public override void ShootBox(Vector3 camPos, Vector3 destination)
        {
            if (World != null)
            {
                const float mass = 1.0f;

                if (shootBoxShape == null)
                {
                    shootBoxShape = new BoxShape(1.0f);
                    shootBoxShape.InitializePolyhedralFeatures();
                }

                RigidBody body = LocalCreateRigidBody(mass, Matrix.Translation(camPos), shootBoxShape);
                body.LinearFactor = new Vector3(1, 1, 1);
                //body->setRestitution(1);

                Vector3 linVel = destination - camPos;
                linVel.Normalize();
                body.LinearVelocity = linVel * shootBoxInitialSpeed;
                body.AngularVelocity = Vector3.Zero;
                body.ContactProcessingThreshold = 1e30f;

                // when using m_ccdMode, disable regular CCD
                if (ccdMode)
                {
                    body.CcdMotionThreshold = 0.0001f;
                    body.CcdSweptSphereRadius = 0.4f;
                }
            }
        }
        protected override void OnInitializePhysics()
        {
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();

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

            // ground
            CollisionShape groundShape = new BoxShape(50, 1, 50);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

            // Objects
            //colShape = new BoxShape(1);
            Vector3[] points0 = {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)
            };
            Vector3[] points1 = {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0,0,-1), new Vector3(-1,-1,0)
            };
            colShape0 = new ConvexHullShape(points0);
            colShape1 = new ConvexHullShape(points1);
            CollisionShapes.Add(colShape0);
            CollisionShapes.Add(colShape1);

            body2 = LocalCreateRigidBody(0, body2Position, colShape1);

            rotBody = LocalCreateRigidBody(0, rotBodyPosition, colShape0);
            rotBody.CollisionFlags |= CollisionFlags.KinematicObject;
            rotBody.ActivationState = ActivationState.DisableDeactivation;
        }
        /*
        void MyContactCallback(object sender, ContactAddedEventArgs e)
        {
            if (e.CollisionObject0Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
            {
                CompoundShape compound = e.CollisionObject0Wrapper.CollisionObject.CollisionShape as CompoundShape;
                CollisionShape childShape = compound.GetChildShape(e.Index0);
            }

            if (e.CollisionObject1Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
            {
                CompoundShape compound = e.CollisionObject1Wrapper.CollisionObject.CollisionShape as CompoundShape;
                CollisionShape childShape = compound.GetChildShape(e.Index1);
            }

            e.IsContactModified = true;
        }
        */
        public void SetupEmptyDynamicsWorld()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;

            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            Broadphase = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            //Broadphase = new SimpleBroadphase();

            Solver = new SequentialImpulseConstraintSolver();
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);

            // create the ground
            CollisionShape groundShape = new BoxShape(30, 2, 30);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -4.5f, 0), groundShape);
            ground.UserObject = "Ground";

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

            CollisionShape colShape = new BoxShape(1);
            CollisionShapes.Add(colShape);
            Vector3 localInertia = colShape.CalculateLocalInertia(mass);
        }
Exemple #4
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        public Physics()
        {
            // 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);

            CollisionShapes = new List<CollisionShape>();

            // create the ground
            CollisionShape groundShape = new BoxShape(50, 1, 50);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

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

            CollisionShape colShape = new BoxShape(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.CreateTranslation(
                            new Vector3(
                                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);

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

                        World.AddRigidBody(body);
                    }
                }
            }
        }
        /// <summary>
        /// Constructs a new plane primitive, with the specified size.
        /// </summary>
        public PlanePrimitive(Renderer Renderer, float width, float length, int tessellationU, int tessellationV)
        {
            this.Renderer = Renderer;
            Vector3 normal = new Vector3(0, 1, 0);
            CollisionShape = new BoxShape(new Vector3(width / 2, 0.001f, length / 2));
            for (int v = 0; v < tessellationV+1; v++)
            {
                for (int u = 0; u < tessellationU+1; u++)
                {
                    GeometryData.AddVertex(new Vector3((((float)u / (float)tessellationU) * width) - (width / 2), 0, (((float)v / (float)tessellationV) * length) - (length / 2)), normal, new Vector2(((float)width / (float)tessellationU) * u, ((float)length / (float)tessellationV) * v));
                }
            }
            for (int v = 0; v < tessellationV - 0; v++)
            {
                for (int u = 0; u < tessellationU - 0; u++)
                {
                    GeometryData.AddIndex(u + 0 + ((tessellationU + 1) * v));
                    GeometryData.AddIndex(u + 1 + ((tessellationU + 1) * v));
                    GeometryData.AddIndex(u + 0 + tessellationU + 1 + ((tessellationU + 1) * v));

