Example #1
0
		public virtual void drawArc( ref btVector3 center, ref btVector3 normal, ref btVector3 axis
			, double radiusA, double radiusB, double minAngle, double maxAngle,
					ref btVector3 color, bool drawSect, double stepDegrees = btScalar.BT_TEN )
		{
			btVector3 vx = axis;
			btVector3 vy; normal.cross( ref axis, out vy );
			double step = stepDegrees * btScalar.SIMD_RADS_PER_DEG;
			int nSteps = (int)btScalar.btFabs( ( maxAngle - minAngle ) / step );
			if( nSteps == 0 ) nSteps = 1;
			btVector3 prev;
			center.AddScale( ref vx, radiusA * btScalar.btCos( minAngle ), out prev );
			prev.AddScale( ref vy, radiusB * btScalar.btSin( minAngle ), out prev );
			if( drawSect )
			{
				drawLine( ref center, ref prev, ref color );
			}
			for( int i = 1; i <= nSteps; i++ )
			{
				double angle = minAngle + ( maxAngle - minAngle ) * i / (double)nSteps;
				btVector3 next;
				center.AddScale( ref vx, radiusA * btScalar.btCos( angle ), out next );
				next.AddScale( ref vy, radiusB * btScalar.btSin( angle ), out next );
				drawLine( ref prev, ref next, ref color );
				prev = next;
			}
			if( drawSect )
			{
				drawLine( ref center, ref prev, ref color );
			}
		}
Example #2
0
		public static void shortestArcQuat( ref btVector3 v0, ref btVector3 v1, out btQuaternion result ) // Game Programming Gems 2.10 make sure v0,v1 are normalized
		{
			btVector3 c;
			v0.cross( ref v1, out c );
			double d = v0.dot( ref v1 );

			if( d < -1.0 + btScalar.SIMD_EPSILON )
			{
				btVector3 n, unused;
				btVector3.btPlaneSpace1( ref v0, out n, out unused );
				result.x = n.x; result.y = n.y; result.z = n.z; result.w = 0.0f; // just pick any vector that is orthogonal to v0
				return;
			}

			double s = btScalar.btSqrt( ( 1.0f + d ) * 2.0f );
			double rs = 1.0f / s;
			result.x = c.x * rs;
			result.y = c.y * rs;
			result.z = c.z * rs;
			result.w = s * 0.5f;
		}
Example #3
0
		public void evalEulerEqn( ref btVector3 w1, ref btVector3 w0, ref btVector3 T, double dt,
			ref btMatrix3x3 I, out btVector3 result )
		{
			btVector3 Iw0;
			btVector3 dtT;
			btVector3 Iw1;
			btVector3 cross;
			T.Mult( dt, out dtT );
			I.Apply( ref w0, out Iw0 );
			dtT.Add( ref Iw0, out Iw0 );
			// Iw0 = ( T * dt + I * w0 )

			I.Apply( ref w1, out Iw1 );
			w1.cross( ref Iw1, out cross );
			cross.Mult( dt, out cross );
			// cross = w1.cross( I * w1 ) * dt
			Iw1.Add( ref cross, out Iw1 );
			// Iw1 = Iw1 + cross

