public void Evaluate(int SpreadMax)
        {
            IConstraintContainer inputWorld = this.contraintContainer[0];

            if (inputWorld != null)
            {
                this.persister.UpdateWorld(inputWorld);

                for (int i = 0; i < SpreadMax; i++)
                {
                    if (FCreate[i])
                    {
                        RigidBodyPair pair = FPairs[i];
                        if (pair.body1 != null && pair.body2 != null)
                        {
                            Point2PointConstraint cst = new Point2PointConstraint(pair.body1, pair.body2,
                                                                                  this.FPivot1[i].ToBulletVector(), this.FPivot2[i].ToBulletVector());
                            cst.Setting.Damping      = this.FDamping[i];
                            cst.Setting.ImpulseClamp = this.FImpulseClamp[i];
                            cst.Setting.Tau          = this.FTau[i];

                            this.persister.Append(cst);
                        }
                    }
                }

                this.persister.Flush();
            }
            else
            {
                this.constraintsOutput.SliceCount = 0;
            }
        }
Example #2
0
        //called by Physics World just before constraint is added to world.
        //the current constraint properties are used to rebuild the constraint.
        internal override bool _BuildConstraint()
        {
            WorldController world = GetWorld();

            if (m_constraintPtr != null)
            {
                if (m_isInWorld && world != null)
                {
                    m_isInWorld = false;
                    world.RemoveConstraint(m_constraintPtr);
                }
            }
            BRigidBody targetRigidBodyA = GetComponent <BRigidBody>();

            if (targetRigidBodyA == null)
            {
                Debug.LogError("BallSocketConstraint needs to be added to a component with a BRigidBody.");
                return(false);
            }
            if (!targetRigidBodyA.isInWorld)
            {
                world.AddRigidBody(targetRigidBodyA);
            }
            RigidBody rba = (RigidBody)targetRigidBodyA.GetCollisionObject();

            if (rba == null)
            {
                Debug.LogError("Constraint could not get bullet RigidBody from target rigid body A");
                return(false);
            }
            if (m_constraintType == ConstraintType.constrainToAnotherBody)
            {
                if (m_otherRigidBody == null)
                {
                    Debug.LogError("Other rigid body was not set");
                    return(false);
                }
                if (!m_otherRigidBody.isInWorld)
                {
                    world.AddRigidBody(m_otherRigidBody);
                }
                RigidBody rbb = (RigidBody)m_otherRigidBody.GetCollisionObject();
                if (rbb == null)
                {
                    Debug.LogError("Constraint could not get bullet RigidBody from target rigid body B");
                    return(false);
                }
                Vector3 pivotInOther = m_otherRigidBody.transform.InverseTransformPoint(targetRigidBodyA.transform.TransformPoint(m_localConstraintPoint));
                m_constraintPtr = new Point2PointConstraint(rbb, rba, pivotInOther.ToBullet(), m_localConstraintPoint.ToBullet());
            }
            else
            {
                m_constraintPtr = new Point2PointConstraint(rba, m_localConstraintPoint.ToBullet());
            }
            m_constraintPtr.Userobject = this;
            m_constraintPtr.BreakingImpulseThreshold    = m_breakingImpulseThreshold;
            m_constraintPtr.DebugDrawSize               = m_debugDrawSize;
            m_constraintPtr.OverrideNumSolverIterations = m_overrideNumSolverIterations;
            return(true);
        }
Example #3
0
        public void moveObject(Vector3 rayFrom, Vector3 rayTo)
        {
            if (_pick_constraint != null)
            {
                Vector3 dir = rayTo - rayFrom;
                dir.Normalize();
                dir *= _picking_distance_current;

                if (_pick_constraint.ConstraintType == TypedConstraintType.D6)
                {
                    Generic6DofConstraint pickCon = _pick_constraint as Generic6DofConstraint;

                    //keep it at the same picking distance
                    Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                    tempFrameOffsetA.Origin = rayFrom + dir;
                    pickCon.SetFrames(tempFrameOffsetA, pickCon.FrameOffsetB);
                }
                else
                {
                    Point2PointConstraint pickCon = _pick_constraint as Point2PointConstraint;

                    //keep it at the same picking distance
                    pickCon.PivotInB = rayFrom + dir;
                }
            }
        }
Example #4
0
        void PickBody()
        {
            DropBody();
            PickedEntity = RayCastEntity(out Vector3 PickPoint, out Vector3 Normal);

            if (PickedEntity != null)
            {
                DbgDraw.DrawLine(FireOrigin, PickPoint, Time: 5000);
                DbgDraw.DrawCircle(PickPoint + Normal * 0.1f, Normal, FishGfx.Color.Red, 5, 8, Time: 5000);

                PickDist        = Vector3.Distance(FireOrigin, PickPoint);
                GlobalPickPoint = PickPoint;

                Matrix4x4.Invert(PickedEntity.RigidBody.CenterOfMassTransform, out Matrix4x4 InvCenterOfMass);
                LocalPickPoint = PickPoint = Vector3.Transform(PickPoint, InvCenterOfMass);

                PickedEntity.Unfreeze();
                PickedEntity.DisableSleep();

                PointConst = new Point2PointConstraint(PickedEntity.RigidBody, PickPoint);
                PointConst.Setting.ImpulseClamp = 10000;
                PointConst.Setting.Tau          = 0.01f;
                PointConst.Setting.Damping      = 0.99f;
                Map.World.AddConstraint(PointConst);

                OldAngularDamping = PickedEntity.RigidBody.AngularDamping;
                OldLinearDamping  = PickedEntity.RigidBody.LinearDamping;
                PickedEntity.RigidBody.SetDamping(OldLinearDamping, 0.99f);

                IsPickingBody = true;
            }
        }
Example #5
0
        private void PickRigidBody(RigidBody body, ref Vector3 pickPosition)
        {
            if (body.IsStaticObject || body.IsKinematicObject)
            {
                return;
            }

            _pickedBody = body;
            _pickedBody.ActivationState = ActivationState.DisableDeactivation;

            DiscreteDynamicsWorld world = _demo.Simulation.World;

            Vector3 localPivot = Vector3.TransformCoordinate(pickPosition, Matrix.Invert(body.CenterOfMassTransform));

            if (_demo.Input.KeysDown.Contains(Keys.ShiftKey))
            {
                var dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                {
                    LinearLowerLimit  = Vector3.Zero,
                    LinearUpperLimit  = Vector3.Zero,
                    AngularLowerLimit = Vector3.Zero,
                    AngularUpperLimit = Vector3.Zero
                };

                world.AddConstraint(dof6);
                _rigidBodyPickConstraint = dof6;

                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
            }
            else
            {
                var p2p = new Point2PointConstraint(body, localPivot);
                world.AddConstraint(p2p);
                _rigidBodyPickConstraint = p2p;
                p2p.Setting.ImpulseClamp = 30;
                //very weak constraint for picking
                p2p.Setting.Tau = 0.001f;

                /*
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                 */
            }
        }
        //public void Test()
        //{
        //	BulletSharp.Point2PointConstraint pt;
        //	/BulletSharp.Generic6DofConstraint sdof = new Generic6DofConstraint(
        //	pt.Setting.
        //sdof.sett
        //}

        public override TypedConstraint GetConstraint(RigidBody body)
        {
            Point2PointConstraint cst = new Point2PointConstraint(body, this.Pivot);

            cst.Setting.Damping      = this.Damping;
            cst.Setting.ImpulseClamp = this.ImpulseClamp;
            cst.Setting.Tau          = this.Tau;

            return(cst);
        }
Example #7
0
 public void Evaluate(int SpreadMax)
 {
     for (int i = 0; i < SpreadMax; i++)
     {
         if (this.FApply[i] && this.FConstraint[i] != null)
         {
             Point2PointConstraint cst = this.FConstraint[i];
             cst.PivotInA = this.FPivot1[i].ToBulletVector();
         }
     }
 }
Example #8
0
        //Point2point
        public IPoint2PointConstraintImp AddPoint2PointConstraint(IRigidBodyImp rigidBodyA, float3 pivotInA)
        {
            var rigidBodyAImp = (RigidBodyImp)rigidBodyA;
            var btRigidBodyA  = rigidBodyAImp._rbi;

            var btP2PConstraint = new Point2PointConstraint(btRigidBodyA, new Vector3(pivotInA.x, pivotInA.y, pivotInA.z));

            BtWorld.AddConstraint(btP2PConstraint);

            var retval = new Point2PointConstraintImp();

            retval._p2pci = btP2PConstraint;
            btP2PConstraint.UserObject = retval;
            return(retval);
        }
Example #9
0
        void DropBody()
        {
            if (!IsPickingBody)
            {
                return;
            }

            Map.World.RemoveConstraint(PointConst);
            PointConst.Dispose();
            PointConst = null;

            PickedEntity.Unfreeze();
            PickedEntity.RigidBody.SetDamping(OldLinearDamping, OldAngularDamping);
            PickedEntity = null;

