public override void CreateScene(CreateSimpleTerrainScene sceneSettings)
    {
        int2   size  = new int2(2, 2);
        float3 scale = new float3(10, 1.0f, 10);
        NativeArray <float> heights = new NativeArray <float>(size.x * size.y * UnsafeUtility.SizeOf <float>(), Allocator.Temp);
        {
            heights[0] = 0;
            heights[1] = 0;
            heights[2] = 0;
            heights[3] = 0;
        }

        var collider = TerrainCollider.Create(heights, size, scale, TerrainCollider.CollisionMethod.VertexSamples);

        CreatedColliders.Add(collider);
        float3 position = new float3(15.0f, -1.0f, -5.0f);

        CreateTerrainBody(position, collider);

        // Mark this one CollisionResponse.None
        collider = TerrainCollider.Create(heights, size, scale, TerrainCollider.CollisionMethod.VertexSamples);
        collider.As <TerrainCollider>().Material.CollisionResponse = CollisionResponsePolicy.None;

        CreatedColliders.Add(collider);

        position = new float3(15.0f, -1.0f, 10.0f);
        CreateTerrainBody(position, collider);
    }
    public override void CreateScene(CompoundDemoScene sceneSettings)
    {
        //         // Floor
        //         {
        //             BlobAssetReference<Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new float3(0, -0.1f, 0), Quaternion.identity, new float3(10.0f, 0.1f, 10.0f), 0.05f);
        //             CreatedColliders.Add(collider);
        //             CreateStaticBody(float3.zero, quaternion.identity, collider);
        //         }

        // Dynamic compound
        {
            var box = new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(1),
                BevelRadius = 0.05f
            };

            var sphere = new SphereGeometry
            {
                Center = float3.zero,
                Radius = 0.5f
            };

            var children = new NativeArray <CompoundCollider.ColliderBlobInstance>(3, Allocator.Temp)
            {
                [0] = new CompoundCollider.ColliderBlobInstance
                {
                    CompoundFromChild = new RigidTransform(quaternion.identity, new float3(-1, 0, 0)),
                    Collider          = Unity.Physics.BoxCollider.Create(box)
                },
                [1] = new CompoundCollider.ColliderBlobInstance
                {
                    CompoundFromChild = RigidTransform.identity,
                    Collider          = Unity.Physics.SphereCollider.Create(sphere)
                },
                [2] = new CompoundCollider.ColliderBlobInstance
                {
                    CompoundFromChild = new RigidTransform(quaternion.identity, new float3(1, 0, 0)),
                    Collider          = Unity.Physics.BoxCollider.Create(box)
                }
            };
            foreach (var child in children)
            {
                CreatedColliders.Add(child.Collider);
            }

            BlobAssetReference <Unity.Physics.Collider> collider = CompoundCollider.Create(children);
            CreatedColliders.Add(collider);
            children.Dispose();

            CreateDynamicBody(new float3(0, 1, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);
        }
    }
Exemple #3
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    public override void CreateScene(InvalidPhysicsJointExcludeDemoScene sceneSettings)
    {
        float colliderSize = 0.25f;

        BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(colliderSize),
            BevelRadius = 0.0f
        });

        CreatedColliders.Add(collider);

        float timeToSwap = sceneSettings.TimeToSwap;

        var bodyAPos = new float3(2f, 5.0f, 2);
        var bodyBPos = new float3(2f, 6.0f, 2);

        // Add constrained dynamic/dynamic body pair that will have their bodies excluded
        bool buildThisSection = true;

        if (buildThisSection)
        {
            bodyAPos += new float3(1, 0, 0);
            bodyBPos += new float3(1, 0, 0);

            // Create a body
            Entity bodyA = CreateDynamicBody(bodyAPos, quaternion.identity, collider, float3.zero, float3.zero, 1.0f);
            Entity bodyB = CreateDynamicBody(bodyBPos, quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            for (int i = 0; i < 2; i++)
            {
                // Create the joint
                var joint       = PhysicsJoint.CreateBallAndSocket(new float3(0, colliderSize, 0), new float3(0, -colliderSize, 0));
                var jointEntity = CreateJoint(joint, bodyA, bodyB);

                var pair = EntityManager.GetComponentData <PhysicsConstrainedBodyPair>(jointEntity);
                pair.EnableCollision = 1;
                EntityManager.SetComponentData(jointEntity, pair);
            }

            // add exclude components.
            EntityManager.AddComponentData(bodyA, new InvalidPhysicsJointExcludeBodies {
            });
            EntityManager.AddComponentData(bodyA, new InvalidPhysicsJointExcludeTimerEvent {
                TimeLimit = timeToSwap, Timer = timeToSwap
            });
            EntityManager.AddComponentData(bodyB, new InvalidPhysicsJointExcludeBodies {
            });
            EntityManager.AddComponentData(bodyB, new InvalidPhysicsJointExcludeTimerEvent {
                TimeLimit = timeToSwap, Timer = timeToSwap
            });
        }
    }
Exemple #4
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    public override void CreateScene(RagdollGridDemoScene sceneSettings)
    {
        BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(0.2f, 1.0f, 0.2f),
            BevelRadius = 0.0f
        });

        CreatedColliders.Add(collider);