			Iw1.Sub( ref Iw0, out result );
			//btVector3 w2; = I * w1 + w1.cross( I * w1 ) * dt - ( T * dt + I * w0 );
			//return w2;
		}
Example #4
0
		/// Solve A * x = b, where b is a column vector. This is more efficient
		/// than computing the inverse in one-shot cases.
		///Solve33 is from Box2d, thanks to Erin Catto,
		public void solve33( ref btVector3 b, out btVector3 result )
		{
			btVector3 col1 = getColumn( 0 );
			btVector3 col2 = getColumn( 1 );
			btVector3 col3 = getColumn( 2 );
			btVector3 tmp;
			col2.cross( ref col3, out tmp );
			double det = col1.dot( ref tmp );
			if( btScalar.btFabs( det ) > btScalar.SIMD_EPSILON )
			{
				det = 1.0f / det;
			}
			col2.cross( ref col3, out tmp );
			result.x = det * b.dot( ref tmp );
			b.cross( ref col3, out tmp );
			result.y = det * col1.dot( ref tmp );
			col2.cross( ref b, out tmp );
			result.z = det * col1.dot( ref tmp );
			result.w = 0;
		}
Example #5
0
		public btHingeConstraint( btRigidBody rbA, btRigidBody rbB, ref btVector3 pivotInA, ref btVector3 pivotInB,
												  ref btVector3 axisInA, ref btVector3 axisInB, bool useReferenceFrameA = false )
										 : base( btObjectTypes.HINGE_CONSTRAINT_TYPE, rbA, rbB )
		{
			Init();
#if _BT_USE_CENTER_LIMIT_
			m_limit = new btAngularLimit();
#endif
			m_useReferenceFrameA = ( useReferenceFrameA );
			m_rbAFrame.m_origin = pivotInA;

			// since no frame is given, assume this to be zero angle and just pick rb transform axis
			btVector3 rbAxisA1; rbA.m_worldTransform.m_basis.getColumn( 0, out rbAxisA1 );

			btVector3 rbAxisA2;
			double projection = axisInA.dot( rbAxisA1 );
			if( projection >= 1.0f - btScalar.SIMD_EPSILON )
			{
				btVector3 tmp;
				rbA.m_worldTransform.m_basis.getColumn( 2, out tmp );
				tmp.Invert( out rbAxisA1 );
				rbA.m_worldTransform.m_basis.getColumn( 1, out rbAxisA2 );
			}
			else if( projection <= -1.0f + btScalar.SIMD_EPSILON )
			{
				rbA.m_worldTransform.m_basis.getColumn( 2, out rbAxisA1 );
				rbA.m_worldTransform.m_basis.getColumn( 1, out rbAxisA2 );
			}
			else
			{
				axisInA.cross( ref rbAxisA1, out rbAxisA2 );
				rbAxisA2.cross( ref axisInA, out rbAxisA1 );
			}

			btMatrix3x3.setValue( out m_rbAFrame.m_basis, rbAxisA1.x, rbAxisA2.x, axisInA.x,
											rbAxisA1.y, rbAxisA2.y, axisInA.y,
											rbAxisA1.z, rbAxisA2.z, axisInA.z );

			btQuaternion rotationArc; btQuaternion.shortestArcQuat( ref axisInA, ref axisInB, out rotationArc );
			btVector3 rbAxisB1; btQuaternion.quatRotate( ref rotationArc, ref rbAxisA1, out rbAxisB1 );
			btVector3 rbAxisB2; axisInB.cross( ref rbAxisB1, out rbAxisB2 );

			m_rbBFrame.m_origin = pivotInB;
			m_rbBFrame.m_basis.setValue( ref rbAxisB1, ref rbAxisB2, ref axisInB );
			btMatrix3x3.setValue( out m_rbBFrame.m_basis, ref rbAxisB1, ref rbAxisB2, ref axisInB );

			m_referenceSign = m_useReferenceFrameA ? (double)( -1 ) : (double)( 1 );
		}
		internal void setupContactConstraint( btSolverConstraint solverConstraint,
											btSolverBody bodyA, btSolverBody bodyB,
											btManifoldPoint cp, btContactSolverInfo infoGlobal,
											out double relaxation,
											ref btVector3 rel_pos1, ref btVector3 rel_pos2 )
		{

			//	ref btVector3 pos1 = cp.getPositionWorldOnA();
			//	ref btVector3 pos2 = cp.getPositionWorldOnB();

			btRigidBody rb0 = bodyA.m_originalBody;
			btRigidBody rb1 = bodyB.m_originalBody;