            IsPickingBody = false;
        }
        //called by Physics World just before constraint is added to world.
        //the current constraint properties are used to rebuild the constraint.
        internal override bool _BuildConstraint()
        {
            BPhysicsWorld world = BPhysicsWorld.Get();

            if (constraintPtr != null)
            {
                if (isInWorld && world != null)
                {
                    isInWorld = false;
                    world.RemoveConstraint(constraintPtr);
                }
            }
            if (targetRigidBodyA == null)
            {
                Debug.LogError("Constraint target rigid body was not set.");
                return(false);
            }
            RigidBody rba = (RigidBody)targetRigidBodyA.GetCollisionObject();

            if (rba == null)
            {
                Debug.LogError("Constraint could not get bullet RigidBody from target rigid body A");
                return(false);
            }
            if (constraintType == ConstraintType.constrainToAnotherBody)
            {
                RigidBody rbb = (RigidBody)targetRigidBodyB.GetCollisionObject();
                if (rbb == null)
                {
                    Debug.LogError("Constraint could not get bullet RigidBody from target rigid body B");
                    return(false);
                }
                constraintPtr = new Point2PointConstraint(rba, rbb, pivotInA.ToBullet(), pivotInB.ToBullet());
            }
            else
            {
                constraintPtr = new Point2PointConstraint(rba, pivotInA.ToBullet());
            }
            constraintPtr.Userobject = this;
            return(true);
        }
Example #11
0
        void MovePickedBody()
        {
            if (pickConstraint != null)
            {
                Vector3 rayFrom  = Freelook.Eye;
                Vector3 newRayTo = GetRayTo(Input.MousePoint, rayFrom, Freelook.Target, Graphics.FieldOfView);

                //keep it at the same picking distance
                Vector3 dir = newRayTo - rayFrom;
                dir.Normalize();
                dir *= oldPickingDist;

                if (pickConstraint.ConstraintType == TypedConstraintType.D6)
                {
                    Generic6DofConstraint pickCon = pickConstraint as Generic6DofConstraint;

                    //keep it at the same picking distance
                    Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                    tempFrameOffsetA.Origin = rayFrom + dir;
                    pickCon.FrameOffsetA    = tempFrameOffsetA;
                }
                else
                {
                    Point2PointConstraint pickCon = pickConstraint as Point2PointConstraint;

                    //keep it at the same picking distance
                    pickCon.PivotInB = rayFrom + dir;
                }
            }
            else if (pickingMultiBodyPoint2Point != null)
            {
                Vector3 rayFrom  = Freelook.Eye;
                Vector3 newRayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                Vector3 dir = (newRayTo - rayFrom);
                dir.Normalize();
                dir *= oldPickingDist;
                pickingMultiBodyPoint2Point.PivotInB = rayFrom + dir;
            }
        }
        public IPoint2PointConstraintImp AddPoint2PointConstraint(IRigidBodyImp rigidBodyA, IRigidBodyImp rigidBodyB, float3 pivotInA,float3 pivotInB)
        {
            var rigidBodyAImp = (RigidBodyImp) rigidBodyA;
            var btRigidBodyA = rigidBodyAImp._rbi;

            var rigidBodyBImp = (RigidBodyImp) rigidBodyB;
            var btRigidBodyB = rigidBodyBImp._rbi;

            var btP2PConstraint = new Point2PointConstraint(btRigidBodyA, btRigidBodyB,
                new Vector3(pivotInA.x, pivotInA.y, pivotInA.z), new Vector3(pivotInB.x, pivotInB.y, pivotInB.z));
            BtWorld.AddConstraint(btP2PConstraint);
            var retval = new Point2PointConstraintImp();
            retval._p2pci = btP2PConstraint;
            btP2PConstraint.UserObject = retval;
            return retval;
        }
Example #13
0
        public virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Graphics.Form.Close();
                    return;

                case Keys.F1:
                    MessageBox.Show(
                        "Move using WASD + shift\n" +
                        "Left click - point camera\n" +
                        "Right click - pick up an object using a Point2PointConstraint\n" +
                        "Right click + shift - pick up an object using a fixed Generic6DofConstraint\n" +
                        "Space - shoot box\n" +
                        "Q - quit\n" +
                        Graphics.InfoText,
                        "Help");
                    // Key release won't be captured
                    Input.KeysDown.Remove(Keys.F1);
                    break;

                case Keys.F3:
                    IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F8:
                    Input.ClearKeyCache();
                    GraphicsLibraryManager.ExitWithReload = true;
                    Graphics.Form.Close();
                    break;

                case Keys.F11:
                    Graphics.IsFullScreen = !Graphics.IsFullScreen;
                    break;

                case (Keys.Control | Keys.F):
                    const int maxSerializeBufferSize = 1024 * 1024 * 5;
                    using (var serializer = new DefaultSerializer(maxSerializeBufferSize))
                    {
                        World.Serialize(serializer);
                        byte[] dataBytes = new byte[serializer.CurrentBufferSize];
                        System.Runtime.InteropServices.Marshal.Copy(serializer.BufferPointer, dataBytes, 0,
                                                                    dataBytes.Length);
                        using (var file = new System.IO.FileStream("world.bullet", System.IO.FileMode.Create))
                        {
                            file.Write(dataBytes, 0, dataBytes.Length);
                        }
                    }
                    break;

                case Keys.G:
                    //shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView));
                    break;

                case Keys.Return:
                    ClientResetScene();
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (World != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        World.RayTest(ref rayFrom, ref rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            Vector3   pickPos = rayCallback.HitPointWorld;
                            RigidBody body    = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };

                                        World.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        World.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }
                                }
                            }
                            else
                            {
                                MultiBodyLinkCollider multiCol = rayCallback.CollisionObject as MultiBodyLinkCollider;
                                if (multiCol != null && multiCol.MultiBody != null)
                                {
                                    MultiBody mb = multiCol.MultiBody;

                                    prevCanSleep = mb.CanSleep;
                                    mb.CanSleep  = false;
                                    Vector3 pivotInA = mb.WorldPosToLocal(multiCol.Link, pickPos);

                                    MultiBodyPoint2Point p2p = new MultiBodyPoint2Point(mb, multiCol.Link, null, pivotInA, pickPos);
                                    p2p.MaxAppliedImpulse = 2;

                                    (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(p2p);
                                    pickingMultiBodyPoint2Point = p2p;
                                }
                            }
                            oldPickingDist = (pickPos - rayFrom).Length;
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                MovePickedBody();
            }
        }
Example #14
0
        public static void DebugDrawConstraint(TypedConstraint constraint, IDebugDraw debugDraw)
        {
            bool  drawFrames  = (debugDraw.GetDebugMode() & DebugDrawModes.DBG_DrawConstraints) != 0;
            bool  drawLimits  = (debugDraw.GetDebugMode() & DebugDrawModes.DBG_DrawConstraintLimits) != 0;
            float dbgDrawSize = constraint.GetDbgDrawSize();

            if (dbgDrawSize <= 0f)
            {
                return;
            }

            switch (constraint.GetConstraintType())
            {
            case TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE:
            {
                Point2PointConstraint p2pC  = constraint as Point2PointConstraint;
                IndexedMatrix         tr    = IndexedMatrix.Identity;
                IndexedVector3        pivot = p2pC.GetPivotInA();
                pivot      = p2pC.GetRigidBodyA().GetCenterOfMassTransform() * pivot;
                tr._origin = pivot;
                debugDraw.DrawTransform(ref tr, dbgDrawSize);
                // that ideally should draw the same frame
                pivot      = p2pC.GetPivotInB();
                pivot      = p2pC.GetRigidBodyB().GetCenterOfMassTransform() * pivot;
                tr._origin = pivot;
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
            }
            break;

            case TypedConstraintType.HINGE_CONSTRAINT_TYPE:
            {
                HingeConstraint pHinge = constraint as HingeConstraint;
                IndexedMatrix   tr     = pHinge.GetRigidBodyA().GetCenterOfMassTransform() * pHinge.GetAFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pHinge.GetRigidBodyB().GetCenterOfMassTransform() * pHinge.GetBFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                float minAng = pHinge.GetLowerLimit();
                float maxAng = pHinge.GetUpperLimit();
                if (minAng == maxAng)
                {
                    break;
                }
                bool drawSect = true;
                if (minAng > maxAng)
                {
                    minAng   = 0f;
                    maxAng   = MathUtil.SIMD_2_PI;
                    drawSect = false;
                }
                if (drawLimits)
                {
                    IndexedVector3 center = tr._origin;
                    IndexedVector3 normal = tr._basis.GetColumn(2);
                    IndexedVector3 axis   = tr._basis.GetColumn(0);
                    IndexedVector3 zero   = IndexedVector3.Zero;
                    debugDraw.DrawArc(ref center, ref normal, ref axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, ref zero, drawSect);
                }
            }
            break;

            case TypedConstraintType.CONETWIST_CONSTRAINT_TYPE:
            {
                ConeTwistConstraint pCT = constraint as ConeTwistConstraint;
                IndexedMatrix       tr  = pCT.GetRigidBodyA().GetCenterOfMassTransform() * pCT.GetAFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pCT.GetRigidBodyB().GetCenterOfMassTransform() * pCT.GetBFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;

                if (drawLimits)
                {
                    //const float length = float(5);
                    float          length          = dbgDrawSize;
                    const int      nSegments       = 8 * 4;
                    float          fAngleInRadians = MathUtil.SIMD_2_PI * (float)(nSegments - 1) / (float)nSegments;
                    IndexedVector3 pPrev           = pCT.GetPointForAngle(fAngleInRadians, length);
                    pPrev = tr * pPrev;
                    for (int i = 0; i < nSegments; i++)
                    {
                        fAngleInRadians = MathUtil.SIMD_2_PI * (float)i / (float)nSegments;
                        IndexedVector3 pCur = pCT.GetPointForAngle(fAngleInRadians, length);
                        pCur = tr * pCur;
                        debugDraw.DrawLine(ref pPrev, ref pCur, ref zero);

                        if (i % (nSegments / 8) == 0)
                        {
                            IndexedVector3 origin = tr._origin;
                            debugDraw.DrawLine(ref origin, ref pCur, ref zero);
                        }