        // Make some ragdoll joints
        for (int i = 0; i < 10; i++)
        {
            // Create a body
            Entity body = CreateDynamicBody(
                new float3((i - 4.5f) * 1.0f, 0, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // Create the ragdoll joint
            float3 pivotLocal         = new float3(0, 0.5f, 0);
            float3 pivotInWorld       = math.transform(GetBodyTransform(body), pivotLocal);
            float3 axisLocal          = new float3(0, 1, 0);
            float3 perpendicularLocal = new float3(0, 0, 1);

            quaternion worldFromLocal     = Quaternion.AngleAxis((i - 4.5f) * 20.0f, new float3(0, 0, 1));
            float3     axisWorld          = math.mul(worldFromLocal, axisLocal);
            float3     perpendicularWorld = math.mul(worldFromLocal, perpendicularLocal);

            float maxConeAngle       = (float)math.PI / 4.0f;
            var   perpendicularAngle = new FloatRange(-math.PI / 2f, math.PI / 2f);
            var   twistAngle         = new FloatRange(-math.PI / 8f, math.PI / 8f);

            var localFrame = new BodyFrame {
                Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
            };
            var worldFrame = new BodyFrame {
                Axis = axisWorld, PerpendicularAxis = perpendicularWorld, Position = pivotInWorld
            };
            PhysicsJoint.CreateRagdoll(localFrame, worldFrame, maxConeAngle, perpendicularAngle, twistAngle, out var ragdoll0, out var ragdoll1);
            CreateJoint(ragdoll0, body, Entity.Null);
            CreateJoint(ragdoll1, body, Entity.Null);
        }
    }
    public override void CreateScene(InvalidPhysicsJointDemoScene sceneSettings)
    {
        float colliderSize = 0.25f;

        BlobAssetReference <Collider> collider = BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(colliderSize),
            BevelRadius = 0.0f
        });

        CreatedColliders.Add(collider);

        // Add a dynamic body constrained to the world that will die
        // Once the dynamic body is destroyed the joint will be invalid
        {
            // Create a dynamic body
            float3 pivotWorld = new float3(-2f, 0, 0);
            Entity body       = CreateDynamicBody(pivotWorld, quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // create extra dynamic body to trigger Havok sync after the first one is destroyed
            CreateDynamicBody(pivotWorld * 2.0f, quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // add timeout on dynamic body after 15 frames.
            EntityManager.AddComponentData(body, new LifeTime {
                Value = 15
            });

            // Create the joint
            float3 pivotLocal  = float3.zero;
            var    joint       = PhysicsJoint.CreateBallAndSocket(pivotLocal, pivotWorld);
            var    jointEntity = CreateJoint(joint, body, Entity.Null);

            // add timeout on joint entity after 30 frames.
            EntityManager.AddComponentData(jointEntity, new LifeTime {
                Value = 30
            });
        }

        // Add two static bodies constrained together
        // The joint is invalid immediately
        {
            // Create a body
            Entity bodyA = CreateStaticBody(new float3(0, 0.0f, 0), quaternion.identity, collider);
            Entity bodyB = CreateStaticBody(new float3(0, 1.0f, 0), quaternion.identity, collider);

            // Create the joint
            float3 pivotLocal  = float3.zero;
            var    joint       = PhysicsJoint.CreateBallAndSocket(pivotLocal, pivotLocal);
            var    jointEntity = CreateJoint(joint, bodyA, bodyB);

            // add timeout on joint entity after 15 frames.
            EntityManager.AddComponentData(jointEntity, new LifeTime {
                Value = 15
            });
        }

        // Add two dynamic bodies constrained together with 0 dimension
        {
            // Create a body
            Entity bodyA = CreateDynamicBody(new float3(0, 5.0f, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);
            Entity bodyB = CreateDynamicBody(new float3(0, 6.0f, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // Create the joint
            var joint = PhysicsJoint.CreateLimitedDOF(RigidTransform.identity, new bool3(false), new bool3(false));
            CreateJoint(joint, bodyA, bodyB);
        }
    }
Exemple #6
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    private void CreateRagdoll(Mesh torsoMesh, Mesh renderMesh,
                               float3 positionOffset, quaternion rotationOffset, float3 initialVelocity,
                               int ragdollIndex = 1, bool internalCollisions = false, float rangeGain = 1.0f)
    {
        var entities      = new NativeList <Entity>(Allocator.Temp);
        var rangeModifier = new float2(math.max(0, math.min(rangeGain, 1)));

        // Head
        float  headRadius   = 0.1f;
        float3 headPosition = new float3(0, 1.8f, headRadius);
        Entity head;

        {
            CollisionFilter filter = internalCollisions ? layerFilter(layer.Head, layer.Torso) : groupFilter(-ragdollIndex);
            BlobAssetReference <Collider> headCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(0, 0, 0),
                Vertex1 = new float3(0, 0, headRadius / 4),
                Radius  = headRadius
            }, filter);
            CreatedColliders.Add(headCollider);
            head = CreateDynamicBody(headPosition, quaternion.identity, headCollider, float3.zero, float3.zero, 5.0f);
        }
        entities.Add(head);


        // Torso
        float3 torsoSize;
        float3 torsoPosition;
        Entity torso;

        {
            //UnityEngine.Mesh torsoMesh = (UnityEngine.Mesh)Resources.Load("torso", typeof(UnityEngine.Mesh));
            torsoSize     = torsoMesh.bounds.size;
            torsoPosition = headPosition - new float3(0, headRadius * 3.0f / 4.0f + torsoSize.y, 0);

            CollisionFilter filter = internalCollisions ? layerFilter(layer.Torso, layer.Thigh | layer.Head | layer.UpperArm | layer.Pelvis) : groupFilter(-ragdollIndex);