                    GeometryData.AddIndex(u + 0 + tessellationU + 1 + ((tessellationU + 1) * v));
                    GeometryData.AddIndex(u + 1 + ((tessellationU + 1) * v));
                    GeometryData.AddIndex(u + 1 + tessellationU + 1 + ((tessellationU + 1) * v));
                }
            }
            InitializePrimitive();
        }
        protected override void OnInitializePhysics()
        {
            BoxShape boxA = new BoxShape(new Vector3(1, 1, 1));
            boxA.Margin = 0;

            BoxShape boxB = new BoxShape(new Vector3(0.5f, 0.5f, 0.5f));
            boxB.Margin = 0;

            objects[0] = new CollisionObject();
            objects[1] = new CollisionObject();

            objects[0].CollisionShape = boxA;
            objects[1].CollisionShape = boxB;

            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));

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

            //World.AddCollisionObject(objects[0]);
            World.AddCollisionObject(objects[1]);

            Quaternion rotA = new Quaternion(0.739f, -0.204f, 0.587f, 0.257f);
            rotA.Normalize();

            objects[0].WorldTransform = Matrix.RotationQuaternion(rotA) * Matrix.Translation(0, 3, 0);
            objects[1].WorldTransform = Matrix.Translation(0, 4.248f, 0);
        }
Exemple #7
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        private void AddVertexGraph(VertexGraph graph)
        {
            Individual = graph.Vertices.Select(vertex =>
            {
                var mass = 10000;
                var motionState = new DefaultMotionState();
                var collisionShape = new BoxShape(1);

                var info = new RigidBodyConstructionInfo(mass, motionState, collisionShape);
                var rigidBody = new VertexBoundRigidBody(vertex, info);

                return rigidBody;
            }).ToList();

            foreach (var body in Individual)
            {
                // Select the 3 nearest vertices, excluding this one
                var nearest = Individual.OrderBy(a => a.Binding.DistanceTo(body.Binding))
                                         .Where(a => a != body)
                                         .Take(3);
                foreach (var other in nearest)
                {
                    // TODO: What are these matrices supposed to be?
                    var frameInA = body.MotionState.WorldTransform;
                    var frameInB = other.MotionState.WorldTransform;

                    // TODO: How do you specify the spring's springiness?
                    var constraint = new Generic6DofSpringConstraint(body, other, frameInA, frameInB, true);

                    // TODO: Now how do I apply this to the bodies?
                    body.AddConstraintRef(constraint);
                    other.AddConstraintRef(constraint);
                }
            }
        }
        public static Vector3[] CreateBox(BoxShape shape)
        {
            Vector3 size = shape.HalfExtentsWithMargin;
            Vector3[] vertices = new Vector3[36 * 2];
            Vector3 normal;
            int v = 0;

            for (int j = 0; j < 3; j++)
            {
                for (int i = 1; i != -3; i -= 2)
                {
                    normal = GetVectorByAxis(0, i, 0, j);
                    vertices[v++] = GetVectorByAxis(i, i, i, j) * size;
                    vertices[v++] = normal;
                    vertices[v++] = GetVectorByAxis(1, i, -1, j) * size;
                    vertices[v++] = normal;
                    vertices[v++] = GetVectorByAxis(-1, i, 1, j) * size;
                    vertices[v++] = normal;
                    vertices[v++] = GetVectorByAxis(-i, i, -i, j) * size;
                    vertices[v++] = normal;
                    vertices[v++] = GetVectorByAxis(-1, i, 1, j) * size;
                    vertices[v++] = normal;
                    vertices[v++] = GetVectorByAxis(1, i, -1, j) * size;
                    vertices[v++] = normal;
                }
            }