                        pPrev = pCur;
                    }
                    float tws       = pCT.GetTwistSpan();
                    float twa       = pCT.GetTwistAngle();
                    bool  useFrameB = (pCT.GetRigidBodyB().GetInvMass() > 0f);
                    if (useFrameB)
                    {
                        tr = pCT.GetRigidBodyB().GetCenterOfMassTransform() * pCT.GetBFrame();
                    }
                    else
                    {
                        tr = pCT.GetRigidBodyA().GetCenterOfMassTransform() * pCT.GetAFrame();
                    }
                    IndexedVector3 pivot  = tr._origin;
                    IndexedVector3 normal = tr._basis.GetColumn(0);
                    IndexedVector3 axis   = tr._basis.GetColumn(1);

                    debugDraw.DrawArc(ref pivot, ref normal, ref axis, dbgDrawSize, dbgDrawSize, -twa - tws, -twa + tws, ref zero, true);
                }
            }
            break;

            case TypedConstraintType.D6_CONSTRAINT_TYPE:
            case TypedConstraintType.D6_SPRING_CONSTRAINT_TYPE:
            {
                Generic6DofConstraint p6DOF = constraint as Generic6DofConstraint;
                IndexedMatrix         tr    = p6DOF.GetCalculatedTransformA();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = p6DOF.GetCalculatedTransformB();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;
                if (drawLimits)
                {
                    tr = p6DOF.GetCalculatedTransformA();
                    IndexedVector3 center = p6DOF.GetCalculatedTransformB()._origin;
                    // up is axis 1 not 2 ?

                    IndexedVector3 up    = tr._basis.GetColumn(1);
                    IndexedVector3 axis  = tr._basis.GetColumn(0);
                    float          minTh = p6DOF.GetRotationalLimitMotor(1).m_loLimit;
                    float          maxTh = p6DOF.GetRotationalLimitMotor(1).m_hiLimit;
                    float          minPs = p6DOF.GetRotationalLimitMotor(2).m_loLimit;
                    float          maxPs = p6DOF.GetRotationalLimitMotor(2).m_hiLimit;
                    debugDraw.DrawSpherePatch(ref center, ref up, ref axis, dbgDrawSize * .9f, minTh, maxTh, minPs, maxPs, ref zero);
                    axis = tr._basis.GetColumn(1);
                    float          ay   = p6DOF.GetAngle(1);
                    float          az   = p6DOF.GetAngle(2);
                    float          cy   = (float)Math.Cos(ay);
                    float          sy   = (float)Math.Sin(ay);
                    float          cz   = (float)Math.Cos(az);
                    float          sz   = (float)Math.Sin(az);
                    IndexedVector3 ref1 = new IndexedVector3(
                        cy * cz * axis.X + cy * sz * axis.Y - sy * axis.Z,
                        -sz * axis.X + cz * axis.Y,
                        cz * sy * axis.X + sz * sy * axis.Y + cy * axis.Z);
                    tr = p6DOF.GetCalculatedTransformB();
                    IndexedVector3 normal = -tr._basis.GetColumn(0);
                    float          minFi  = p6DOF.GetRotationalLimitMotor(0).m_loLimit;
                    float          maxFi  = p6DOF.GetRotationalLimitMotor(0).m_hiLimit;
                    if (minFi > maxFi)
                    {
                        debugDraw.DrawArc(ref center, ref normal, ref ref1, dbgDrawSize, dbgDrawSize, -MathUtil.SIMD_PI, MathUtil.SIMD_PI, ref zero, false);
                    }
                    else if (minFi < maxFi)
                    {
                        debugDraw.DrawArc(ref center, ref normal, ref ref1, dbgDrawSize, dbgDrawSize, minFi, maxFi, ref zero, false);
                    }
                    tr = p6DOF.GetCalculatedTransformA();
                    IndexedVector3 bbMin = p6DOF.GetTranslationalLimitMotor().m_lowerLimit;
                    IndexedVector3 bbMax = p6DOF.GetTranslationalLimitMotor().m_upperLimit;
                    debugDraw.DrawBox(ref bbMin, ref bbMax, ref tr, ref zero);
                }
            }
            break;

            case TypedConstraintType.SLIDER_CONSTRAINT_TYPE:
            {
                SliderConstraint pSlider = constraint as SliderConstraint;
                IndexedMatrix    tr      = pSlider.GetCalculatedTransformA();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pSlider.GetCalculatedTransformB();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;
                if (drawLimits)
                {
                    IndexedMatrix  tr2    = pSlider.GetCalculatedTransformA();
                    IndexedVector3 li_min = tr2 * new IndexedVector3(pSlider.GetLowerLinLimit(), 0f, 0f);
                    IndexedVector3 li_max = tr2 * new IndexedVector3(pSlider.GetUpperLinLimit(), 0f, 0f);
                    debugDraw.DrawLine(ref li_min, ref li_max, ref zero);
                    IndexedVector3 normal = tr._basis.GetColumn(0);
                    IndexedVector3 axis   = tr._basis.GetColumn(1);
                    float          a_min  = pSlider.GetLowerAngLimit();
                    float          a_max  = pSlider.GetUpperAngLimit();
                    IndexedVector3 center = pSlider.GetCalculatedTransformB()._origin;
                    debugDraw.DrawArc(ref center, ref normal, ref axis, dbgDrawSize, dbgDrawSize, a_min, a_max, ref zero, true);
                }
            }
            break;

            default:
                break;
            }
            return;
        }
Example #15
0
 //Initialize and register the constraint
 protected override void InitializeConstraint()
 {
     _constraint = new Point2PointConstraint(_rigidbody.BodyInstance, _connectedBody.BodyInstance, _localPivot.ToBullet(), _connectedPivot.ToBullet());
 }
Example #16
0
        public virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Graphics.Form.Close();
                    return;

                case Keys.F3:
                    IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F8:
                    Input.ClearKeyCache();
                    GraphicsLibraryManager.ExitWithReload = true;
                    Graphics.Form.Close();
                    break;

                case Keys.F11:
                    Graphics.IsFullScreen = !Graphics.IsFullScreen;
                    break;

                case (Keys.Control | Keys.F):
                    const int         maxSerializeBufferSize = 1024 * 1024 * 5;
                    DefaultSerializer serializer             = new DefaultSerializer(maxSerializeBufferSize);
                    World.Serialize(serializer);

                    byte[] dataBytes = new byte[serializer.CurrentBufferSize];
                    Marshal.Copy(serializer.BufferPointer, dataBytes, 0, dataBytes.Length);

                    System.IO.FileStream file = new System.IO.FileStream("world.bullet", System.IO.FileMode.Create);
                    file.Write(dataBytes, 0, dataBytes.Length);
                    file.Dispose();
                    break;

                case Keys.G:
                    //shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView));
                    break;

                case Keys.Return:
                    ClientResetScene();
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (_world != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        _world.RayTestRef(ref rayFrom, ref rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            RigidBody body = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 pickPos    = rayCallback.HitPointWorld;
                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };

                                        _world.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        _world.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }

                                    oldPickingDist = (pickPos - rayFrom).Length;
                                }
                            }
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                if (pickConstraint != null)
                {
                    Vector3 newRayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                    if (pickConstraint.ConstraintType == TypedConstraintType.D6)
                    {
                        Generic6DofConstraint pickCon = pickConstraint as Generic6DofConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        Vector3 newPivotB = rayFrom + dir;

                        Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                        tempFrameOffsetA.M41 = newPivotB.X;
                        tempFrameOffsetA.M42 = newPivotB.Y;
                        tempFrameOffsetA.M43 = newPivotB.Z;
                        pickCon.SetFrames(tempFrameOffsetA, pickCon.FrameOffsetB);
                    }
                    else
                    {
                        Point2PointConstraint pickCon = pickConstraint as Point2PointConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        pickCon.PivotInB = rayFrom + dir;
                    }
                }
            }
        }
Example #17
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();

            World         = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConf);
            World.Gravity = new Vector3(0, -10, 0);

            GImpactCollisionAlgorithm.RegisterAlgorithm(Dispatcher);

            string bulletFile;

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bulletFile = "testFile.bullet";
            }
            else
            {
                bulletFile = args[1];
            }

            fileLoader = new CustomBulletWorldImporter(World);
            if (!fileLoader.LoadFile(bulletFile))
            {
                CollisionShape groundShape = new BoxShape(50);
                CollisionShapes.Add(groundShape);
                RigidBody ground = LocalCreateRigidBody(0, Matrix.Translation(0, -50, 0), groundShape);
                ground.UserObject = "Ground";

                // create a few dynamic rigidbodies
                float mass = 1.0f;

                Vector3[] positions = new Vector3[2] {
                    new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.4f, 0.5f, 0.6f)
                };
                float[] radi = new float[2] {
                    0.3f, 0.4f
                };

                CollisionShape colShape = new MultiSphereShape(positions, radi);

                //CollisionShape colShape = new CapsuleShapeZ(1, 1);
                //CollisionShape colShape = new CylinderShapeZ(1, 1, 1);
                //CollisionShape colShape = new BoxShape(1);
                //CollisionShape colShape = new SphereShape(1);
                CollisionShapes.Add(colShape);

                Vector3 localInertia = colShape.CalculateLocalInertia(mass);

                float start_x = StartPosX - ArraySizeX / 2;
                float start_y = StartPosY;
                float start_z = StartPosZ - ArraySizeZ / 2;

                int k, i, j;
                for (k = 0; k < ArraySizeY; k++)
                {
                    for (i = 0; i < ArraySizeX; i++)
                    {
                        for (j = 0; j < ArraySizeZ; j++)
                        {
                            Matrix startTransform = Matrix.Translation(
                                2 * i + start_x,
                                2 * k + start_y,
                                2 * j + start_z
                                );