            NativeArray <float3> points = new NativeArray <float3>(torsoMesh.vertices.Length, Allocator.TempJob);
            for (int i = 0; i < torsoMesh.vertices.Length; i++)
            {
                points[i] = torsoMesh.vertices[i];
            }
            BlobAssetReference <Collider> collider = ConvexCollider.Create(
                points, ConvexHullGenerationParameters.Default, CollisionFilter.Default
                );
            CreatedColliders.Add(collider);
            points.Dispose();
            collider.Value.Filter = filter;
            torso = CreateDynamicBody(torsoPosition, quaternion.identity, collider, float3.zero, float3.zero, 20.0f);
        }
        entities.Add(torso);

        // Neck
        {
            float3     pivotHead          = new float3(0, -headRadius, 0);
            float3     pivotTorso         = math.transform(math.inverse(GetBodyTransform(torso)), math.transform(GetBodyTransform(head), pivotHead));
            float3     axisHead           = new float3(0, 0, 1);
            float3     perpendicular      = new float3(1, 0, 0);
            FloatRange coneAngle          = new FloatRange(math.radians(0), math.radians(45)) * rangeModifier;
            FloatRange perpendicularAngle = new FloatRange(math.radians(-30), math.radians(+30)) * rangeModifier;
            FloatRange twistAngle         = new FloatRange(math.radians(-5), math.radians(5)) * rangeModifier;

            var axisTorso = math.rotate(math.inverse(GetBodyTransform(torso).rot), math.rotate(GetBodyTransform(head).rot, axisHead));
            axisTorso = math.rotate(quaternion.AxisAngle(perpendicular, math.radians(10)), axisTorso);

            var headFrame = new BodyFrame {
                Axis = axisHead, PerpendicularAxis = perpendicular, Position = pivotHead
            };
            var torsoFrame = new BodyFrame {
                Axis = axisTorso, PerpendicularAxis = perpendicular, Position = pivotTorso
            };

            PhysicsJoint.CreateRagdoll(headFrame, torsoFrame, coneAngle.Max, perpendicularAngle, twistAngle, out var ragdoll0, out var ragdoll1);
            CreateJoint(ragdoll0, head, torso);
            CreateJoint(ragdoll1, head, torso);
        }

        // Arms
        {
            float           armLength      = 0.25f;
            float           armRadius      = 0.05f;
            CollisionFilter armUpperFilter = internalCollisions ? layerFilter(layer.UpperArm, layer.Torso | layer.Forearm) : groupFilter(-ragdollIndex);
            CollisionFilter armLowerFilter = internalCollisions ? layerFilter(layer.Forearm, layer.UpperArm | layer.Hand) : groupFilter(-ragdollIndex);

            BlobAssetReference <Collider> upperArmCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(-armLength / 2, 0, 0),
                Vertex1 = new float3(armLength / 2, 0, 0),
                Radius  = armRadius
            }, armUpperFilter);
            BlobAssetReference <Collider> foreArmCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(-armLength / 2, 0, 0),
                Vertex1 = new float3(armLength / 2, 0, 0),
                Radius  = armRadius
            }, armLowerFilter);

            float           handLength = 0.025f;
            float           handRadius = 0.055f;
            CollisionFilter handFilter = internalCollisions ? layerFilter(layer.Hand, layer.Forearm) : groupFilter(-ragdollIndex);

            BlobAssetReference <Collider> handCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(-handLength / 2, 0, 0),
                Vertex1 = new float3(handLength / 2, 0, 0),
                Radius  = handRadius
            }, handFilter);

            CreatedColliders.Add(upperArmCollider);
            CreatedColliders.Add(foreArmCollider);
            CreatedColliders.Add(handCollider);


            for (int i = 0; i < 2; i++)
            {
                float s = i * 2 - 1.0f;

                float3 upperArmPosition = torsoPosition + new float3(s * (torsoSize.x + armLength) / 2.0f, 0.9f * torsoSize.y - armRadius, 0.0f);
                Entity upperArm         = CreateDynamicBody(upperArmPosition, quaternion.identity, upperArmCollider, float3.zero, float3.zero, 10.0f);
                float3 foreArmPosition  = upperArmPosition + new float3(armLength * s, 0, 0);
                Entity foreArm          = CreateDynamicBody(foreArmPosition, quaternion.identity, foreArmCollider, float3.zero, float3.zero, 5.0f);
                float3 handPosition     = foreArmPosition + new float3((armLength + handLength) / 2.0f * s, 0, 0);
                Entity hand             = CreateDynamicBody(handPosition, quaternion.identity, handCollider, float3.zero, float3.zero, 2.0f);

                entities.Add(upperArm);
                entities.Add(foreArm);
                entities.Add(hand);

                // shoulder
                {
                    float3     pivotArm           = new float3(-s * armLength / 2.0f, 0, 0);
                    float3     pivotTorso         = math.transform(math.inverse(GetBodyTransform(torso)), math.transform(GetBodyTransform(upperArm), pivotArm));
                    float3     axisArm            = new float3(-s, 0, 0);
                    float3     perpendicularArm   = new float3(0, 1, 0);
                    FloatRange coneAngle          = new FloatRange(math.radians(0), math.radians(80)) * rangeModifier;
                    FloatRange perpendicularAngle = new FloatRange(math.radians(-70), math.radians(20)) * rangeModifier;
                    FloatRange twistAngle         = new FloatRange(math.radians(-5), math.radians(5)) * rangeModifier;

                    var axisTorso = math.rotate(math.inverse(GetBodyTransform(torso).rot), math.rotate(GetBodyTransform(upperArm).rot, axisArm));
                    axisTorso = math.rotate(quaternion.AxisAngle(perpendicularArm, math.radians(-s * 45.0f)), axisTorso);

                    var armFrame = new BodyFrame {
                        Axis = axisArm, PerpendicularAxis = perpendicularArm, Position = pivotArm
                    };
                    var bodyFrame = new BodyFrame {
                        Axis = axisTorso, PerpendicularAxis = perpendicularArm, Position = pivotTorso
                    };