            return vertices;
        }
 public override CollisionShape GetCollisionShape()
 {
     if (collisionShapePtr == null) {
         collisionShapePtr = new BoxShape(extents.ToBullet());
     }
     return collisionShapePtr;
 }
 public ConvexcastBatch(float ray_length, float z, float min_y = -1000, float max_y = 10)
 {
     boxShapeHalfExtents = new Vector3(1.0f, 1.0f, 1.0f);
     boxShape = new BoxShape(boxShapeHalfExtents);
     frame_counter = 0;
     ms = 0;
     max_ms = 0;
     min_ms = 9999;
     sum_ms_samples = 0;
     sum_ms = 0;
     dx = 10.0f;
     min_x = -40;
     max_x = 20;
     this.min_y = min_y;
     this.max_y = max_y;
     sign = 1.0f;
     const float dalpha = 4 * (float)Math.PI / NUMRAYS_IN_BAR;
     for (int i = 0; i < NUMRAYS_IN_BAR; i++)
     {
         float alpha = dalpha * i;
         // rotate around by alpha degrees y
         Matrix tr = Matrix.RotationQuaternion(Quaternion.RotationAxis(new Vector3(0.0f, 1.0f, 0.0f), alpha));
         direction[i] = new Vector3(1.0f, 0.0f, 0.0f);
         direction[i] = Vector3.TransformCoordinate(direction[i], tr);
         source[i] = new Vector3(min_x, max_y, z);
         dest[i] = source[i] + direction[i] * ray_length;
         dest[i][1] = min_y;
         normal[i] = new Vector3(1.0f, 0.0f, 0.0f);
     }
 }
 public ConvexcastBatch(bool unused, float ray_length, float min_z, float max_z, float min_y, float max_y)
 {
     boxShapeHalfExtents = new Vector3(1.0f, 1.0f, 1.0f);
     boxShape = new BoxShape(boxShapeHalfExtents);
     frame_counter = 0;
     ms = 0;
     max_ms = 0;
     min_ms = 9999;
     sum_ms_samples = 0;
     sum_ms = 0;
     dx = 10.0f;
     min_x = -40;
     max_x = 20;
     this.min_y = min_y;
     this.max_y = max_y;
     sign = 1.0f;
     //const float dalpha = 4 * (float)Math.PI / NUMRAYS_IN_BAR;
     for (int i = 0; i < NUMRAYS_IN_BAR; i++)
     {
         float z = (max_z - min_z) / NUMRAYS_IN_BAR * i + min_z;
         source[i] = new Vector3(min_x, max_y, z);
         dest[i] = new Vector3(min_x + ray_length, min_y, z);
         normal[i] = new Vector3(1.0f, 0.0f, 0.0f);
     }
 }
Exemple #12
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        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Vector3 worldAabbMin = new Vector3(-10000, -10000, -10000);
            Vector3 worldAabbMax = new Vector3(10000, 10000, 10000);
            Broadphase = new AxisSweep3(worldAabbMin, worldAabbMax);

            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = new Vector3(0, -10, 0);
            World.SetInternalTickCallback(MotorPreTickCallback, this, true);

            // create the ground
            CollisionShape groundShape = new BoxShape(200, 10, 200);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -10, 0), groundShape);
            ground.UserObject = "Ground";

            fCyclePeriod = 2000.0f;
            fMuscleStrength = 0.5f;
            m_Time = 0;

            SpawnTestRig(new Vector3(1, 0.5f, 0), false);
            SpawnTestRig(new Vector3(-2, 0.5f, 0), true);
        }
 Mesh CreateBoxShape(BoxShape shape)
 {
     Vector3 size = shape.HalfExtentsWithMargin;
     Mesh mesh = Mesh.CreateBox(device, size.X * 2, size.Y * 2, size.Z * 2);
     shapes.Add(shape, mesh);
     return mesh;
 }
 /// <summary>
 /// Constructs a new box primitive, with the specified dimensions.
 /// </summary>
 public BoxPrimitive(Renderer Renderer, Vector3 dimensions)
 {
     this.Renderer = Renderer;
     this.Dimensions = dimensions;
     CollisionShape = new BoxShape(new Vector3(dimensions.X / 2, dimensions.Y / 2, dimensions.Z / 2));
     GeometryData = GenerateGeometry();
 }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            Solver = new SequentialImpulseConstraintSolver();

