void InitClusterCombine() { Vector3 sz = new Vector3(2, 4, 2); SoftBody psb0 = CreateClusterTorus(new Vector3(0, 8, 0), new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 2), sz); SoftBody psb1 = CreateClusterTorus(new Vector3(0, 8, 10), new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 2), sz); foreach (var psb in new[] { psb0, psb1 }) { psb.Cfg.DF = 1; psb.Cfg.DP = 0; psb.Cfg.PIterations = 1; psb.Clusters[0].Matching = 0.05f; psb.Clusters[0].NodeDamping = 0.05f; } using (var aj = new AJoint.Specs()) { aj.Axis = new Vector3(0, 0, 1); aj.Control = motorControl; psb0.AppendAngularJoint(aj, psb1); } using (var lj = new LJoint.Specs()) { lj.Position = new Vector3(0, 8, 5); psb0.AppendLinearJoint(lj, psb1); } }
void Init_ClusterHinge() { SoftBody psb = Create_ClusterTorus(Vector3.Zero, new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 2)); RigidBody prb = Create_BigPlate(50, 8); psb.Cfg.DF = 1; AJoint.Specs aj = new AJoint.Specs(); aj.Axis = new Vector3(0, 0, 1); psb.AppendAngularJoint(aj, new Body(prb)); }
void Init_ClusterCombine() { Vector3 sz = new Vector3(2, 4, 2); SoftBody psb0 = Create_ClusterTorus(new Vector3(0, 8, 0), new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 2), sz); SoftBody psb1 = Create_ClusterTorus(new Vector3(0, 8, 10), new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 2), sz); SoftBody[] psbs = new SoftBody[] { psb0, psb1 }; for (int j = 0; j < 2; ++j) { psbs[j].Cfg.DF = 1; psbs[j].Cfg.DP = 0; psbs[j].Cfg.PIterations = 1; psbs[j].Clusters[0].Matching = 0.05f; psbs[j].Clusters[0].NodeDamping = 0.05f; } AJoint.Specs aj = new AJoint.Specs(); aj.Axis = new Vector3(0, 0, 1); aj.Control = motorControl; psb0.AppendAngularJoint(aj, psb1); LJoint.Specs lj = new LJoint.Specs(); lj.Position = new Vector3(0, 8, 5); psb0.AppendLinearJoint(lj, psb1); }
void InitClusterCar() { //SetAzi(180); Vector3 origin = new Vector3(100, 80, 0); Quaternion orientation = Quaternion.RotationYawPitchRoll(-(float)Math.PI / 2, 0, 0); const float widthf = 8; const float widthr = 9; const float length = 8; const float height = 4; Vector3[] wheels = { new Vector3(+widthf, -height, +length), // Front left new Vector3(-widthf, -height, +length), // Front right new Vector3(+widthr, -height, -length), // Rear left new Vector3(-widthr, -height, -length), // Rear right }; SoftBody pa = CreateClusterBunny(Vector3.Zero, Vector3.Zero); SoftBody pfl = CreateClusterTorus(wheels[0], new Vector3(0, 0, (float)Math.PI / 2), new Vector3(2, 4, 2)); SoftBody pfr = CreateClusterTorus(wheels[1], new Vector3(0, 0, (float)Math.PI / 2), new Vector3(2, 4, 2)); SoftBody prl = CreateClusterTorus(wheels[2], new Vector3(0, 0, (float)Math.PI / 2), new Vector3(2, 5, 2)); SoftBody prr = CreateClusterTorus(wheels[3], new Vector3(0, 0, (float)Math.PI / 2), new Vector3(2, 5, 2)); pfl.Cfg.DF = pfr.Cfg.DF = prl.Cfg.DF = prr.Cfg.DF = 1; using (var lspecs = new LJoint.Specs()) { lspecs.Cfm = 1; lspecs.Erp = 1; lspecs.Position = wheels[0]; pa.AppendLinearJoint(lspecs, pfl); lspecs.Position = wheels[1]; pa.AppendLinearJoint(lspecs, pfr); lspecs.Position = wheels[2]; pa.AppendLinearJoint(lspecs, prl); lspecs.Position = wheels[3]; pa.AppendLinearJoint(lspecs, prr); } using (var aspecs = new AJoint.Specs()) { aspecs.Cfm = 1; aspecs.Erp = 1; aspecs.Axis = new Vector3(1, 0, 0); aspecs.Control = steerControlF; pa.AppendAngularJoint(aspecs, pfl); pa.AppendAngularJoint(aspecs, pfr); aspecs.Control = motorControl; pa.AppendAngularJoint(aspecs, prl); pa.AppendAngularJoint(aspecs, prr); } pa.Rotate(orientation); pfl.Rotate(orientation); pfr.Rotate(orientation); prl.Rotate(orientation); prr.Rotate(orientation); pa.Translate(origin); pfl.Translate(origin); pfr.Translate(origin); prl.Translate(origin); prr.Translate(origin); pfl.Cfg.PIterations = pfr.Cfg.PIterations = prl.Cfg.PIterations = prr.Cfg.PIterations = 1; pfl.Clusters[0].Matching = pfr.Clusters[0].Matching = prl.Clusters[0].Matching = prr.Clusters[0].Matching = 0.05f; pfl.Clusters[0].NodeDamping = pfr.Clusters[0].NodeDamping = prl.Clusters[0].NodeDamping = prr.Clusters[0].NodeDamping = 0.05f; CreateStairs(20, new Vector3(0, -8, 0), new Vector3(3, 2, 40)); CreateRigidBodyStack(50); }