                    PhysicsJoint.CreateRagdoll(armFrame, bodyFrame, coneAngle.Max, perpendicularAngle, twistAngle, out var ragdoll0, out var ragdoll1);
                    CreateJoint(ragdoll0, upperArm, torso);
                    CreateJoint(ragdoll1, upperArm, torso);
                }

                // elbow
                {
                    float3 pivotUpper    = new float3(s * armLength / 2.0f, 0, 0);
                    float3 pivotFore     = -pivotUpper;
                    float3 axis          = new float3(0, -s, 0);
                    float3 perpendicular = new float3(-s, 0, 0);

                    var lowerArmFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFore
                    };
                    var upperArmFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotUpper
                    };
                    var hingeRange = new FloatRange(math.radians(0), math.radians(100));
                    hingeRange = (hingeRange - new float2(hingeRange.Mid)) * rangeModifier + hingeRange.Mid;
                    PhysicsJoint hinge = PhysicsJoint.CreateLimitedHinge(lowerArmFrame, upperArmFrame, hingeRange);
                    CreateJoint(hinge, foreArm, upperArm);
                }

                // wrist
                {
                    float3 pivotFore     = new float3(s * armLength / 2.0f, 0, 0);
                    float3 pivotHand     = new float3(-s * handLength / 2.0f, 0, 0);
                    float3 axis          = new float3(0, 0, -s);
                    float3 perpendicular = new float3(0, 0, 1);

                    var handFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotHand
                    };
                    var forearmFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFore
                    };
                    var          hingeRange = new FloatRange(math.radians(0), math.radians(135)) * rangeModifier;
                    PhysicsJoint hinge      = PhysicsJoint.CreateLimitedHinge(handFrame, forearmFrame, hingeRange);
                    CreateJoint(hinge, hand, foreArm);
                }
            }
        }

        // Pelvis
        float  pelvisRadius   = 0.08f;
        float  pelvisLength   = 0.22f;
        float3 pelvisPosition = torsoPosition - new float3(0, pelvisRadius * 0.75f, 0.0f);
        Entity pelvis;

        {
            CollisionFilter filter = internalCollisions ? layerFilter(layer.Pelvis, layer.Torso | layer.Thigh) : groupFilter(-ragdollIndex);
            BlobAssetReference <Collider> collider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(-pelvisLength / 2, 0, 0),
                Vertex1 = new float3(pelvisLength / 2, 0, 0),
                Radius  = pelvisRadius
            }, filter);
            pelvis = CreateDynamicBody(pelvisPosition, quaternion.identity, collider, float3.zero, float3.zero, 15.0f);
            CreatedColliders.Add(collider);
        }
        entities.Add(pelvis);

        // Waist
        {
            float3     pivotTorso         = float3.zero;
            float3     pivotPelvis        = math.transform(math.inverse(GetBodyTransform(pelvis)), math.transform(GetBodyTransform(torso), pivotTorso));
            float3     axis               = new float3(0, 1, 0);
            float3     perpendicular      = new float3(0, 0, 1);
            FloatRange coneAngle          = new FloatRange(math.radians(0), math.radians(5)) * rangeModifier;
            FloatRange perpendicularAngle = new FloatRange(math.radians(-5), math.radians(90)) * rangeModifier;
            FloatRange twistAngle         = new FloatRange(-math.radians(-5), math.radians(5)) * rangeModifier;

            var pelvisFrame = new BodyFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotPelvis
            };
            var torsoFrame = new BodyFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotTorso
            };
            PhysicsJoint.CreateRagdoll(pelvisFrame, torsoFrame, coneAngle.Max, perpendicularAngle, twistAngle, out var ragdoll0, out var ragdoll1);
            CreateJoint(ragdoll0, pelvis, torso);
            CreateJoint(ragdoll1, pelvis, torso);
        }

        // Legs
        {
            float           thighLength = 0.32f;
            float           thighRadius = 0.08f;
            CollisionFilter thighFilter = internalCollisions ? layerFilter(layer.Thigh, layer.Pelvis | layer.Calf) : groupFilter(-ragdollIndex);
            BlobAssetReference <Collider> thighCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(0, -thighLength / 2, 0),
                Vertex1 = new float3(0, thighLength / 2, 0),
                Radius  = thighRadius
            }, thighFilter);

            float           calfLength = 0.32f;
            float           calfRadius = 0.06f;
            CollisionFilter calfFilter = internalCollisions ? layerFilter(layer.Calf, layer.Thigh | layer.Foot) : groupFilter(-ragdollIndex);
            BlobAssetReference <Collider> calfCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(0, -calfLength / 2, 0),
                Vertex1 = new float3(0, calfLength / 2, 0),
                Radius  = calfRadius
            }, calfFilter);

            float           footLength = 0.08f;
            float           footRadius = 0.06f;
            CollisionFilter footFilter = internalCollisions ? layerFilter(layer.Foot, layer.Calf) : groupFilter(-ragdollIndex);
            BlobAssetReference <Collider> footCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(0),
                Vertex1 = new float3(0, 0, footLength),
                Radius  = footRadius
            }, footFilter);