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

            //World.DispatchInfo.UseConvexConservativeDistanceUtil = true;
            //World.DispatchInfo.ConvexConservativeDistanceThreshold = 0.01f;

            // Setup a big ground box
            CollisionShape groundShape = new BoxShape(100, 10, 100);
            CollisionShapes.Add(groundShape);
            Matrix groundTransform = Matrix.Translation(0, -10, 0);

            RigidBody ground = LocalCreateRigidBody(0, groundTransform, groundShape);
            ground.UserObject = "Ground";

            // Spawn one ragdoll
            SpawnRagdoll(new Vector3(1, 0.5f, 0));
            SpawnRagdoll(new Vector3(-1, 0.5f, 0));
        }
 public override CollisionShape GetCollisionShape()
 {
     if (collisionShapePtr == null) {
         collisionShapePtr = new BoxShape(extents.ToBullet());
         ((BoxShape)collisionShapePtr).LocalScaling = m_localScaling.ToBullet();
     }
     return collisionShapePtr;
 }
 /// <summary>
 /// Starts the component.
 /// </summary>
 protected override void OnStart(GameTime time)
 {
     this.boxShape = new BulletSharp.BoxShape(
         0.5f * this.Width,
         0.5f * this.Height,
         0.5f * this.Length);
     this.boxShape.UserObject = this;
 }
 public ConvexcastBatch()
 {
     boxShape = new BoxShape(0);
     ms = 0;
     max_ms = 0;
     min_ms = 9999;
     sum_ms_samples = 0;
     sum_ms = 0;
 }
Exemple #19
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        public Physics()
        {
            CLStuff.InitCL();

            cloths = new Cloth[numFlags];
            for (int flagIndex = 0; flagIndex < numFlags; ++flagIndex)
            {
                cloths[flagIndex] = new Cloth();
                cloths[flagIndex].CreateBuffers(clothWidth, clothHeight);
            }

            gSolver = new OpenCLSoftBodySolver(CLStuff.commandQueue, CLStuff.cxMainContext);
            softBodyOutput = new SoftBodySolverOutputCLToCpu();

            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new SoftBodyRigidBodyCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver = new SequentialImpulseConstraintSolver();

            World = new SoftRigidDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf, gSolver);
            World.Gravity = new Vector3(0, -10, 0);

            // create the ground
            CollisionShape groundShape = new BoxShape(50, 50, 50);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -60, 0), groundShape);
            ground.UserObject = "Ground";

            SoftWorld.WorldInfo.AirDensity = 1.2f;
            SoftWorld.WorldInfo.WaterDensity = 0;
            SoftWorld.WorldInfo.WaterOffset = 0;
            SoftWorld.WorldInfo.WaterNormal = Vector3.Zero;
            SoftWorld.WorldInfo.Gravity = new Vector3(0, -10, 0);

            CreateFlag(clothWidth, clothHeight, out flags);

            // Create output buffer descriptions for ecah flag
            // These describe where the simulation should send output data to
            for (int flagIndex = 0; flagIndex < flags.Count; ++flagIndex)
            {
                // flags[flagIndex].WindVelocity = new Vector3(0, 0, 15.0f);

                // In this case we have a DX11 output buffer with a vertex at index 0, 8, 16 and so on as well as a normal at 3, 11, 19 etc.
                // Copies will be performed GPU-side directly into the output buffer

                CpuVertexBufferDescriptor vertexBufferDescriptor = new CpuVertexBufferDescriptor(cloths[flagIndex].CpuBuffer, 0, 8, 3, 8);
                cloths[flagIndex].VertexBufferDescriptor = vertexBufferDescriptor;
            }

            gSolver.Optimize(SoftWorld.SoftBodyArray);