                            // using motionstate is recommended, it provides interpolation capabilities
                            // and only synchronizes 'active' objects
                            DefaultMotionState        myMotionState = new DefaultMotionState(startTransform);
                            RigidBodyConstructionInfo rbInfo        =
                                new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            rbInfo.Dispose();

                            // make it drop from a height
                            body.Translate(new Vector3(0, 20, 0));

                            World.AddRigidBody(body);
                        }
                    }
                }

                DefaultSerializer serializer = new DefaultSerializer();

                serializer.RegisterNameForObject(ground, "GroundName");

                for (i = 0; i < CollisionShapes.Count; i++)
                {
                    serializer.RegisterNameForObject(CollisionShapes[i], "name" + i.ToString());
                }

                Point2PointConstraint p2p = new Point2PointConstraint((RigidBody)World.CollisionObjectArray[2], new Vector3(0, 1, 0));
                World.AddConstraint(p2p);

                serializer.RegisterNameForObject(p2p, "constraintje");

                World.Serialize(serializer);

                BulletSharp.DataStream data = serializer.LockBuffer();
                byte[] dataBytes            = new byte[data.Length];
                data.Read(dataBytes, 0, dataBytes.Length);

                FileStream file = new FileStream("testFile.bullet", FileMode.Create);
                file.Write(dataBytes, 0, dataBytes.Length);
                file.Close();
            }
        }
Example #18
0
        public Physics()
        {
            SetupEmptyDynamicsWorld();

            CollisionShape groundShape = new BoxShape(50, 1, 50);

            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);

            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));

            CollisionShapes.Add(shape);


            float mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA  = new Vector3(0, 0, 1);

            Vector3 pivotInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

            if (P2P)
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0,body1,pivotInA,pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0,body1,pivotInA,pivotInB,axisInA,axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
            else
            {
                HingeConstraint hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                float targetVelocity  = 1.0f;
                float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }



            //create a slider, using the generic D6 constraint
            Vector3 sliderWorldPos = new Vector3(0, 10, 0);
            Vector3 sliderAxis     = Vector3.UnitX;
            float   angle          = 0;//SIMD_RADS_PER_DEG * 10.f;
            Matrix  trans          = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);

            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);

            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(0, 5, 0);

            //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
            bool useLinearReferenceFrameA = true;//use fixed frame A for linear llimits

            spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA);
            spSlider6Dof.LinearLowerLimit = lowerSliderLimit;
            spSlider6Dof.LinearUpperLimit = hiSliderLimit;

            //range should be small, otherwise singularities will 'explode' the constraint
            //spSlider6Dof.AngularLowerLimit = new Vector3(-1.5f,0,0);
            //spSlider6Dof.AngularUpperLimit = new Vector3(1.5f,0,0);
            //spSlider6Dof.AngularLowerLimit = new Vector3(0,0,0);
            //spSlider6Dof.AngularUpperLimit = new Vector3(0,0,0);
            spSlider6Dof.AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0);
            spSlider6Dof.AngularUpperLimit = new Vector3(1.5f, 0, 0);

            spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce  = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;



            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);

            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);

            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA  = Vector3.UnitY;                          // pointing upwards, aka Y-axis

            spDoorHinge = new HingeConstraint(pDoorBody, btPivotA, btAxisA);

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);



            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);

            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);

            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);

            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);



            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;



            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);

            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 PivotA = new Vector3(10.0f, 0.0f, 0.0f);

            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, btPivotA, btAxisA);

            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;



            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis  = new Vector3(0, 0, 1);
            Vector3 anchor     = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);

            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;



            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true);

            pGen6DOFSpring.LinearUpperLimit = new Vector3(5, 0, 0);
            pGen6DOFSpring.LinearLowerLimit = new Vector3(-5, 0, 0);

            pGen6DOFSpring.AngularLowerLimit = new Vector3(0, 0, -1.5f);
            pGen6DOFSpring.AngularUpperLimit = new Vector3(0, 0, 1.5f);

            World.AddConstraint(pGen6DOFSpring, true);
            pGen6DOFSpring.DebugDrawSize = 5;

            pGen6DOFSpring.EnableSpring(0, true);
            pGen6DOFSpring.SetStiffness(0, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.5f);
            pGen6DOFSpring.EnableSpring(5, true);
            pGen6DOFSpring.SetStiffness(5, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.3f);
            pGen6DOFSpring.SetEquilibriumPoint();



            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis  = new Vector3(1, 0, 0);
            anchor     = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);

            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;



            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            Vector3 axisA  = new Vector3(0, 1, 0);
            Vector3 axisB  = new Vector3(0, 1, 0);
            Vector3 pivotA = new Vector3(-5, 0, 0);
            Vector3 pivotB = new Vector3(5, 0, 0);

            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }
Example #19
0
        public virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Graphics.Form.Close();
                    return;

                case Keys.F3:
                    IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F8:
                    Input.ClearKeyCache();
                    GraphicsLibraryManager.ExitWithReload = true;
                    Graphics.Form.Close();
                    break;

                case Keys.F11:
                    Graphics.IsFullScreen = !Graphics.IsFullScreen;
                    break;

                case Keys.G:
                    //shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView));
                    break;

                case Keys.Return:
                    ClientResetScene();
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (_world != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        _world.RayTest(ref rayFrom, ref rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            Vector3   pickPos = rayCallback.HitPointWorld;
                            RigidBody body    = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };

                                        _world.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        _world.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }
                                }
                            }
                            else
                            {
                                MultiBodyLinkCollider multiCol = rayCallback.CollisionObject as MultiBodyLinkCollider;
                                if (multiCol != null && multiCol.MultiBody != null)
                                {
                                    MultiBody mb = multiCol.MultiBody;

                                    prevCanSleep = mb.CanSleep;
                                    mb.CanSleep  = false;
                                    Vector3 pivotInA = mb.WorldPosToLocal(multiCol.Link, pickPos);

                                    MultiBodyPoint2Point p2p = new MultiBodyPoint2Point(mb, multiCol.Link, null, pivotInA, pickPos);
                                    p2p.MaxAppliedImpulse = 2;

                                    (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(p2p);
                                    pickingMultiBodyPoint2Point = p2p;
                                }
                            }
                            oldPickingDist = (pickPos - rayFrom).Length;
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                MovePickedBody();
            }
        }
        public SerializeDemoSimulation()
        {
            CollisionConfiguration = new DefaultCollisionConfiguration();
            Dispatcher             = new CollisionDispatcher(CollisionConfiguration);
            Broadphase             = new DbvtBroadphase();
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);

            GImpactCollisionAlgorithm.RegisterAlgorithm(Dispatcher);

            string bulletFile;

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bulletFile = "testFile.bullet";
            }
            else
            {
                bulletFile = args[1];
            }

            _fileLoader = new CustomBulletWorldImporter(World);
            if (!_fileLoader.LoadFile(bulletFile))
            {
                var groundShape = new BoxShape(50);
                _collisionShapes.Add(groundShape);
                RigidBody ground = PhysicsHelper.CreateStaticBody(Matrix.Translation(0, -50, 0), groundShape, World);
                ground.UserObject = "Ground";

                // create a few dynamic rigidbodies
                float mass = 1.0f;

                Vector3[] positions = new[] { new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.4f, 0.5f, 0.6f) };
                float[]   radi      = new float[2] {
                    0.3f, 0.4f
                };

                var colShape = new MultiSphereShape(positions, radi);

                //var colShape = new CapsuleShapeZ(1, 1);
                //var colShape = new CylinderShapeZ(1, 1, 1);
                //var colShape = new BoxShape(1);
                //var colShape = new SphereShape(1);
                _collisionShapes.Add(colShape);

                Vector3 localInertia = colShape.CalculateLocalInertia(mass);

                float startX = StartPosX - NumObjectsX / 2;
                float startY = StartPosY;
                float startZ = StartPosZ - NumObjectsZ / 2;

                for (int y = 0; y < NumObjectsY; y++)
                {
                    for (int x = 0; x < NumObjectsX; x++)
                    {
                        for (int z = 0; z < NumObjectsZ; z++)
                        {
                            Matrix startTransform = Matrix.Translation(
                                2 * x + startX,
                                2 * y + startY,
                                2 * z + startZ
                                );

                            // using motionstate is recommended, it provides interpolation capabilities
                            // and only synchronizes 'active' objects
                            DefaultMotionState        myMotionState = new DefaultMotionState(startTransform);
                            RigidBodyConstructionInfo rbInfo        =
                                new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            rbInfo.Dispose();

                            // make it drop from a height
                            body.Translate(new Vector3(0, 20, 0));

                            World.AddRigidBody(body);
                        }
                    }
                }

                using (var serializer = new DefaultSerializer())
                {
                    serializer.RegisterNameForObject(ground, "GroundName");

                    for (int i = 0; i < _collisionShapes.Count; i++)
                    {
                        serializer.RegisterNameForObject(_collisionShapes[i], "name" + i.ToString());
                    }

                    var p2p = new Point2PointConstraint((RigidBody)World.CollisionObjectArray[2],
                                                        new Vector3(0, 1, 0));
                    World.AddConstraint(p2p);
                    serializer.RegisterNameForObject(p2p, "constraintje");