			//			btVector3 rel_pos1 = pos1 - colObj0.getWorldTransform().getOrigin();
			//			btVector3 rel_pos2 = pos2 - colObj1.getWorldTransform().getOrigin();
			//rel_pos1 = pos1 - bodyA.getWorldTransform().getOrigin();
			//rel_pos2 = pos2 - bodyB.getWorldTransform().getOrigin();

			relaxation = 1;

			btVector3 torqueAxis0; rel_pos1.cross( ref cp.m_normalWorldOnB, out torqueAxis0 );
			btVector3 tmp;
			//solverConstraint.m_angularComponentA = rb0 != null ? rb0.m_invInertiaTensorWorld * torqueAxis0 * rb0.getAngularFactor() : btVector3.Zero;
			if( rb0 != null )
			{
				rb0.m_invInertiaTensorWorld.Apply( ref torqueAxis0, out tmp );
				tmp.Mult( ref rb0.m_angularFactor, out solverConstraint.m_angularComponentA );
			}
			else
				solverConstraint.m_angularComponentA = btVector3.Zero;

			btVector3 torqueAxis1; rel_pos2.cross( ref cp.m_normalWorldOnB, out torqueAxis1 );
			torqueAxis1.Invert( out torqueAxis1 );
			//solverConstraint.m_angularComponentB = rb1 != null ? rb1.m_invInertiaTensorWorld * -torqueAxis1 * rb1.getAngularFactor() : btVector3.Zero;
			if( rb1 != null )
			{
				rb1.m_invInertiaTensorWorld.Apply( ref torqueAxis1, out tmp );
				tmp.Mult( ref rb1.m_angularFactor, out solverConstraint.m_angularComponentB );
			}
			else
				solverConstraint.m_angularComponentB = btVector3.Zero;

			{
#if COMPUTE_IMPULSE_DENOM
					double denom0 = rb0.computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
					double denom1 = rb1.computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
#else
				btVector3 vec;
				double denom0 = 0;
				double denom1 = 0;
				if( rb0 != null )
				{
					( solverConstraint.m_angularComponentA ).cross( ref rel_pos1, out vec );
					denom0 = rb0.getInvMass() + cp.m_normalWorldOnB.dot( vec );
				}
				if( rb1 != null )
				{
					solverConstraint.m_angularComponentB.Invert( out tmp );
					tmp.cross( ref rel_pos2, out vec );
					denom1 = rb1.getInvMass() + cp.m_normalWorldOnB.dot( vec );
				}
#endif //COMPUTE_IMPULSE_DENOM

				double denom = relaxation / ( denom0 + denom1 );
				btScalar.Dbg( "m_jacDiagABInv 3 set to " + denom.ToString( "g17" ) );
				solverConstraint.m_jacDiagABInv = denom;
			}

			if( rb0 != null )
			{
				solverConstraint.m_contactNormal1 = cp.m_normalWorldOnB;
				solverConstraint.m_relpos1CrossNormal = torqueAxis0;
				btScalar.Dbg( "Torque Axis to relpos1 " + torqueAxis0 );
			}
			else
			{
				solverConstraint.m_contactNormal1 = btVector3.Zero;
				solverConstraint.m_relpos1CrossNormal = btVector3.Zero;
			}
			if( rb1 != null )
			{
				cp.m_normalWorldOnB.Invert( out solverConstraint.m_contactNormal2 );
				solverConstraint.m_relpos2CrossNormal = torqueAxis1;
				btScalar.Dbg( "Torque Axis to relpos2 " + torqueAxis1 );
			}
			else
			{
				solverConstraint.m_contactNormal2 = btVector3.Zero;
				solverConstraint.m_relpos2CrossNormal = btVector3.Zero;
			}

			double restitution = 0;
			double penetration = cp.getDistance() + infoGlobal.m_linearSlop;

			{
				btVector3 vel1, vel2;

				vel1 = rb0 != null ? rb0.getVelocityInLocalPoint( ref rel_pos1 ) : btVector3.Zero;
				vel2 = rb1 != null ? rb1.getVelocityInLocalPoint( ref rel_pos2 ) : btVector3.Zero;

