector3(-BoxSize + ObjectSize * 2, BoxSize - ObjectSize * 2),
          random.NextQuaternion());
        var newObject = new MovingGeometricObject
        {
          Pose = randomPose,
          Shape = shape,
          LinearVelocity = random.NextQuaternion().Rotate(new Vector3(MaxLinearVelocity, 0, 0)),
          AngularVelocity = random.NextQuaternion().Rotate(Vector3.Forward)
                            * RandomHelper.Random.NextFloat(0, MaxAngularVelocity),
        };

        if (RandomHelper.Random.NextBool())
          newObject.LinearVelocity = Vector3.Zero;
        if (RandomHelper.Random.NextBool())
          newObject.AngularVelocity = Vector3.Zero;

        if (shape is LineShape || shape is HeightField)
        {
          // Do not move lines or the height field.
          newObject.LinearVelocity = Vector3.Zero;
          newObject.AngularVelocity = Vector3.Zero;
        }

        // Create only 1 heightField!
        if (shape is HeightField)
        {
          if (isFirstHeightField)
          {
            isFirstHeightField = true;
            newObject.Pose = new Pose(new Vector3(-BoxSize, -BoxSize, -BoxSize));
          }
          else
          {
            currentShape++;
            numberOfObjects = 0;
            continue;
          }
        }

        // Add collision object to collision domain.
        _domain.CollisionObjects.Add(new CollisionObject(newObject));

        //co.Type = CollisionObjectType.Trigger;
        //co.Name = "Object" + shape.GetType().Name + "_" + i;
      }
    }
Example #6
0
        public ShapesSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            // Add basic force effects.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Add a ground plane.
            RigidBody groundPlane = new RigidBody(new PlaneShape(Vector3F.UnitY, 0))
            {
                Name       = "GroundPlane", // Names are not required but helpful for debugging.
                MotionType = MotionType.Static,
            };

            Simulation.RigidBodies.Add(groundPlane);

            // ----- Add a sphere.
            Shape sphere = new SphereShape(0.5f);

            Simulation.RigidBodies.Add(new RigidBody(sphere));

            // ----- Add a box.
            BoxShape box = new BoxShape(0.5f, 0.9f, 0.7f);

            Simulation.RigidBodies.Add(new RigidBody(box));

            // ----- Add a capsule.
            CapsuleShape capsule = new CapsuleShape(0.4f, 1.2f);

            Simulation.RigidBodies.Add(new RigidBody(capsule));

            // ----- Add a cone.
            ConeShape cone = new ConeShape(0.5f, 1f);

            Simulation.RigidBodies.Add(new RigidBody(cone));

            // ----- Add a cylinder.
            CylinderShape cylinder = new CylinderShape(0.3f, 1f);

            Simulation.RigidBodies.Add(new RigidBody(cylinder));

            // ----- Add a convex hull of random points.
            ConvexHullOfPoints convexHullOfPoints = new ConvexHullOfPoints();

            for (int i = 0; i < 20; i++)
            {
                convexHullOfPoints.Points.Add(RandomHelper.Random.NextVector3F(-0.5f, 0.5f));
            }
            Simulation.RigidBodies.Add(new RigidBody(convexHullOfPoints));

            // ----- Add a convex polyhedron.
            // (A ConvexPolyhedron is similar to the ConvexHullOfPoints. The difference is that
            // the points in a ConvexHullOfPoints can be changed at runtime. A ConvexPolyhedron
            // cannot be changed at runtime, but it is faster.)
            List <Vector3F> points = new List <Vector3F>();

            for (int i = 0; i < 20; i++)
            {
                points.Add(RandomHelper.Random.NextVector3F(-0.7f, 0.7f));
            }
            ConvexPolyhedron convexPolyhedron = new ConvexPolyhedron(points);

            Simulation.RigidBodies.Add(new RigidBody(convexPolyhedron));

            // ----- Add a composite shape (a table that consists of 5 boxes).
            CompositeShape composite = new CompositeShape();

            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(-0.75f, 0.4f, -0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(0.75f, 0.4f, -0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(-0.75f, 0.4f, 0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(0.1f, 0.8f, 0.1f), new Pose(new Vector3F(0.75f, 0.4f, 0.5f))));
            composite.Children.Add(new GeometricObject(new BoxShape(1.8f, 0.1f, 1.1f), new Pose(new Vector3F(0, 0.8f, 0))));
            Simulation.RigidBodies.Add(new RigidBody(composite));