                    World.Serialize(serializer);
                    byte[] dataBytes = new byte[serializer.CurrentBufferSize];
                    Marshal.Copy(serializer.BufferPointer, dataBytes, 0, dataBytes.Length);

                    using (var file = new FileStream("testFile.bullet", FileMode.Create))
                    {
                        file.Write(dataBytes, 0, dataBytes.Length);
                    }
                }
            }
        }
Example #21
0
        //------------------------------------------------------
        // Picking
        //------------------------------------------------------

        public void pickObject(Vector3 rayFrom, Vector3 rayTo, bool use6Dof)
        {
            ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);

            _physics_world.world.RayTest(rayFrom, rayTo, rayCallback);

            if (rayCallback.HasHit)
            {
                Vector3   pickPos = rayCallback.HitPointWorld;
                RigidBody body    = rayCallback.CollisionObject as RigidBody;

                if (body != null)
                {
                    if (!(body.IsStaticObject || body.IsKinematicObject))
                    {
                        _picked_body = body;
                        _picked_body.ActivationState = ActivationState.DisableDeactivation;

                        Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));


                        if (use6Dof)
                        {
                            Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false);
                            dof6.LinearLowerLimit  = Vector3.Zero;
                            dof6.LinearUpperLimit  = Vector3.Zero;
                            dof6.AngularLowerLimit = Vector3.Zero;
                            dof6.AngularUpperLimit = Vector3.Zero;

                            _physics_world.world.AddConstraint(dof6);
                            _pick_constraint = dof6;

                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                            dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                            dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                        }
                        else
                        {
                            Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                            _physics_world.world.AddConstraint(p2p);
                            _pick_constraint         = p2p;
                            p2p.Setting.ImpulseClamp = 30;
                            //very weak constraint for picking
                            p2p.Setting.Tau = 0.001f;

                            /*
                             * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                             * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                             * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                             * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                             * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                             * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                             */
                        }

                        _picking_distance_original = (pickPos - rayFrom).Length;
                        _picking_distance_current  = _picking_distance_original;
                    }
                }
            }
        }
Example #22
0
        protected virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Form.Close();
                    return;

                case Keys.F1:
                    MessageBox.Show(
                        "Move using mouse and WASD + shift\n" +
                        "Space - Shoot box\n" +
                        "Q - Quit\n\n" +
                        "G - Toggle shadows\n" +
                        "L - Toggle deferred lighting\n",
                        "Help");
                    return;

                case Keys.F3:
                    //IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F11:
                    //ToggleFullScreen();
                    break;

                case (Keys.Control | Keys.F):
                    const int maxSerializeBufferSize = 1024 * 1024 * 5;
                    using (var serializer = new DefaultSerializer(maxSerializeBufferSize))
                    {
                        PhysicsContext.World.Serialize(serializer);

                        byte[] dataBytes = new byte[serializer.CurrentBufferSize];
                        Marshal.Copy(serializer.BufferPointer, dataBytes, 0, dataBytes.Length);
                        using (var file = new System.IO.FileStream("world.bullet", System.IO.FileMode.Create))
                        {
                            file.Write(dataBytes, 0, dataBytes.Length);
                        }
                    }
                    break;

                case Keys.G:
                    shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.L:
                    deferredLightingEnabled = !deferredLightingEnabled;
                    break;

                case Keys.Space:
                    PhysicsContext.ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView));
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (PhysicsContext.World != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        var rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        PhysicsContext.World.RayTest(rayFrom, rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            RigidBody body = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 pickPos    = rayCallback.HitPointWorld;
                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        var p2p = new Point2PointConstraint(body, localPivot);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }
                                    PhysicsContext.World.AddConstraint(pickConstraint);

                                    oldPickingDist = (pickPos - rayFrom).Length();
                                }
                            }
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                if (pickConstraint != null)
                {
                    Vector3 newRayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView);

                    if (pickConstraint.ConstraintType == TypedConstraintType.D6)
                    {
                        Generic6DofConstraint pickCon = pickConstraint as Generic6DofConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        Vector3 newPivotB = rayFrom + dir;

                        Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                        tempFrameOffsetA.M41 = newPivotB.X;
                        tempFrameOffsetA.M42 = newPivotB.Y;
                        tempFrameOffsetA.M43 = newPivotB.Z;
                        pickCon.SetFrames(tempFrameOffsetA, pickCon.FrameOffsetB);
                    }
                    else
                    {
                        Point2PointConstraint pickCon = pickConstraint as Point2PointConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        pickCon.PivotInB = rayFrom + dir;
                    }
                }
            }
        }
Example #23
0
        protected virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                Keys key = Input.KeysPressed[0];
                switch (key)
                {
                case Keys.Escape:
                case Keys.Q:
                    Form.Close();
                    return;

                case Keys.F3:
                    //IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F11:
                    //ToggleFullScreen();
                    break;

                case Keys.G:
                    shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    PhysicsContext.ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView));
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (PhysicsContext.World != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(rayFrom, rayTo);
                        PhysicsContext.World.RayTest(rayFrom, rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            RigidBody body = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 pickPos    = rayCallback.HitPointWorld;
                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (use6Dof)
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false);
                                        dof6.LinearLowerLimit  = Vector3.Zero;
                                        dof6.LinearUpperLimit  = Vector3.Zero;
                                        dof6.AngularLowerLimit = Vector3.Zero;
                                        dof6.AngularUpperLimit = Vector3.Zero;

                                        PhysicsContext.World.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        PhysicsContext.World.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }
                                    use6Dof = !use6Dof;

                                    oldPickingDist = (pickPos - rayFrom).Length();
                                }
                            }
                        }
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                if (pickConstraint != null)
                {
                    Vector3 newRayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, FieldOfView);

                    if (pickConstraint.ConstraintType == TypedConstraintType.D6)
                    {
                        Generic6DofConstraint pickCon = pickConstraint as Generic6DofConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        Vector3 newPivotB = rayFrom + dir;

                        Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                        tempFrameOffsetA.M41 = newPivotB.X;
                        tempFrameOffsetA.M42 = newPivotB.Y;
                        tempFrameOffsetA.M43 = newPivotB.Z;
                        pickCon.FrameOffsetA = tempFrameOffsetA;
                    }
                    else
                    {
                        Point2PointConstraint pickCon = pickConstraint as Point2PointConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        pickCon.PivotInB = rayFrom + dir;
                    }
                }
            }
        }
Example #24
0
        private void HandleMouseInput()
        {
            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, FreeLook.Eye, FreeLook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    Vector3 rayFrom = FreeLook.Eye;

                    var rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                    Simulation.World.RayTestRef(ref rayFrom, ref rayTo, rayCallback);
                    if (rayCallback.HasHit)
                    {
                        Vector3   pickPos = rayCallback.HitPointWorld;
                        RigidBody body    = rayCallback.CollisionObject as RigidBody;
                        if (body != null)
                        {
                            if (!(body.IsStaticObject || body.IsKinematicObject))
                            {
                                pickedBody = body;
                                pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                if (Input.KeysDown.Contains(Keys.ShiftKey))
                                {
                                    Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                    {
                                        LinearLowerLimit  = Vector3.Zero,
                                        LinearUpperLimit  = Vector3.Zero,
                                        AngularLowerLimit = Vector3.Zero,
                                        AngularUpperLimit = Vector3.Zero
                                    };

                                    Simulation.World.AddConstraint(dof6);
                                    pickConstraint = dof6;

                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                    dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                    dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                }
                                else
                                {
                                    Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                    Simulation.World.AddConstraint(p2p);
                                    pickConstraint           = p2p;
                                    p2p.Setting.ImpulseClamp = 30;
                                    //very weak constraint for picking
                                    p2p.Setting.Tau = 0.001f;

                                    /*
                                     * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                     * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                     * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                     * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                     * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                     * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                     */
                                }
                            }
                        }
                        else
                        {
                            var multiCol = rayCallback.CollisionObject as MultiBodyLinkCollider;
                            if (multiCol != null && multiCol.MultiBody != null)
                            {
                                MultiBody mb = multiCol.MultiBody;

                                prevCanSleep = mb.CanSleep;
                                mb.CanSleep  = false;
                                Vector3 pivotInA = mb.WorldPosToLocal(multiCol.Link, pickPos);

                                var p2p = new MultiBodyPoint2Point(mb, multiCol.Link, null, pivotInA, pickPos);
                                p2p.MaxAppliedImpulse = 2;

                                (Simulation.World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(p2p);
                                pickingMultiBodyPoint2Point = p2p;
                            }
                        }
                        oldPickingDist = (pickPos - rayFrom).Length;
                    }
                    rayCallback.Dispose();
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                MovePickedBody();
            }
        }
Example #25
0
        public override void InitializeDemo()
        {
            //string filename = @"E:\users\man\bullet\xna-constraint-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            //maxiterations = 100;

            m_collisionConfiguration = new DefaultCollisionConfiguration();
            m_dispatcher             = new CollisionDispatcher(m_collisionConfiguration);
            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = new IndexedVector3(1000, 1000, 1000);

            m_broadphase       = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            m_constraintSolver = new SequentialImpulseConstraintSolver();
            m_dynamicsWorld    = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.SetDebugDrawer(m_debugDraw);

            SetCameraDistance(26f);

            //CollisionShape groundShape = new BoxShape(new IndexedVector3(50f, 40f, 50f));
            CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0, 1, 0), 40);

            m_collisionShapes.Add(groundShape);
            IndexedMatrix groundTransform = IndexedMatrix.Identity;

            groundTransform._origin = new IndexedVector3(0, -56, 0);
            RigidBody groundBody = LocalCreateRigidBody(0, ref groundTransform, groundShape);