				//			btVector3 vel2 = rb1 ? rb1.getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
				btVector3 vel; vel1.Sub( ref vel2, out vel );
				double rel_vel = cp.m_normalWorldOnB.dot( ref vel );



				solverConstraint.m_friction = cp.m_combinedFriction;


				restitution = restitutionCurve( rel_vel, cp.m_combinedRestitution );
				if( restitution <= btScalar.BT_ZERO )
				{
					restitution = 0;
				};
			}


			///warm starting (or zero if disabled)
			if( ( infoGlobal.m_solverMode & btSolverMode.SOLVER_USE_WARMSTARTING ) != 0 )
			{
				solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
				if( rb0 != null )
				{
					solverConstraint.m_contactNormal1.Mult2( ref bodyA.m_invMass, ref rb0.m_linearFactor, out tmp );
					bodyA.applyImpulse( ref tmp, ref solverConstraint.m_angularComponentA, solverConstraint.m_appliedImpulse );
				}
				if( rb1 != null )
				{
					solverConstraint.m_contactNormal2.Mult2( ref rb1.m_linearFactor, ref bodyB.m_invMass, out tmp );
					tmp.Invert( out tmp );
					btVector3 tmp2; solverConstraint.m_angularComponentB.Invert( out tmp2 );
					bodyB.applyImpulse( ref tmp, ref tmp2, -(double)solverConstraint.m_appliedImpulse );
				}
			}
			else
			{
				solverConstraint.m_appliedImpulse = 0;
			}

			solverConstraint.m_appliedPushImpulse = 0;

			{

				btVector3 externalForceImpulseA = bodyA.m_originalBody != null ? bodyA.m_externalForceImpulse : btVector3.Zero;
				btVector3 externalTorqueImpulseA = bodyA.m_originalBody != null ? bodyA.m_externalTorqueImpulse : btVector3.Zero;
				btVector3 externalForceImpulseB = bodyB.m_originalBody != null ? bodyB.m_externalForceImpulse : btVector3.Zero;
				btVector3 externalTorqueImpulseB = bodyB.m_originalBody != null ? bodyB.m_externalTorqueImpulse : btVector3.Zero;

				btScalar.Dbg( "external torque impulses " + externalTorqueImpulseA + externalTorqueImpulseB );

				double vel1Dotn = solverConstraint.m_contactNormal1.dotAdded( ref bodyA.m_linearVelocity, ref externalForceImpulseA )
					+ solverConstraint.m_relpos1CrossNormal.dotAdded( ref bodyA.m_angularVelocity, ref externalTorqueImpulseA );
				double vel2Dotn = solverConstraint.m_contactNormal2.dotAdded( ref bodyB.m_linearVelocity, ref externalForceImpulseB )
					+ solverConstraint.m_relpos2CrossNormal.dotAdded( ref bodyB.m_angularVelocity, ref externalTorqueImpulseB );
				double rel_vel = vel1Dotn + vel2Dotn;

				double positionalError = 0;
				double velocityError = restitution - rel_vel;// * damping;


				double erp = infoGlobal.m_erp2;
				if( !infoGlobal.m_splitImpulse || ( penetration > infoGlobal.m_splitImpulsePenetrationThreshold ) )
				{
					erp = infoGlobal.m_erp;
				}

				if( penetration > 0 )
				{
					positionalError = 0;

					velocityError -= penetration / infoGlobal.m_timeStep;
				}
				else
				{
					positionalError = -penetration * erp / infoGlobal.m_timeStep;
				}

				double penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv;
				double velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;

				if( !infoGlobal.m_splitImpulse || ( penetration > infoGlobal.m_splitImpulsePenetrationThreshold ) )
				{
					//combine position and velocity into rhs
					solverConstraint.m_rhs = penetrationImpulse + velocityImpulse;//-solverConstraint.m_contactNormal1.dot(bodyA.m_externalForce*bodyA.m_invMass-bodyB.m_externalForce/bodyB.m_invMass)*solverConstraint.m_jacDiagABInv;
					btScalar.Dbg( "Constraint 3 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
					solverConstraint.m_rhsPenetration = 0;