            World.StepSimulation(1.0f / 60.0f, 0);
        }
        public static TriggerRegion CreateBoxTriggerRegion(string name, TriggerReportEvent trh, Vector3 dimensions, Vector3 position, Quaternion orientation)
        {
            var csm = LKernel.GetG<CollisionShapeManager>();
            CollisionShape shape;

            if (!csm.TryGetShape(name, out shape)) {
                shape = new BoxShape(dimensions);
                csm.RegisterShape(name, shape);
            }

            var tr = new TriggerRegion(name, position, orientation, shape);
            tr.OnTrigger += trh;
            AddToDispose(tr, trh);
            return tr;
        }
 static void TestAlignment()
 {
     const float mass = 1.0f;
     Vector3WriteTest vTest = new Vector3WriteTest();
     vTest.Value1 = 2.0f;
     vTest.Value2 = 3.0f;
     using (BoxShape shape = new BoxShape(1))
     {
         shape.CalculateLocalInertia(mass, out vTest.Vector);
     }
     if (vTest.Value1 != 2.0f || vTest.Value2 != 3.0f)
     {
         Console.WriteLine("Vector3 value was overwritten with padding!");
     }
 }
        /*
        void MyContactCallback(object sender, ContactAddedEventArgs e)
        {
            if (e.CollisionObject0Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
            {
                CompoundShape compound = e.CollisionObject0Wrapper.CollisionObject.CollisionShape as CompoundShape;
                CollisionShape childShape = compound.GetChildShape(e.Index0);
            }

            if (e.CollisionObject1Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
            {
                CompoundShape compound = e.CollisionObject1Wrapper.CollisionObject.CollisionShape as CompoundShape;
                CollisionShape childShape = compound.GetChildShape(e.Index1);
            }

            e.IsContactModified = true;
        }
        */
        public void SetupEmptyDynamicsWorld()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);
            Broadphase = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            Solver = new SequentialImpulseConstraintSolver();
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);

            // create the ground
            CollisionShape groundShape = new BoxShape(30, 2, 30);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -4.5f, 0), groundShape);
            ground.UserObject = "Ground";
        }
Exemple #23
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        public PhysicsConvexSweepTestItem(Matrix4 from, Matrix4 to, int collisionFilterGroup, int collisionFilterMask, ModeEnum mode, Box box)
        {
            this.originalFrom         = from;
            this.originalTo           = to;
            this.CollisionFilterGroup = collisionFilterGroup;
            this.CollisionFilterMask  = collisionFilterMask;
            this.Mode = mode;

            Matrix4 offset = new Matrix4(box.Axis, box.Center);

            transformedFrom = originalFrom * offset;
            transformedTo   = originalTo * offset;

            Shape            = new BulletSharp.BoxShape(BulletPhysicsUtility.Convert(box.Extents));
            ShapeAutoDispose = true;
        }
Exemple #24
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        public Physics()
        {
            CollisionConfiguration collisionConf = new DefaultCollisionConfiguration();
            CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConf);

            World = new DiscreteDynamicsWorld(dispatcher, new DbvtBroadphase(), null, collisionConf);
            World.Gravity = new Vector3(0, -10, 0);

            // create the ground
            CollisionShape groundShape = new BoxShape(50, 1, 50);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

            // create a box
            CollisionShape boxShape = new BoxShape(1);
            LocalCreateRigidBody(1.0f, Matrix.Translation(0, 20, 0), boxShape);
        }
Exemple #25
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        public void SetUp()
        {
            conf = new DefaultCollisionConfiguration();
            dispatcher = new CollisionDispatcher(conf);
            broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            broadphase.OverlappingPairUserCallback = new AxisSweepUserCallback();

            boxShape = new BoxShape(1);

            body1 = CreateBody(10.0f, new SphereShape(1.0f), new Vector3(2, 2, 0));
            body2 = CreateBody(1.0f, new SphereShape(1.0f), new Vector3(0, 2, 0));

            ghostObject = new PairCachingGhostObject();
            ghostObject.WorldTransform = Matrix.Translation(-1, 2, 0);
            ghostObject.CollisionShape = boxShape;
            broadphase.OverlappingPairCache.SetInternalGhostPairCallback(new GhostPairCallback());
        }
        public ConvexcastBatch(float rayLength, float z, float minY, float maxY)
        {
            _boxBoundMax = new Vector3(1.0f, 1.0f, 1.0f);
            _boxBoundMin = -_boxBoundMax;
            _boxShape = new BoxShape(_boxBoundMax);