            CreatedColliders.Add(thighCollider);
            CreatedColliders.Add(calfCollider);
            CreatedColliders.Add(footCollider);

            for (int i = 0; i < 2; i++)
            {
                float s = i * 2 - 1.0f;

                float3 thighPosition = pelvisPosition + new float3(s * pelvisLength / 2.0f, -thighLength / 2.0f, 0.0f);
                Entity thigh         = CreateDynamicBody(thighPosition, quaternion.identity, thighCollider, float3.zero, float3.zero, 10.0f);
                float3 calfPosition  = thighPosition + new float3(0, -(thighLength + calfLength) / 2.0f, 0);
                Entity calf          = CreateDynamicBody(calfPosition, quaternion.identity, calfCollider, float3.zero, float3.zero, 5.0f);
                float3 footPosition  = calfPosition + new float3(0, -calfLength / 2.0f, 0);
                Entity foot          = CreateDynamicBody(footPosition, quaternion.identity, footCollider, float3.zero, float3.zero, 2.0f);

                entities.Add(thigh);
                entities.Add(calf);
                entities.Add(foot);

                // hip
                {
                    float3     pivotThigh         = new float3(0, thighLength / 2.0f, 0);
                    float3     pivotPelvis        = math.transform(math.inverse(GetBodyTransform(pelvis)), math.transform(GetBodyTransform(thigh), pivotThigh));
                    float3     axisLeg            = new float3(0, -1, 0);
                    float3     perpendicularLeg   = new float3(-s, 0, 0);
                    FloatRange coneAngle          = new FloatRange(math.radians(0), math.radians(60)) * rangeModifier;
                    FloatRange perpendicularAngle = new FloatRange(math.radians(-10), math.radians(40)) * rangeModifier;
                    FloatRange twistAngle         = new FloatRange(-math.radians(5), math.radians(5)) * rangeModifier;

                    var axisPelvis = math.rotate(math.inverse(GetBodyTransform(pelvis).rot), math.rotate(GetBodyTransform(thigh).rot, axisLeg));
                    axisPelvis = math.rotate(quaternion.AxisAngle(perpendicularLeg, math.radians(s * 45.0f)), axisPelvis);

                    var upperLegFrame = new BodyFrame {
                        Axis = axisLeg, PerpendicularAxis = perpendicularLeg, Position = pivotThigh
                    };
                    var pelvisFrame = new BodyFrame {
                        Axis = axisPelvis, PerpendicularAxis = perpendicularLeg, Position = pivotPelvis
                    };

                    PhysicsJoint.CreateRagdoll(upperLegFrame, pelvisFrame, coneAngle.Max, perpendicularAngle, twistAngle, out var ragdoll0, out var ragdoll1);
                    CreateJoint(ragdoll0, thigh, pelvis);
                    CreateJoint(ragdoll1, thigh, pelvis);
                }

                // knee
                {
                    float3 pivotThigh    = new float3(0, -thighLength / 2.0f, 0);
                    float3 pivotCalf     = math.transform(math.inverse(GetBodyTransform(calf)), math.transform(GetBodyTransform(thigh), pivotThigh));
                    float3 axis          = new float3(-1, 0, 0);
                    float3 perpendicular = new float3(0, 0, 1);

                    var lowerLegFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotCalf
                    };
                    var upperLegFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotThigh
                    };
                    var hingeRange = new FloatRange(math.radians(-90), math.radians(0));
                    hingeRange = (hingeRange - new float2(hingeRange.Mid)) * rangeModifier + hingeRange.Mid;
                    PhysicsJoint hinge = PhysicsJoint.CreateLimitedHinge(lowerLegFrame, upperLegFrame, hingeRange);
                    CreateJoint(hinge, calf, thigh);
                }

                // ankle
                {
                    float3 pivotCalf     = new float3(0, -calfLength / 2.0f, 0);
                    float3 pivotFoot     = float3.zero;
                    float3 axis          = new float3(-1, 0, 0);
                    float3 perpendicular = new float3(0, 0, 1);

                    var footFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFoot
                    };
                    var lowerLegFrame = new BodyFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotCalf
                    };
                    var          hingeRange = new FloatRange(math.radians(-5), math.radians(5)) * rangeModifier;
                    PhysicsJoint hinge      = PhysicsJoint.CreateLimitedHinge(footFrame, lowerLegFrame, hingeRange);
                    CreateJoint(hinge, foot, calf);
                }
            }
        }

        // reposition with offset information
        if (entities.Length > 0)
        {
            for (int i = 0; i < entities.Length; i++)
            {
                var e = entities[i];

                bool isTorso = (i == 1);
                SwapRenderMesh(e, isTorso, torsoMesh, renderMesh);

                Translation     positionComponent = EntityManager.GetComponentData <Translation>(e);
                Rotation        rotationComponent = EntityManager.GetComponentData <Rotation>(e);
                PhysicsVelocity velocityComponent = EntityManager.GetComponentData <PhysicsVelocity>(e);

                float3     position = positionComponent.Value;
                quaternion rotation = rotationComponent.Value;

                float3 localPosition = position - pelvisPosition;
                localPosition = math.rotate(rotationOffset, localPosition);

                position = localPosition + pelvisPosition + positionOffset;
                rotation = math.mul(rotation, rotationOffset);

                positionComponent.Value = position;
                rotationComponent.Value = rotation;

                velocityComponent.Linear = initialVelocity;