				}
				else
				{
					//split position and velocity into rhs and m_rhsPenetration
					solverConstraint.m_rhs = velocityImpulse;
					btScalar.Dbg( "Constraint 4 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
					solverConstraint.m_rhsPenetration = penetrationImpulse;
				}
				solverConstraint.m_cfm = 0;
				solverConstraint.m_lowerLimit = 0;
				solverConstraint.m_upperLimit = 1e10f;
			}




		}
Example #7
0
        static void Main(string[] args)
        {
            btVector3 testvec = new btVector3(-2, 1, 0);

            Console.WriteLine(String.Format("Original: {0}", testvec.testStr()));
            btVector3 testvec2 = testvec.absolute();

            Console.WriteLine(String.Format("absolute: {0}", testvec2.testStr()));
            Console.WriteLine(String.Format("angle:{0}", testvec.angle(testvec2)));
            Console.WriteLine(String.Format("closestAxis(orig):{0}", testvec.closestAxis()));
            btVector3 testvec3 = testvec.cross(testvec2);

            Console.WriteLine(String.Format("cross: {0}", testvec3.testStr()));
            Console.WriteLine(String.Format("distance: {0}", testvec.distance(testvec2)));
            Console.WriteLine(String.Format("distance2: {0}", testvec.distance2(testvec2)));
            Console.WriteLine(String.Format("dot: {0}", testvec.dot(testvec2)));
            Console.WriteLine(String.Format("furthestAxis(orig): {0}", testvec.furthestAxis()));
            btVector3 testvec4 = testvec.normalized();

            Console.WriteLine(String.Format("normalized: {0}", testvec4.testStr()));
            testvec4.setInterpolate3(testvec, testvec2, 0.5f);
            Console.WriteLine(String.Format("interpolate3: {0}", testvec4.testStr()));
            testvec4.setValue(7f, -0.09f, 2.5f);
            Console.WriteLine(String.Format("setvec: {0}", testvec4.testStr()));
            testvec4.setX(5.0f);
            testvec4.setY(-0.25f);
            testvec4.setZ(90f);
            testvec.setValue(0, 0, -1024);
            testvec2.setValue(256, 256, 1024);
            Console.WriteLine(String.Format("setvecIndividual: {0}", testvec4.testStr()));
            btAxisSweep3 testbtAxisSweep3 = new btAxisSweep3(testvec, testvec2, 50);
            btDefaultCollisionConfiguration     colconfig     = new btDefaultCollisionConfiguration();
            btCollisionDispatcher               coldisp       = new btCollisionDispatcher(colconfig);
            btSequentialImpulseConstraintSolver seqimpconssol = new btSequentialImpulseConstraintSolver();
            btDiscreteDynamicsWorld             dynamicsWorld = new btDiscreteDynamicsWorld(coldisp, testbtAxisSweep3, seqimpconssol,
                                                                                            colconfig);

            dynamicsWorld.setGravity(new btVector3(0, 0, -9.87f));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            btQuaternion testquat     = new btQuaternion(50, 0, 0, 1);
            btQuaternion testquatnorm = testquat.normalized();

            Console.WriteLine(String.Format("testquat: {0}", testquat.testStr()));
            Console.WriteLine(String.Format("testquatnormalize: {0}", testquatnorm.testStr()));
            Console.WriteLine(String.Format("testquatLength: {0}", testquat.length()));
            Console.WriteLine(String.Format("testquatnormalizeLength: {0}", testquatnorm.length()));

            float[] heightdata = new float[256 * 256];
            for (int j = 0; j < 256 * 256; j++)
            {
                if (j % 2 == 0)
                {
                    heightdata[j] = 21f;
                }
                else
                {
                    heightdata[j] = 28f;
                }
            }

            btHeightfieldTerrainShape obj = new btHeightfieldTerrainShape(256, 256, heightdata, 1.0f, 0, 256,
                                                                          (int)btHeightfieldTerrainShape.UPAxis.Z,
                                                                          (int)btHeightfieldTerrainShape.PHY_ScalarType.
                                                                          PHY_FLOAT, false);

            btCapsuleShape cap = new btCapsuleShape(0.23f, 3);

            btTriangleMesh testMesh = new btTriangleMesh(true, false);