            CollisionShape shape = new BoxShape(new IndexedVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS));

            m_collisionShapes.Add(shape);
            IndexedMatrix trans = IndexedMatrix.Identity;

            trans._origin = new IndexedVector3(0, 20, 0);

            float mass = 1f;

#if true
            //point to point constraint with a breaking threshold
            {
                trans         = IndexedMatrix.Identity;
                trans._origin = new IndexedVector3(1, 30, -5);
                LocalCreateRigidBody(mass, trans, shape);
                trans._origin = new IndexedVector3(0, 0, -5);

                RigidBody body0 = LocalCreateRigidBody(mass, trans, shape);

                trans._origin = new IndexedVector3(2 * CUBE_HALF_EXTENTS, 20, 0);
                mass          = 1.0f;
                RigidBody       body1    = null;//localCreateRigidBody( mass,trans,shape);
                IndexedVector3  pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, 0);
                TypedConstraint p2p      = new Point2PointConstraint(body0, ref pivotInA);
                m_dynamicsWorld.AddConstraint(p2p);
                p2p.SetBreakingImpulseThreshold(10.2f);
                p2p.SetDbgDrawSize(5.0f);
            }
#endif



#if true
            //point to point constraint (ball socket)
            //SEEMS OK
            {
                //trans = IndexedMatrix.Identity;
                RigidBody body0 = LocalCreateRigidBody(mass, ref trans, shape);
                trans._origin = new IndexedVector3(2 * CUBE_HALF_EXTENTS, 20, 0);

                mass = 1f;
                RigidBody body1 = null;        //localCreateRigidBody( mass,trans,shape);

                IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS, -CUBE_HALF_EXTENTS, -CUBE_HALF_EXTENTS);
                IndexedVector3 axisInA  = new IndexedVector3(0, 0, 1);

                IndexedVector3 pivotInB = body1 != null?body1.GetCenterOfMassTransform().Inverse() * (body0.GetCenterOfMassTransform() * (pivotInA)) : pivotInA;

                IndexedVector3 axisInB = body1 != null ? (body1.GetCenterOfMassTransform()._basis.Inverse() * (body1.GetCenterOfMassTransform()._basis *axisInA)) :
                                         body0.GetCenterOfMassTransform()._basis *axisInA;
#if P2P
                TypedConstraint p2p = new Point2PointConstraint(body0, ref pivotInA);
                //btTypedConstraint* p2p = new btPoint2PointConstraint(*body0,*body1,pivotInA,pivotInB);
                //btTypedConstraint* hinge = new btHingeConstraint(*body0,*body1,pivotInA,pivotInB,axisInA,axisInB);
                m_dynamicsWorld.AddConstraint(p2p);
                p2p.SetDbgDrawSize(5.0f);
#else
                HingeConstraint hinge = new HingeConstraint(body0, ref pivotInA, ref axisInA, false);

                float targetVelocity  = 1f;
                float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);

                m_dynamicsWorld.AddConstraint(hinge);        //p2p);
                hinge.SetDbgDrawSize(5f);
        #endif
            }
#endif

#if true
            //create a slider, using the generic D6 constraint
            // SEEMS OK
            {
                mass = 1f;
                IndexedVector3     sliderWorldPos    = new IndexedVector3(0, 10, 0);
                IndexedVector3     sliderAxis        = new IndexedVector3(1, 0, 0);
                float              angle             = 0f;//SIMD_RADS_PER_DEG * 10.f;
                IndexedBasisMatrix sliderOrientation = new IndexedBasisMatrix(new IndexedQuaternion(sliderAxis, angle));
                trans         = IndexedMatrix.Identity;
                trans._origin = sliderWorldPos;
                //trans.setBasis(sliderOrientation);
                sliderTransform = trans;

                d6body0 = LocalCreateRigidBody(mass, ref trans, shape);
                d6body0.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                RigidBody fixedBody1 = LocalCreateRigidBody(0, ref trans, null);
                m_dynamicsWorld.AddRigidBody(fixedBody1);

                IndexedMatrix frameInA, frameInB;
                frameInA         = IndexedMatrix.Identity;
                frameInB         = IndexedMatrix.Identity;
                frameInA._origin = new IndexedVector3(0, 5, 0);
                frameInB._origin = new IndexedVector3(0, 5, 0);

                //		bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
                bool useLinearReferenceFrameA = true;        //use fixed frame A for linear llimits
                spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, ref frameInA, ref frameInB, useLinearReferenceFrameA);
                spSlider6Dof.SetLinearLowerLimit(ref lowerSliderLimit);
                spSlider6Dof.SetLinearUpperLimit(ref hiSliderLimit);

                //range should be small, otherwise singularities will 'explode' the constraint
                IndexedVector3 angularLower = new IndexedVector3(-1.5f, 0, 0);
                IndexedVector3 angularUpper = -angularLower;
                spSlider6Dof.SetAngularLowerLimit(ref angularLower);
                spSlider6Dof.SetAngularUpperLimit(ref angularUpper);
                //		slider.setAngularLowerLimit(IndexedVector3(0,0,0));
                //		slider.setAngularUpperLimit(IndexedVector3(0,0,0));
                spSlider6Dof.SetAngularLowerLimit(new IndexedVector3(-MathUtil.SIMD_PI, 0, 0));
                spSlider6Dof.SetAngularUpperLimit(new IndexedVector3(1.5f, 0, 0));

                spSlider6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true;
                spSlider6Dof.GetTranslationalLimitMotor().m_targetVelocity.X = -5.0f;
                spSlider6Dof.GetTranslationalLimitMotor().m_maxMotorForce.X = 0.1f;


                m_dynamicsWorld.AddConstraint(spSlider6Dof);
                spSlider6Dof.SetDbgDrawSize(5f);
            }
#endif
#if true
            {     // create a door using hinge constraint attached to the world
                CollisionShape pDoorShape = new BoxShape(new IndexedVector3(2.0f, 5.0f, 0.2f));
                m_collisionShapes.Add(pDoorShape);
                IndexedMatrix doorTrans = IndexedMatrix.Identity;
                doorTrans._origin = new IndexedVector3(-5.0f, -2.0f, 0.0f);
                RigidBody pDoorBody = LocalCreateRigidBody(1.0f, ref doorTrans, pDoorShape);
                pDoorBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                IndexedVector3 btPivotA = new IndexedVector3(10f + 2.1f, -2.0f, 0.0f);   // right next to the door slightly outside
                IndexedVector3 btAxisA  = new IndexedVector3(0.0f, 1.0f, 0.0f);          // pointing upwards, aka Y-axis

                spDoorHinge = new HingeConstraint(pDoorBody, ref btPivotA, ref btAxisA, false);

                spDoorHinge.SetLimit(-MathUtil.SIMD_PI * 0.25f, MathUtil.SIMD_PI * 0.25f);
                m_dynamicsWorld.AddConstraint(spDoorHinge);
                spDoorHinge.SetDbgDrawSize(5.0f);
            }
#endif
#if true
            { // create a generic 6DOF constraint
                // SEEMS OK - But debug draw a bit wrong?
                IndexedMatrix tr = IndexedMatrix.Identity;
                tr._origin = new IndexedVector3(10f, 6f, 0f);
                //tr.getBasis().setEulerZYX(0,0,0);
                //		RigidBody pBodyA = localCreateRigidBody( mass, tr, shape);
                RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape);
                //		RigidBody pBodyA = localCreateRigidBody( 0.0, tr, 0);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                tr         = IndexedMatrix.Identity;
                tr._origin = new IndexedVector3(0f, 6f, 0f);
                //tr.getBasis().setEulerZYX(0,0,0);
                RigidBody pBodyB = LocalCreateRigidBody(mass, ref tr, shape);
                pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                IndexedMatrix frameInA, frameInB;
                frameInA = IndexedMatrix.CreateTranslation(-5, 0, 0);
                frameInB = IndexedMatrix.CreateTranslation(5, 0, 0);

                Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
                //		btGeneric6DofConstraint* pGen6DOF = new btGeneric6DofConstraint(*pBodyA, *pBodyB, frameInA, frameInB, false);
                IndexedVector3 linearLower = new IndexedVector3(-10, -2, -1);
                pGen6DOF.SetLinearLowerLimit(ref linearLower);
                IndexedVector3 linearUpper = new IndexedVector3(10, 2, 1);
                pGen6DOF.SetLinearUpperLimit(ref linearUpper);
                // ? why again?
                //linearLower = new IndexedVector3(-10,0,0);
                //pGen6DOF.setLinearLowerLimit(ref linearLower);
                //		pGen6DOF.setLinearUpperLimit(IndexedVector3(10., 0., 0.));
                //		pGen6DOF.setLinearLowerLimit(IndexedVector3(0., 0., 0.));
                //		pGen6DOF.setLinearUpperLimit(IndexedVector3(0., 0., 0.));

                //		pGen6DOF.getTranslationalLimitMotor().m_enableMotor[0] = true;
                //		pGen6DOF.getTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
                //		pGen6DOF.getTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f;


                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., SIMD_HALF_PI*0.9, 0.));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., -SIMD_HALF_PI*0.9, 0.));
                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., 0., -SIMD_HALF_PI));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., 0., SIMD_HALF_PI));

                IndexedVector3 angularLower = new IndexedVector3(-MathUtil.SIMD_HALF_PI * 0.5f, -0.75f, -MathUtil.SIMD_HALF_PI * 0.8f);
                IndexedVector3 angularUpper = -angularLower;
                pGen6DOF.SetAngularLowerLimit(ref angularLower);
                pGen6DOF.SetAngularUpperLimit(ref angularUpper);
                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -0.75, SIMD_HALF_PI * 0.8f));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, 0.75, -SIMD_HALF_PI * 0.8f));
                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -SIMD_HALF_PI * 0.8f, SIMD_HALF_PI * 1.98f));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, SIMD_HALF_PI * 0.8f,  -SIMD_HALF_PI * 1.98f));