                EntityManager.SetComponentData <PhysicsVelocity>(e, velocityComponent);
                EntityManager.SetComponentData <Translation>(e, positionComponent);
                EntityManager.SetComponentData <Rotation>(e, rotationComponent);
            }
        }
    }
Exemple #7
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    public override void CreateScene(TerrainDemoScene sceneSettings)
    {
        // Make heightfield data
        NativeArray <float> heights;
        int2   size;
        float3 scale;
        bool   simple = false;

#if UNITY_ANDROID || UNITY_IOS
        simple = true;
#endif
        bool flat     = false;
        bool mountain = false;
        if (simple)
        {
            size       = new int2(2, 2);
            scale      = new float3(25, 0.1f, 25);
            heights    = new NativeArray <float>(size.x * size.y * UnsafeUtility.SizeOf <float>(), Allocator.Temp);
            heights[0] = 1;
            heights[1] = 0;
            heights[2] = 0;
            heights[3] = 1;
        }
        else
        {
            size  = new int2(sceneSettings.SizeX, sceneSettings.SizeZ);
            scale = new float3(sceneSettings.ScaleX, sceneSettings.ScaleY, sceneSettings.ScaleZ);
            float period = 50.0f;
            heights = new NativeArray <float>(size.x * size.y * UnsafeUtility.SizeOf <float>(), Allocator.Temp);
            for (int j = 0; j < size.y; j++)
            {
                for (int i = 0; i < size.x; i++)
                {
                    float a = (i + j) * 2.0f * (float)math.PI / period;
                    heights[i + j * size.x] = flat ? 0.0f : math.sin(a);
                    if (mountain)
                    {
                        float fractionFromCenter = 1.0f - math.min(math.length(new float2(i - size.x / 2, j - size.y / 2)) / (math.min(size.x, size.y) / 2), 1.0f);
                        float mountainHeight     = math.smoothstep(0.0f, 1, fractionFromCenter) * 25.0f;
                        heights[i + j * size.x] += mountainHeight;
                    }
                }
            }
        }

        // static terrain
        Entity staticEntity;
        {
            var collider = sceneSettings.BuildTerrainMesh
                ? CreateMeshTerrain(heights, new int2(sceneSettings.SizeX, sceneSettings.SizeZ), new float3(sceneSettings.ScaleX, sceneSettings.ScaleY, sceneSettings.ScaleZ))
                : TerrainCollider.Create(heights, size, scale, sceneSettings.Method);
            CreatedColliders.Add(collider);

            if (sceneSettings.BuildCompoundTerrain)
            {
                var numChildren = sceneSettings.NumChildren;
                var instances   = new NativeArray <CompoundCollider.ColliderBlobInstance>(numChildren, Allocator.Temp);
                for (int i = 0; i < numChildren; i++)
                {
                    instances[i] = new CompoundCollider.ColliderBlobInstance
                    {
                        Collider          = collider,
                        CompoundFromChild = new RigidTransform
                        {
                            pos = new float3((i % 2) * scale.x * (size.x - 1), 0.0f, (i / 2) * scale.z * (size.y - 1)),
                            rot = quaternion.identity
                        }
                    };
                }
                collider = Unity.Physics.CompoundCollider.Create(instances);
                CreatedColliders.Add(collider);
                instances.Dispose();
            }

            float3 position = new float3(size.x - 1, 0.0f, size.y - 1) * scale * -0.5f;
            staticEntity = CreateStaticBody(position, quaternion.identity, collider);
        }
    }
Exemple #8
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    public override void CreateScene(InvalidPhysicsJointSwapDemoScene sceneSettings)
    {
        float colliderSize = 0.25f;

        BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(colliderSize),
            BevelRadius = 0.0f
        });

        CreatedColliders.Add(collider);

        float timeToSwap = 0.25f;

        // Add two constrained dynamic bodies that will have their bodies swapped
        bool buildThisSection = true;

        if (buildThisSection)
        {
            // Create a body
            Entity bodyA = CreateDynamicBody(new float3(2f, 5.0f, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);
            Entity bodyB = CreateDynamicBody(new float3(2f, 6.0f, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            for (int i = 0; i < 2; i++)
            {
                // Create the joint
                var joint       = PhysicsJoint.CreateBallAndSocket(new float3(0, colliderSize, 0), new float3(0, -colliderSize, 0));
                var jointEntity = CreateJoint(joint, bodyA, bodyB);

                var pair = EntityManager.GetComponentData <PhysicsConstrainedBodyPair>(jointEntity);
                pair.EnableCollision = 1;
                EntityManager.SetComponentData(jointEntity, pair);

                if (1 == i)
                {
                    // add swap and timer components.
                    EntityManager.AddComponentData(jointEntity, new InvalidPhysicsJointSwapBodies {
                    });
                    EntityManager.AddComponentData(jointEntity, new InvalidPhysicsJointSwapTimerEvent {
                        TimeLimit = timeToSwap, Timer = timeToSwap
                    });
                }
            }

            EntityManager.AddComponentData(bodyA, new InvalidPhysicsJointKillBodies {
            });
            EntityManager.AddComponentData(bodyA, new InvalidPhysicsJointSwapTimerEvent {
                TimeLimit = timeToSwap * 2.0f, Timer = timeToSwap * 2.0f
            });
        }