            const float dalpha = 4 * (float)Math.PI / NumRays;
            for (int i = 0; i < NumRays; i++)
            {
                float alpha = dalpha * i;
                // rotate around by alpha degrees y
                Matrix transform = Matrix.RotationY(alpha);
                _direction[i] = new Vector3(1.0f, 0.0f, 0.0f);
                _direction[i] = Vector3.TransformCoordinate(_direction[i], transform);
                _source[i] = new Vector3(_minX, maxY, z);
                _destination[i] = _source[i] + _direction[i] * rayLength;
                _destination[i].Y = minY;
                _normal[i] = new Vector3(1.0f, 0.0f, 0.0f);
            }
        }
Exemple #27
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        public PhysicsConvexSweepTestItem(Matrix4 from, Matrix4 to, int collisionFilterGroup, int collisionFilterMask, ModeEnum mode, Bounds bounds)
        {
            this.originalFrom         = from;
            this.originalTo           = to;
            this.CollisionFilterGroup = collisionFilterGroup;
            this.CollisionFilterMask  = collisionFilterMask;
            this.Mode = mode;

            transformedFrom = originalFrom;
            transformedTo   = originalTo;

            Vector3 offset = bounds.GetCenter();

            if (!offset.Equals(Vector3.Zero, MathEx.Epsilon))
            {
                transformedFrom.SetTranslation(transformedFrom.GetTranslation() + offset);
                transformedTo.SetTranslation(transformedTo.GetTranslation() + offset);
            }

            var halfSize = bounds.GetSize() / 2;

            Shape            = new BulletSharp.BoxShape(BulletPhysicsUtility.Convert(halfSize));
            ShapeAutoDispose = true;
        }
        protected override void OnInitializePhysics()
        {
            int i;

            shootBoxInitialSpeed = 4000;

            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();

            Dispatcher = new CollisionDispatcher(CollisionConf);
            //Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.BoxShape, BroadphaseNativeType.BoxShape,
            //    CollisionConf.GetCollisionAlgorithmCreateFunc(BroadphaseNativeType.ConvexShape, BroadphaseNativeType.ConvexShape));

            Broadphase = new DbvtBroadphase();

            // the default constraint solver.
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.SolverInfo.SolverMode |= SolverModes.Use2FrictionDirections | SolverModes.RandomizeOrder;
            //World.SolverInfo.SplitImpulse = 0;
            World.SolverInfo.NumIterations = 20;

            World.DispatchInfo.UseContinuous = ccdMode;

            World.Gravity = new Vector3(0, -10, 0);

            BoxShape ground = new BoxShape(200, 1, 200);
            ground.InitializePolyhedralFeatures();
            CollisionShapes.Add(ground);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Identity, ground);
            body.Friction = 0.5f;
            //body.RollingFriction = 0.3f;
            body.UserObject = "Ground";

            //CollisionShape shape = new CylinderShape(CubeHalfExtents, CubeHalfExtents, CubeHalfExtents);
            CollisionShape shape = new BoxShape(CubeHalfExtents, CubeHalfExtents, CubeHalfExtents);
            CollisionShapes.Add(shape);

            const int numObjects = 120;
            for (i = 0; i < numObjects; i++)
            {
                //stack them
                const int colsize = 10;
                int row = (int)((i * CubeHalfExtents * 2) / (colsize * 2 * CubeHalfExtents));
                int row2 = row;
                int col = (i) % (colsize) - colsize / 2;

                if (col > 3)
                {
                    col = 11;
                    row2 |= 1;
                }

                Matrix trans = Matrix.Translation(col * 2 * CubeHalfExtents + (row2 % 2) * CubeHalfExtents,
                    row * 2 * CubeHalfExtents + CubeHalfExtents + ExtraHeight, 0);

                body = LocalCreateRigidBody(1, trans, shape);
                body.SetAnisotropicFriction(shape.AnisotropicRollingFrictionDirection, AnisotropicFrictionFlags.AnisotropicRollingFriction);
                body.Friction = 0.5f;
                //body.RollingFriction = 0.3f;

                if (ccdMode)
                {
                    body.CcdMotionThreshold = 1e-7f;
                    body.CcdSweptSphereRadius = 0.9f * CubeHalfExtents;
                }
            }
        }
        public virtual void ShootBox(Vector3 camPos, Vector3 destination)
        {
            if (_world == null)
                return;

            float mass = 1.0f;

            if (shootBoxShape == null)
            {
                shootBoxShape = new BoxShape(1.0f);
                shootBoxShape.InitializePolyhedralFeatures();
            }