            // ----- Add a convex hull of multiple shapes.
            ConvexHullOfShapes convexHullOfShapes = new ConvexHullOfShapes();

            convexHullOfShapes.Children.Add(new GeometricObject(new CylinderShape(0.2f, 0.8f), new Pose(new Vector3F(-0.4f, 0, 0))));
            convexHullOfShapes.Children.Add(new GeometricObject(new CylinderShape(0.2f, 0.8f), new Pose(new Vector3F(+0.4f, 0, 0))));
            Simulation.RigidBodies.Add(new RigidBody(convexHullOfShapes));

            // ----- Add the Minkowski sum of two shapes.
            // (The Minkowski sum is a mathematical operation that combines two shapes.
            // Here a circle is combined with a sphere. The result is a wheel.)
            MinkowskiSumShape minkowskiSum = new MinkowskiSumShape();

            minkowskiSum.ObjectA = new GeometricObject(new SphereShape(0.2f), Pose.Identity);
            minkowskiSum.ObjectB = new GeometricObject(new CircleShape(0.5f), Pose.Identity);
            Simulation.RigidBodies.Add(new RigidBody(minkowskiSum));

            // Create another Minkowski sum. (Here a small sphere is added to a box to create a
            // box with rounded corners.)
            minkowskiSum         = new MinkowskiSumShape();
            minkowskiSum.ObjectA = new GeometricObject(new SphereShape(0.1f), Pose.Identity);
            minkowskiSum.ObjectB = new GeometricObject(new BoxShape(0.2f, 0.5f, 0.8f), Pose.Identity);
            Simulation.RigidBodies.Add(new RigidBody(minkowskiSum));

            // ----- Add a triangle mesh.
            // A triangle mesh could be loaded from a file or built from an XNA model.
            // Here we first create a composite shape and convert the shape into a triangle
            // mesh. (Any Shape in DigitalRune.Geometry can be converted to a triangle mesh.)
            CompositeShape dumbbell = new CompositeShape();

            dumbbell.Children.Add(new GeometricObject(new SphereShape(0.4f), new Pose(new Vector3F(0.6f, 0.0f, 0.0f))));
            dumbbell.Children.Add(new GeometricObject(new SphereShape(0.4f), new Pose(new Vector3F(-0.6f, 0.0f, 0.0f))));
            dumbbell.Children.Add(new GeometricObject(new CylinderShape(0.1f, 0.6f), new Pose(Matrix33F.CreateRotationZ(ConstantsF.PiOver2))));

            TriangleMeshShape triangleMeshShape = new TriangleMeshShape(dumbbell.GetMesh(0.01f, 2));

            // Optional: We can enable "contact welding". When this flag is enabled, the triangle shape
            // precomputes additional internal information for the mesh. The collision detection will
            // be able to compute better contacts (e.g. better normal vectors at triangle edges).
            // Pro: Collision detection can compute better contact information.
            // Con: Contact welding information needs a bit of memory. And the collision detection is
            // a bit slower.
            triangleMeshShape.EnableContactWelding = true;

            // Optional: Assign a spatial partitioning scheme to the triangle mesh. (A spatial partition
            // adds an additional memory overhead, but it improves collision detection speed tremendously!)
            triangleMeshShape.Partition = new AabbTree <int>();

            Simulation.RigidBodies.Add(new RigidBody(triangleMeshShape));

            // ----- Set random positions/orientations.
            // (Start with the second object. The first object is the ground plane which should
            // not be changed.)
            for (int i = 1; i < Simulation.RigidBodies.Count; i++)
            {
                RigidBody body = Simulation.RigidBodies[i];

                Vector3F position = RandomHelper.Random.NextVector3F(-3, 3);
                position.Y = 3; // Position the objects 3m above ground.
                QuaternionF orientation = RandomHelper.Random.NextQuaternionF();
                body.Pose = new Pose(position, orientation);
            }
        }
Example #7
0
        public void SetUp()
        {
            child0 = new GeometricObject(new CircleShape(3), new Pose(new Vector3F(0, 5, 0), QuaternionF.CreateRotationX(ConstantsF.PiOver2)));
              child1 = new GeometricObject(new CircleShape(3), new Pose(new Vector3F(0, -5, 0), QuaternionF.CreateRotationX(ConstantsF.PiOver2)));

              cs = new ConvexHullOfShapes();
              cs.Children.Add(child0);
              cs.Children.Add(child1);
        }