        // Add constrained static/dynamic body pair that will have their bodies swapped
        buildThisSection = true;
        if (buildThisSection)
        {
            // Create a body
            var    staticTransform = new RigidTransform(quaternion.identity, new float3(3f, 5.0f, 0));
            Entity bodyS           = CreateStaticBody(staticTransform.pos, staticTransform.rot, collider);
            Entity bodyD           = CreateDynamicBody(new float3(3f, 6.0f, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            for (int i = 0; i < 2; i++)
            {
                // Create the joint
                var joint       = PhysicsJoint.CreateBallAndSocket(new float3(0, colliderSize, 0), new float3(0, -colliderSize, 0));
                var jointEntity = CreateJoint(joint, bodyS, bodyD);

                var pair = EntityManager.GetComponentData <PhysicsConstrainedBodyPair>(jointEntity);
                pair.EnableCollision = 1;
                EntityManager.SetComponentData(jointEntity, pair);
            }

            // add swap and timer components.
            EntityManager.AddComponentData(bodyS, new InvalidPhysicsJointSwapMotionType {
                OriginalTransform = staticTransform
            });
            EntityManager.AddComponentData(bodyS, new InvalidPhysicsJointSwapTimerEvent {
                TimeLimit = timeToSwap, Timer = timeToSwap
            });
        }
    }
Exemple #9
0
    public override void CreateScene(FixedAngleGridScene sceneSettings)
    {
        BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(0.25f),
            BevelRadius = 0.0f
        });

        CreatedColliders.Add(collider);

        quaternion orientationA = quaternion.identity;
        bool       identityA    = true;

        if (!identityA)
        {
            orientationA = quaternion.AxisAngle(new float3(0, 1, 0), (float)math.PI * 3.0f / 2.0f);
        }

        quaternion orientationB = quaternion.identity;
        bool       identityB    = true;

        if (!identityB)
        {
            orientationB = quaternion.AxisAngle(math.normalize(new float3(1)), (float)math.PI / 4.0f);
        }

        // Make some joints with fixed position, limited 3D angle
        for (int i = 0; i < 10; i++)
        {
            // Create a body
            Entity body = CreateDynamicBody(
                new float3((i - 4.5f) * 1.0f, 0, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // Create the ragdoll joint
            float3 pivotLocal   = float3.zero;
            float3 pivotInWorld = math.transform(GetBodyTransform(body), pivotLocal);

            var jointData = new PhysicsJoint
            {
                BodyAFromJoint = new RigidTransform(orientationA, pivotLocal),
                BodyBFromJoint = new RigidTransform(orientationB, pivotInWorld)
            };
            jointData.SetConstraints(new FixedList128Bytes <Constraint>
            {
                Length = 2,
                [0]    = Constraint.BallAndSocket(),
                [1]    = new Constraint
                {
                    ConstrainedAxes = new bool3(true, true, true),
                    Type            = ConstraintType.Angular,
                    Min             = math.max(i - 5, 0) * 0.1f,
                    Max             = i * 0.1f,
                    SpringDamping   = Constraint.DefaultSpringDamping,
                    SpringFrequency = Constraint.DefaultSpringFrequency
                }
            });
            CreateJoint(jointData, body, Entity.Null);
        }
    }
    public override void CreateScene(SoftJointDemoScene sceneSettings)
    {
        // Make soft ball and sockets
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.2f, 0.2f, 0.2f),
                BevelRadius = 0.0f
            });
            CreatedColliders.Add(collider);

            // Make joints with different spring frequency.  The leftmost joint should oscillate at 0.5hz, the next at 1hz, the next at 1.5hz, etc.
            for (int i = 0; i < 10; i++)
            {
                // Create a body
                float3 position = new float3((i - 4.5f) * 1.0f, 0, 0);
                float3 velocity = new float3(0, -10.0f, 0);
                Entity body     = CreateDynamicBody(
                    position, quaternion.identity, collider, velocity, float3.zero, 1.0f);

                // Create the ball and socket joint
                float3 pivotLocal   = float3.zero;
                float3 pivotInWorld = math.transform(GetBodyTransform(body), pivotLocal);

                var jointData   = PhysicsJoint.CreateBallAndSocket(pivotLocal, pivotInWorld);
                var constraints = jointData.GetConstraints();
                var constraint  = constraints[0];
                // Choose a small damping value instead of 0 to improve stability of the joints
                constraint.SpringDamping   = 0.05f;
                constraint.SpringFrequency = 0.5f * (float)(i + 1);
                constraints[0]             = constraint;
                jointData.SetConstraints(constraints);

                CreateJoint(jointData, body, Entity.Null);
            }
        }

        //Make soft limited hinges
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.4f, 0.1f, 0.6f),
                BevelRadius = 0.0f
            });
            CreatedColliders.Add(collider);

            // First row has soft limit with hard hinge + pivot, second row has everything soft
            for (int j = 0; j < 2; j++)
            {
                for (int i = 0; i < 10; i++)
                {
                    // Create a body
                    float3 position        = new float3((i - 4.5f) * 1.0f, 0, (j + 1) * 3.0f);
                    float3 velocity        = new float3(0, -10.0f, 0);
                    float3 angularVelocity = new float3(0, 0, -10.0f);
                    Entity body            = CreateDynamicBody(
                        position, quaternion.identity, collider, velocity, angularVelocity, 1.0f);

                    // Create the limited hinge joint
                    float3 pivotLocal           = new float3(0, 0, 0);
                    float3 pivotInWorld         = math.transform(GetBodyTransform(body), pivotLocal);
                    float3 axisLocal            = new float3(0, 0, 1);
                    float3 axisInWorld          = axisLocal;
                    float3 perpendicularLocal   = new float3(0, 1, 0);
                    float3 perpendicularInWorld = perpendicularLocal;

                    var frameLocal = new BodyFrame {
                        Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
                    };
                    var frameWorld = new BodyFrame {
                        Axis = axisInWorld, PerpendicularAxis = perpendicularInWorld, Position = pivotInWorld
                    };
                    var jointData = PhysicsJoint.CreateLimitedHinge(frameLocal, frameWorld, default);