                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,-0.5, -0.5));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0.5, 0.5));
                //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,0., 0.));
                //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0., 0.));

                m_dynamicsWorld.AddConstraint(pGen6DOF, true);
                pGen6DOF.SetDbgDrawSize(5.0f);
            }
#endif
#if true
            { // create a ConeTwist constraint
                IndexedMatrix tr = IndexedMatrix.CreateTranslation(-10, 5, 0);

                RigidBody pBodyA = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                tr = IndexedMatrix.CreateTranslation(-10, -5, 0);

                RigidBody pBodyB = LocalCreateRigidBody(0.0f, ref tr, shape);

                IndexedMatrix frameInA, frameInB;
                frameInA         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInA._origin = new IndexedVector3(0, -5, 0);
                frameInB         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInB._origin = new IndexedVector3(0, 5, 0);

                ConeTwistConstraint pCT = new ConeTwistConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB);
                pCT.SetLimit(MathUtil.SIMD_QUARTER_PI * 0.6f, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_PI * 0.8f, 0.5f);         // soft limit == hard limit
                m_dynamicsWorld.AddConstraint(pCT, true);
                pCT.SetDbgDrawSize(5.0f);
            }
#endif
#if true
            { // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)
                // WORKS OK
                IndexedMatrix tr    = IndexedMatrix.Identity;
                RigidBody     pBody = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                IndexedVector3 btPivotA = new IndexedVector3(10.0f, 0.0f, 0.0f);
                IndexedVector3 btAxisA  = new IndexedVector3(0.0f, 0.0f, 1.0f);

                HingeConstraint pHinge = new HingeConstraint(pBody, ref btPivotA, ref btAxisA, false);
                //		pHinge.enableAngularMotor(true, -1.0, 0.165); // use for the old solver
                pHinge.EnableAngularMotor(true, -1.0f, 1.65f);         // use for the new SIMD solver
                m_dynamicsWorld.AddConstraint(pHinge);
                pHinge.SetDbgDrawSize(5.0f);
            }
#endif
#if true
            {
                // WORKS OK
                // create a universal joint using generic 6DOF constraint
                // create two rigid bodies
                // static bodyA (parent) on top:
                IndexedMatrix tr     = IndexedMatrix.CreateTranslation(20, 4, 0);
                RigidBody     pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // dynamic bodyB (child) below it :
                tr = IndexedMatrix.CreateTranslation(20, 0, 0);
                RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // add some (arbitrary) data to build constraint frames
                IndexedVector3 parentAxis = new IndexedVector3(1.0f, 0.0f, 0.0f);
                IndexedVector3 childAxis  = new IndexedVector3(0.0f, 0.0f, 1.0f);
                IndexedVector3 anchor     = new IndexedVector3(20.0f, 2.0f, 0.0f);

                UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
                pUniv.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f, -MathUtil.SIMD_HALF_PI * 0.5f);
                pUniv.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
                // add constraint to world
                m_dynamicsWorld.AddConstraint(pUniv, true);
                // draw constraint frames and limits for debugging
                pUniv.SetDbgDrawSize(5.0f);
            }
#endif

#if true
            // WORKS OK
            { // create a generic 6DOF constraint with springs
                IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f, 16f, 0f);
                //tr.setIdentity();
                //tr.setOrigin(btVector3(btScalar(-20.), btScalar(16.), btScalar(0.)));
                //tr.getBasis().setEulerZYX(0,0,0);
                RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                //tr.setIdentity();
                //tr.setOrigin(btVector3(btScalar(-10.), btScalar(16.), btScalar(0.)));
                //tr.getBasis().setEulerZYX(0,0,0);
                tr = IndexedMatrix.CreateTranslation(-10, 16, 0);
                RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                IndexedMatrix frameInA = IndexedMatrix.CreateTranslation(10f, 0f, 0f);
                IndexedMatrix frameInB = IndexedMatrix.CreateTranslation(0f, 0f, 0f);

                Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
                pGen6DOFSpring.SetLinearUpperLimit(new IndexedVector3(5f, 0f, 0f));
                pGen6DOFSpring.SetLinearLowerLimit(new IndexedVector3(-5f, 0f, 0f));

                pGen6DOFSpring.SetAngularLowerLimit(new IndexedVector3(0f, 0f, -1.5f));
                pGen6DOFSpring.SetAngularUpperLimit(new IndexedVector3(0f, 0f, 1.5f));

                m_dynamicsWorld.AddConstraint(pGen6DOFSpring, true);
                pGen6DOFSpring.SetDbgDrawSize(5.0f);

                pGen6DOFSpring.EnableSpring(0, true);
                pGen6DOFSpring.SetStiffness(0, 39.478f);
                pGen6DOFSpring.SetDamping(0, 0.5f);
                pGen6DOFSpring.EnableSpring(5, true);
                pGen6DOFSpring.SetStiffness(5, 39.478f);
                pGen6DOFSpring.SetDamping(0, 0.3f);
                pGen6DOFSpring.SetEquilibriumPoint();
            }
#endif
#if true
            {
                // WORKS OK
                // create a Hinge2 joint
                // create two rigid bodies
                // static bodyA (parent) on top:
                IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f, 4f, 0f);

                RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // dynamic bodyB (child) below it :
                tr = IndexedMatrix.CreateTranslation(-20f, 0f, 0f);
                RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // add some data to build constraint frames
                IndexedVector3   parentAxis = new IndexedVector3(0.0f, 1.0f, 0.0f);
                IndexedVector3   childAxis  = new IndexedVector3(1.0f, 0.0f, 0.0f);
                IndexedVector3   anchor     = new IndexedVector3(-20.0f, 0.0f, 0.0f);
                Hinge2Constraint pHinge2    = new Hinge2Constraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
                pHinge2.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f);
                pHinge2.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f);
                // add constraint to world
                m_dynamicsWorld.AddConstraint(pHinge2, true);
                // draw constraint frames and limits for debugging
                pHinge2.SetDbgDrawSize(5.0f);
            }
#endif
#if true
            {
                // WORKS OK
                // create a Hinge joint between two dynamic bodies
                // create two rigid bodies
                // static bodyA (parent) on top:
                IndexedMatrix tr     = IndexedMatrix.CreateTranslation(-20f, -2f, 0f);
                RigidBody     pBodyA = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // dynamic bodyB:
                tr = IndexedMatrix.CreateTranslation(-30f, -2f, 0f);
                RigidBody pBodyB = LocalCreateRigidBody(10.0f, ref tr, shape);
                pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                // add some data to build constraint frames
                IndexedVector3 axisA  = new IndexedVector3(0.0f, 1.0f, 0.0f);
                IndexedVector3 axisB  = new IndexedVector3(0.0f, 1.0f, 0.0f);
                IndexedVector3 pivotA = new IndexedVector3(-5.0f, 0.0f, 0.0f);
                IndexedVector3 pivotB = new IndexedVector3(5.0f, 0.0f, 0.0f);

                spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, ref pivotA, ref pivotB, ref axisA, ref axisB);
                spHingeDynAB.SetLimit(-MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
                // add constraint to world
                m_dynamicsWorld.AddConstraint(spHingeDynAB, true);
                // draw constraint frames and limits for debugging
                spHingeDynAB.SetDbgDrawSize(5.0f);
            }
#endif

#if true
            { // 6DOF connected to the world, with motor
                IndexedMatrix tr    = IndexedMatrix.CreateTranslation(10, -15, 0);
                RigidBody     pBody = LocalCreateRigidBody(1.0f, ref tr, shape);
                pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                IndexedMatrix         frameB   = IndexedMatrix.Identity;
                Generic6DofConstraint pGen6Dof = new Generic6DofConstraint(pBody, ref frameB, false);
                m_dynamicsWorld.AddConstraint(pGen6Dof);
                pGen6Dof.SetDbgDrawSize(5.0f);

                pGen6Dof.SetAngularLowerLimit(new IndexedVector3(0, 0, 0));
                pGen6Dof.SetAngularUpperLimit(new IndexedVector3(0, 0, 0));
                pGen6Dof.SetLinearLowerLimit(new IndexedVector3(-10.0f, 0, 0));
                pGen6Dof.SetLinearUpperLimit(new IndexedVector3(10.0f, 0, 0));

                pGen6Dof.GetTranslationalLimitMotor().m_enableMotor[0]    = true;
                pGen6Dof.GetTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
                pGen6Dof.GetTranslationalLimitMotor().m_maxMotorForce[0]  = 0.1f;
            }
#endif
        }
Example #26
0
        protected override void OnInitializePhysics()
        {
            SetupEmptyDynamicsWorld();

            CollisionShape groundShape = new BoxShape(50, 1, 50);

            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);

            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));

            CollisionShapes.Add(shape);


            const float THETA = (float)Math.PI / 4.0f;
            float       L_1   = 2 - (float)Math.Tan(THETA);
            float       L_2   = 1 / (float)Math.Cos(THETA);
            float       RATIO = L_2 / L_1;

            RigidBody bodyA;
            RigidBody bodyB;

            CollisionShape cylA = new CylinderShape(0.2f, 0.25f, 0.2f);
            CollisionShape cylB = new CylinderShape(L_1, 0.025f, L_1);
            CompoundShape  cyl0 = new CompoundShape();