            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, 0, 1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(-1, 0, -1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(1, 0, 1), false);
            btGImpactMeshShape meshtest = new btGImpactMeshShape(testMesh);

            meshtest.updateBound();

            btRigidBody groundbody = new btRigidBody(0,
                                                     new btDefaultMotionState(
                                                         new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                         new btVector3(128, 128, 256f / 2f))), obj,
                                                     new btVector3(0, 0, 0));

            btRigidBody capbody = new btRigidBody(200,
                                                  new btDefaultMotionState(
                                                      new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                      new btVector3(128, 128, 25))), cap,
                                                  new btVector3(0, 0, 0));

            btRigidBody meshbody = new btRigidBody(200,
                                                   new btDefaultMotionState(
                                                       new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                       new btVector3(128, 128, 29))), meshtest,
                                                   new btVector3(0, 0, 0));


            btRigidBodyConstructionInfo constructioninfotest = new btRigidBodyConstructionInfo();

            constructioninfotest.m_collisionShape = new btBoxShape(new btVector3(0.5f, 0.5f, 0.5f));
            constructioninfotest.m_localInertia   = new btVector3(0, 0, 0);
            constructioninfotest.m_motionState    = new btDefaultMotionState(new btTransform(new btQuaternion(0.3f, -0.4f, 0.8f, 0.1f), new btVector3(128.5f, 128, 25)),
                                                                             new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, 0.25f, 0)));
            constructioninfotest.m_startWorldTransform = new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, 0, 0));
            constructioninfotest.m_mass                                 = 2000000;
            constructioninfotest.m_linearDamping                        = 0;
            constructioninfotest.m_angularDamping                       = 0;
            constructioninfotest.m_friction                             = 0.1f;
            constructioninfotest.m_restitution                          = 0;
            constructioninfotest.m_linearSleepingThreshold              = 0.8f;
            constructioninfotest.m_angularSleepingThreshold             = 1;
            constructioninfotest.m_additionalDamping                    = false;
            constructioninfotest.m_additionalDampingFactor              = 0.005f;
            constructioninfotest.m_additionalLinearDampingThresholdSqr  = 0.01f;
            constructioninfotest.m_additionalAngularDampingThresholdSqr = 0.01f;
            constructioninfotest.m_additionalAngularDampingFactor       = 0.01f;
            constructioninfotest.commit();
            btGImpactCollisionAlgorithm.registerAlgorithm(coldisp);
            btRigidBody cubetest = new btRigidBody(constructioninfotest);

            dynamicsWorld.addRigidBody(groundbody);
            dynamicsWorld.addRigidBody(cubetest);
            dynamicsWorld.addRigidBody(capbody);
            dynamicsWorld.addRigidBody(meshbody);

            int frame = 0;

            for (int i = 0; i < 26; i++)
            {
                int frames = dynamicsWorld.stepSimulation(((i % 60) / 60f), 10, (1f / 60));
                frame += frames;
                Console.WriteLine(String.Format("Cube: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, cubetest.getInterpolationWorldTransform().getOrigin().testStr(), cubetest.getWorldTransform().getRotation().testStr()));
                Console.WriteLine(String.Format("Cap: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, capbody.getInterpolationWorldTransform().getOrigin().testStr(), capbody.getWorldTransform().getRotation().testStr()));
                Console.WriteLine(String.Format("Mesh: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, meshbody.getInterpolationWorldTransform().getOrigin().testStr(), meshbody.getWorldTransform().getRotation().testStr()));
            }

            dynamicsWorld.removeRigidBody(meshbody);
            dynamicsWorld.removeRigidBody(capbody);
            dynamicsWorld.removeRigidBody(cubetest);
            dynamicsWorld.removeRigidBody(groundbody);
            cubetest.Dispose();
            groundbody.Dispose();
            capbody.Dispose();
            cap.Dispose();
            obj.Dispose();
            testbtAxisSweep3.Dispose();
            dynamicsWorld.Dispose();
            coldisp.Dispose();
            colconfig.Dispose();
            seqimpconssol.Dispose();