                    // First constraint is the limit, next two are the hinge and pivot
                    var constraints = jointData.GetConstraints();
                    for (int k = 0; k < 1 + 2 * j; k++)
                    {
                        var constraint = constraints[k];
                        // Choose a small damping value instead of 0 to improve stability of the joints
                        constraint.SpringDamping   = 0.05f;
                        constraint.SpringFrequency = 0.5f * (i + 1);
                        constraints[k]             = constraint;
                    }
                    jointData.SetConstraints(constraints);

                    CreateJoint(jointData, body, Entity.Null);
                }
            }
        }

        // Make a soft prismatic
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.2f, 0.2f, 0.2f),
                BevelRadius = 0.0f
            });
            CreatedColliders.Add(collider);

            // Create a body
            float3 position = new float3(0, 0, 9.0f);
            float3 velocity = new float3(50.0f, 0, 0);
            Entity body     = CreateDynamicBody(
                position, quaternion.identity, collider, velocity, float3.zero, 1.0f);

            // Create the prismatic joint
            float3 pivotLocal           = float3.zero;
            float3 pivotInWorld         = math.transform(GetBodyTransform(body), pivotLocal);
            float3 axisLocal            = new float3(1, 0, 0);
            float3 axisInWorld          = axisLocal;
            float3 perpendicularLocal   = new float3(0, 1, 0);
            float3 perpendicularInWorld = perpendicularLocal;

            var localFrame = new BodyFrame {
                Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
            };
            var worldFrame = new BodyFrame {
                Axis = axisInWorld, PerpendicularAxis = perpendicularInWorld, Position = pivotInWorld
            };
            var jointData   = PhysicsJoint.CreatePrismatic(localFrame, worldFrame, new FloatRange(-2f, 2f));
            var constraints = jointData.GetConstraints();
            var constraint  = constraints[0];
            // Choose a small damping value instead of 0 to improve stability of the joints
            constraint.SpringDamping   = 0.05f;
            constraint.SpringFrequency = 5.0f;
            constraints[0]             = constraint;
            jointData.SetConstraints(constraints);
            CreateJoint(jointData, body, Entity.Null);
        }
    }
        public override void CreateScene(ChangeCompoundFilterScene sceneSettings)
        {
            // Common params
            float3 groundSize = new float3(5.0f, 1.0f, 5.0f);
            float3 boxSize    = new float3(1.0f, 1.0f, 1.0f);
            float  mass       = 1.0f;

            // Compound ground which will have child 0 change filter
            {
                var compoundCollider = CreateGroundCompoundWith2Children(groundSize);
                CreateStaticBody(new float3(-20.0f, 0.0f, 0.0f), quaternion.identity, compoundCollider);

                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(-20.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(compoundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Compound ground which will have child 1 change filter
            {
                var compoundCollider = CreateGroundCompoundWith2Children(groundSize);
                CreateStaticBody(new float3(-10.0f, 0.0f, 0.0f), quaternion.identity, compoundCollider);

                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(-10.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(compoundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Compound ground which will have both children change filter
            {
                var compoundCollider = CreateGroundCompoundWith2Children(groundSize);
                CreateStaticBody(new float3(0.0f, 0.0f, 0.0f), quaternion.identity, compoundCollider);

                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(0.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(compoundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Compound ground which will have its filter changed through root collider
            {
                var compoundCollider = CreateGroundCompoundWith2Children(groundSize);
                CreateStaticBody(new float3(10.0f, 0.0f, 0.0f), quaternion.identity, compoundCollider);

                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(10.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(compoundCollider);
                CreatedColliders.Add(boxCollider);
            }
        }
Exemple #12
0
        public override void CreateScene(VerifyActivationScene sceneSettings)
        {
            // Common params
            float3 groundSize = new float3(5.0f, 1.0f, 5.0f);
            float3 boxSize    = new float3(1.0f, 1.0f, 1.0f);
            float  mass       = 1.0f;

            Entity e = GetSingletonEntity <VerifyActivationScene>();
            VerifyActivationData data = GetComponent <VerifyActivationData>(e);

            // Ground to do nothing on (other than filter change) and dynamic box over it
            if (data.PureFilter == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(-30.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(-30.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Ground to remove and dynamic box over it
            if (data.Remove == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(-20.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(-20.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Ground to convert to dynamic and dynamic box over it
            if (data.MotionChange == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(-10.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(-10.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Ground to teleport and dynamic box over it
            if (data.Teleport == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(0.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(0.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Ground to change collider of and dynamic box over it
            if (data.ColliderChange == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(10.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(10.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }

            // Ground to set new collider on and dynamic box over it
            if (data.NewCollider == 1)
            {
                var groundCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = groundSize
                });
                CreateStaticBody(new float3(20.0f, 0.0f, 0.0f), quaternion.identity, groundCollider);
                var boxCollider = BoxCollider.Create(new BoxGeometry {
                    Orientation = quaternion.identity, Size = boxSize
                });
                CreateDynamicBody(new float3(20.0f, 1.0f, 0.0f), quaternion.identity, boxCollider, float3.zero, float3.zero, mass);

                CreatedColliders.Add(groundCollider);
                CreatedColliders.Add(boxCollider);
            }
        }