            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            float   mass = 6.28f;
            Vector3 localInertia;

            cyl0.CalculateLocalInertia(mass, out localInertia);
            RigidBodyConstructionInfo ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);

            ci.StartWorldTransform = Matrix.Translation(-8, 1, -8);

            body = new RigidBody(ci); //1,0,cyl0,localInertia);
            World.AddRigidBody(body);
            body.LinearFactor  = Vector3.Zero;
            body.AngularFactor = new Vector3(0, 1, 0);
            bodyA = body;

            cylA = new CylinderShape(0.2f, 0.26f, 0.2f);
            cylB = new CylinderShape(L_2, 0.025f, L_2);
            cyl0 = new CompoundShape();
            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            mass = 6.28f;
            cyl0.CalculateLocalInertia(mass, out localInertia);
            ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);
            Quaternion orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);

            ci.StartWorldTransform = Matrix.RotationQuaternion(orn) * Matrix.Translation(-10, 2, -8);

            body = new RigidBody(ci);//1,0,cyl0,localInertia);
            body.LinearFactor = Vector3.Zero;
            HingeConstraint hinge = new HingeConstraint(body, Vector3.Zero, new Vector3(0, 1, 0), true);

            World.AddConstraint(hinge);
            bodyB = body;
            body.AngularVelocity = new Vector3(0, 3, 0);

            World.AddRigidBody(body);

            Vector3 axisA = new Vector3(0, 1, 0);
            Vector3 axisB = new Vector3(0, 1, 0);

            orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);
            Matrix mat = Matrix.RotationQuaternion(orn);

            axisB = new Vector3(mat.M21, mat.M22, mat.M23);

            GearConstraint gear = new GearConstraint(bodyA, bodyB, axisA, axisB, RATIO);

            World.AddConstraint(gear, true);


            mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA  = new Vector3(0, 0, 1);

            Vector3 pivotInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

#if P2P
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0, body1, pivotInA, pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0, body1, pivotInA, pivotInB, axisInA, axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
#else
            {
                hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                const float targetVelocity  = 1.0f;
                const float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }
#endif

            RigidBody pRbA1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbA1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbA1.ActivationState = ActivationState.DisableDeactivation;

            // add dynamic rigid body B1
            RigidBody pRbB1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbB1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbB1.ActivationState = ActivationState.DisableDeactivation;

            // create slider constraint between A1 and B1 and add it to world
            SliderConstraint spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, true);
            //spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, false);
            spSlider1.LowerLinearLimit = -15.0f;
            spSlider1.UpperLinearLimit = -5.0f;
            spSlider1.LowerLinearLimit = 5.0f;
            spSlider1.UpperLinearLimit = 15.0f;
            spSlider1.LowerLinearLimit = -10.0f;
            spSlider1.UpperLinearLimit = -10.0f;

            spSlider1.LowerAngularLimit = -(float)Math.PI / 3.0f;
            spSlider1.UpperAngularLimit = (float)Math.PI / 3.0f;

            World.AddConstraint(spSlider1, true);
            spSlider1.DebugDrawSize = 5.0f;


            //create a slider, using the generic D6 constraint
            Vector3     sliderWorldPos = new Vector3(0, 10, 0);
            Vector3     sliderAxis     = Vector3.UnitX;
            const float angle          = 0; //SIMD_RADS_PER_DEG * 10.f;
            Matrix      trans          = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);
            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);
            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(0, 5, 0);

            //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
            const bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits
            spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA)
            {
                LinearLowerLimit = lowerSliderLimit,
                LinearUpperLimit = hiSliderLimit,

                //range should be small, otherwise singularities will 'explode' the constraint
                //AngularLowerLimit = new Vector3(-1.5f,0,0),
                //AngularUpperLimit = new Vector3(1.5f,0,0),
                //AngularLowerLimit = new Vector3(0,0,0),
                //AngularUpperLimit = new Vector3(0,0,0),
                AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0),
                AngularUpperLimit = new Vector3(1.5f, 0, 0)
            };

            //spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce  = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;



            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);
            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);
            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA  = Vector3.UnitY;                          // pointing upwards, aka Y-axis

            spDoorHinge = new HingeConstraint(pDoorBody, btPivotA, btAxisA);

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);



            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);
            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);
            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);
            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);



            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;



            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);
            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 pivotA = new Vector3(10.0f, 0.0f, 0.0f);
            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, pivotA, btAxisA);
            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;



            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis  = new Vector3(0, 0, 1);
            Vector3 anchor     = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;



            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true)
            {
                LinearUpperLimit  = new Vector3(5, 0, 0),
                LinearLowerLimit  = new Vector3(-5, 0, 0),
                AngularLowerLimit = new Vector3(0, 0, -1.5f),
                AngularUpperLimit = new Vector3(0, 0, 1.5f),
                DebugDrawSize     = 5
            };
            World.AddConstraint(pGen6DOFSpring, true);

            pGen6DOFSpring.EnableSpring(0, true);
            pGen6DOFSpring.SetStiffness(0, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.5f);
            pGen6DOFSpring.EnableSpring(5, true);
            pGen6DOFSpring.SetStiffness(5, 39.478f);
            pGen6DOFSpring.SetDamping(0, 0.3f);
            pGen6DOFSpring.SetEquilibriumPoint();



            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis  = new Vector3(1, 0, 0);
            anchor     = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;



            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            axisA = new Vector3(0, 1, 0);
            axisB = new Vector3(0, 1, 0);
            Vector3 pivotA2 = new Vector3(-5, 0, 0);
            Vector3 pivotB  = new Vector3(5, 0, 0);
            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA2, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }
Example #27
0
        /// <summary>
        /// Called when the game has determined that game logic needs to be processed.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to this function.</param>
        protected override void Update(GameTime gameTime)
        {
            MouseState mouseState = Mouse.GetState();
            Vector3    rayTo      = getRayTo(mouseState.X, mouseState.Y);

            if (mouseState.LeftButton == ButtonState.Pressed && _prevMouseState.LeftButton == ButtonState.Released)
            {
                shootBox(rayTo);
            }
            if (mouseState.MiddleButton == ButtonState.Pressed && _prevMouseState.MiddleButton == ButtonState.Released)
            {
                if (_world != null)
                {
                    CollisionWorld.ClosestRayResultCallback rayCallback = new CollisionWorld.ClosestRayResultCallback(_camera.Position, rayTo);
                    _world.RayTest(_camera.Position, rayTo, rayCallback);
                    if (rayCallback.HasHit)
                    {
                        RigidBody body = RigidBody.Upcast(rayCallback.CollisionObject);
                        if (body != null)
                        {
                            //other exclusions?
                            if (!(body.IsStaticObject || body.IsKinematicObject))
                            {
                                _pickedBody = body;
                                _pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                Vector3 pickPos = rayCallback.HitPointWorld;

                                Vector3 localPivot = Vector3.Transform(pickPos, XnaDevRu.BulletX.MathHelper.InvertMatrix(body.CenterOfMassTransform));

                                Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                _world.AddConstraint(p2p);
                                _pickConstraint = p2p;

                                //save mouse position for dragging
                                _oldPickingPos = rayTo;

                                Vector3 eyePos = new Vector3(_camera.Position.X, _camera.Position.Y, _camera.Position.Z);

                                _oldPickingDist = (eyePos - pickPos).Length();

                                //very weak constraint for picking
                                p2p.Settings.Tau = 1.1f;
                            }
                        }
                    }
                }
            }
            else if (mouseState.MiddleButton == ButtonState.Released && _prevMouseState.MiddleButton == ButtonState.Pressed)
            {
                if (_pickConstraint != null && _world != null)
                {
                    _world.RemoveConstraint(_pickConstraint);
                    _pickConstraint = null;
                    _pickedBody.ForceActivationState(ActivationState.Active);
                    _pickedBody.DeactivationTime = 0f;
                    _pickedBody = null;
                }
            }

            if (_pickConstraint != null)
            {
                //move the constraint pivot
                Point2PointConstraint p2p = _pickConstraint as Point2PointConstraint;
                if (p2p != null)
                {
                    //keep it at the same picking distance
                    Vector3 dir = rayTo - _camera.Position;
                    dir.Normalize();
                    dir *= _oldPickingDist;

                    Vector3 newPos = _camera.Position + dir;
                    p2p.PivotInB = newPos;
                }
            }

            _prevMouseState = mouseState;

            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                //world.stepSimulation(1.0f/60.0f,0);
                int numObjects = _world.CollisionObjectsCount;

                for (int i = 0; i < numObjects; i++)
                {
                    CollisionObject colObj = _world.CollisionObjects[i];
                    RigidBody       body   = RigidBody.Upcast(colObj);
                    if (body != null)
                    {
                        if (body.MotionState != null)
                        {
                            DefaultMotionState myMotionState = (DefaultMotionState)body.MotionState;
                            myMotionState.GraphicsWorldTransform = myMotionState.StartWorldTransform;
                            colObj.WorldTransform = myMotionState.GraphicsWorldTransform;
                            colObj.InterpolationWorldTransform = myMotionState.StartWorldTransform;
                            colObj.Activate();
                        }

                        //removed cached contact points
                        _world.Broadphase.CleanProxyFromPairs(colObj.Broadphase);

                        if (body != null && !body.IsStaticObject)
                        {
                            RigidBody.Upcast(colObj).LinearVelocity  = new Vector3(0, 0, 0);
                            RigidBody.Upcast(colObj).AngularVelocity = new Vector3(0, 0, 0);
                        }
                    }
                }
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Escape) || GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }
            else
            {
                //world.stepSimulation(1.0f / 60.0f, 1);
            }

            base.Update(gameTime);
        }