            testvec.Dispose();
            testvec2.Dispose();
            testvec3.Dispose();
            testvec4.Dispose();
        }
		internal void setupFrictionConstraint( btSolverConstraint solverConstraint, ref btVector3 normalAxis
			//, int solverBodyIdA, int solverBodyIdB
			, btSolverBody solverBodyA, btSolverBody solverBodyB
			, btManifoldPoint cp, ref btVector3 rel_pos1, ref btVector3 rel_pos2, btCollisionObject colObj0, btCollisionObject colObj1, double relaxation, double desiredVelocity = 0, double cfmSlip = 0.0 )
		{
			//btSolverBody solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
			//btSolverBody solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];

			btRigidBody body0 = solverBodyA.m_originalBody;
			btRigidBody body1 = solverBodyB.m_originalBody;

			solverConstraint.m_solverBodyA = solverBodyA;
			solverConstraint.m_solverBodyB = solverBodyB;

			solverConstraint.m_friction = cp.m_combinedFriction;
			solverConstraint.m_originalContactPoint = null;

			solverConstraint.m_appliedImpulse = 0;
			solverConstraint.m_appliedPushImpulse = 0;

			if( body0 != null )
			{
				solverConstraint.m_contactNormal1 = normalAxis;
				rel_pos1.cross( ref solverConstraint.m_contactNormal1, out solverConstraint.m_relpos1CrossNormal );
				btVector3 tmp;
				body0.m_invInertiaTensorWorld.Apply( ref solverConstraint.m_relpos1CrossNormal, out tmp );
				tmp.Mult( ref body0.m_angularFactor, out solverConstraint.m_angularComponentA );
			}
			else
			{
				solverConstraint.m_contactNormal1.setZero();
				solverConstraint.m_relpos1CrossNormal.setZero();
				solverConstraint.m_angularComponentA.setZero();
			}

			if( body1 != null )
			{
				normalAxis.Invert( out solverConstraint.m_contactNormal2 );
				rel_pos2.cross( ref solverConstraint.m_contactNormal2, out solverConstraint.m_relpos2CrossNormal );
				btVector3 tmp;
				body1.m_invInertiaTensorWorld.Apply( ref solverConstraint.m_relpos2CrossNormal, out tmp );
				tmp.Mult( ref body1.m_angularFactor, out solverConstraint.m_angularComponentB );
			}
			else
			{
				solverConstraint.m_contactNormal2 = btVector3.Zero;
				solverConstraint.m_relpos2CrossNormal = btVector3.Zero;
				solverConstraint.m_angularComponentB = btVector3.Zero;
			}

			{
				btVector3 vec;
				double denom0 = 0;
				double denom1 = 0;
				if( body0 != null )
				{
					solverConstraint.m_angularComponentA.cross( ref rel_pos1, out vec );
					denom0 = body0.getInvMass() + normalAxis.dot( ref vec );
				}
				if( body1 != null )
				{
					btVector3 tmp;
					solverConstraint.m_angularComponentB.Invert( out tmp );
					tmp.cross( ref rel_pos2, out vec );
					denom1 = body1.getInvMass() + normalAxis.dot( ref vec );
				}
				double denom = relaxation / ( denom0 + denom1 );
				btScalar.Dbg( "m_jacDiagABInv 1 set to " + denom.ToString( "g17" ) );
				solverConstraint.m_jacDiagABInv = denom;
			}

			{


				double rel_vel;
				double vel1Dotn;
				double vel2Dotn;
				//double vel1Dotn = solverConstraint.m_contactNormal1.dot( body0 != null ? solverBodyA.m_linearVelocity + solverBodyA.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos1CrossNormal.dot( body0 != null ? solverBodyA.m_angularVelocity : btVector3.Zero );
				if( body0 != null )
					vel1Dotn = solverConstraint.m_contactNormal1.dotAdded( ref solverBodyA.m_linearVelocity, ref solverBodyA.m_externalForceImpulse )
						+ solverConstraint.m_relpos1CrossNormal.dot( ref solverBodyA.m_angularVelocity );
				else
					vel1Dotn = 0;

				//double vel2Dotn = solverConstraint.m_contactNormal2.dot( body1 != null ? solverBodyB.m_linearVelocity + solverBodyB.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos2CrossNormal.dot( body1 != null ? solverBodyB.m_angularVelocity : btVector3.Zero );
				if( body1 != null )
					vel2Dotn = solverConstraint.m_contactNormal2.dotAdded( ref solverBodyB.m_linearVelocity, ref solverBodyB.m_externalForceImpulse )
						+ solverConstraint.m_relpos2CrossNormal.dot( ref solverBodyB.m_angularVelocity );
				else
					vel2Dotn = 0;


				rel_vel = vel1Dotn + vel2Dotn;

				//		double positionalError = 0;

				double velocityError = desiredVelocity - rel_vel;
				double velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
				solverConstraint.m_rhs = velocityImpulse;
				btScalar.Dbg( "Constraint 1 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
				solverConstraint.m_rhsPenetration = 0;
				solverConstraint.m_cfm = cfmSlip;
				solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
				solverConstraint.m_upperLimit = solverConstraint.m_friction;

			}
		}
Example #9
0
		static void orth( ref btVector3 v, out btVector3 result )
		{
			btVector3 a; v.cross( ref btVector3.Forward, out a );
			btVector3 b; v.cross( ref btVector3.yAxis, out b );
			if( a.length() > b.length() )
			{
				a.normalized( out result );
			}
			else
			{
				b.normalized( out result );
			}
		}
Example #10
0
		public static double DistanceBetweenLines( ref btVector3 ustart, ref btVector3 udir
			, ref btVector3 vstart, ref btVector3 vdir
			, out btVector3 upoint, out btVector3 vpoint )
		{
			btVector3 cp;
			udir.cross( ref vdir, out cp );
			cp.normalize();

			double distu = -cp.dot( ref ustart );
			double distv = -cp.dot( ref vstart );
			double dist = btScalar.btFabs( distu - distv );
			btPlane plane;
			btVector3 tmp;
			//if( upoint )
			{
				vdir.cross( ref cp, out plane.normal );
				plane.normal.normalize();
				plane.dist = -plane.normal.dot( ref vstart );
				ustart.Add( ref udir, out tmp );
				plane.PlaneLineIntersection( ref ustart, ref tmp, out upoint );
			}
			//if( vpoint )
			{
				udir.cross( ref cp, out plane.normal );
				plane.normal.normalize();
				plane.dist = -plane.normal.dot( ref ustart );
				ustart.Add( ref vdir, out tmp );
				plane.PlaneLineIntersection( ref vstart, ref tmp, out vpoint );
			}
			return dist;
		}
Example #11
0
		/*@brief Return the cross product of two vectors */
		public static void btCross( ref btVector3 v1, ref btVector3 v2, out btVector3 result )
		{
			v1.cross( ref v2, out result );
		}
Example #12
0
		/*@brief Return a rotated version of this vector
          @param wAxis The axis to rotate about 
          @param angle The angle to rotate by */
		public void rotate( ref btVector3 wAxis, double angle, out btVector3 result )
		{
			btVector3 o;
			wAxis.Mult( wAxis.dot( ref this ), out o );
			btVector3 _x;
			this.Sub( ref o, out _x );
			btVector3 _y;

			wAxis.cross( ref this, out _y );
			btVector3 tmp;
			btVector3 tmp2;
			_x.Mult( btScalar.btCos( angle ), out tmp );
			o.Add( ref tmp, out tmp2 );
			_y.Mult( btScalar.btSin( angle ), out tmp );
			tmp2.Add( ref tmp, out result );
		}