            RigidBody body = LocalCreateRigidBody(mass, Matrix.Translation(camPos), shootBoxShape);
            body.LinearFactor = new Vector3(1, 1, 1);
            //body.Restitution = 1;

            Vector3 linVel = destination - camPos;
            linVel.Normalize();

            body.LinearVelocity = linVel * shootBoxInitialSpeed;
            body.CcdMotionThreshold = 0.5f;
            body.CcdSweptSphereRadius = 0.9f;
        }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Vector3 worldMin = new Vector3(-1000, -1000, -1000);
            Vector3 worldMax = new Vector3(1000, 1000, 1000);
            Broadphase = new AxisSweep3(worldMin, worldMax);
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.SolverInfo.SplitImpulse = 1;
            World.Gravity = new Vector3(0, -10, 0);
            IsDebugDrawEnabled = true;

            CollisionShape colShape = new BoxShape(1);
            CollisionShapes.Add(colShape);

            for (int j = 0; j < NumDynamicBoxesX; j++)
            {
                for (int i = 0; i < NumDynamicBoxesY; i++)
                {
                    //CollisionShape colShape = new CapsuleShape(0.5f,2.0f);//boxShape = new SphereShape(1.0f);
                    Matrix startTransform = Matrix.Translation(5 * (i - NumDynamicBoxesX / 2), 10, 5 * (j - NumDynamicBoxesY / 2));
                    LocalCreateRigidBody(1.0f, startTransform, colShape);
                }
            }

            SetVertexPositions(WaveHeight, 0.0f);

            const bool useQuantizedAabbCompression = true;
            groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression);
            CollisionShapes.Add(groundShape);

            staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape);
            staticBody.CollisionFlags |= CollisionFlags.StaticObject;
            staticBody.UserObject = "Ground";
        }
Exemple #31
0
        public bool Build(
            FeatureUpdateContext updateContext,
            [ParentModel] Point[] Points,
            double Size)
        {
            //-- Upkeep
              //--
              if( physics == null )
              {
            physics = new Sutd.Physics( );
              }
              else
              {
            Regenerate( );
            physics.Reset( );
              }

              //-- Set Gravity
              //--
              physics.world.Gravity = new Vec3D( 0, 0, -10 );

              //-- Create Ground
              //--
              var body = new Sutd.Physics.Body( );
              {
            //-- Define Infinite Plane
            //--
            var shape = new StaticPlaneShape( new Vec3D( 0, 0, 1 ), 0 );
            physics.shapes.Add( shape );

            //-- Set Physics State / Bullet
            //-- Fixed bodies have zero mass and inertia
            //--
            var param = new RigidBodyConstructionInfo(
              mass: 0.0f, motionState: new DefaultMotionState( Mat4D.Identity ),
              collisionShape: shape, localInertia: Vec3D.Zero );
            body.rigid = new RigidBody( param );
            param.Dispose( );

            physics.world.AddRigidBody( body.rigid );
            body.matrix = body.rigid.WorldTransform;

            //-- Set Visual State / Rhino
            //-- Create a very thin but wide finite box
            //--
            var transform = DTransform3d.Identity;
            AddBox( transform, new DVector3d( 50, 50, 0.01 ) );
            body.solid = geometry[geometry.Count - 1];
              }
              physics.bodies.Add( body );

              //-- Create 3D Grid of Boxes
              //--
              float half = (float)( Size * 0.5 );
              foreach( var point in Points )
              {
            body = new Sutd.Physics.Body( );
            {
              //-- Collision Shape
              //--
              var shape = new BoxShape( half, half, half );
              physics.shapes.Add( shape );

              //-- Mass Properties
              //--
              var inertia = Vec3D.Zero;
              shape.CalculateLocalInertia( mass: 1.0f, inertia: out inertia );

              //-- Physics State
              //--
              var param = new RigidBodyConstructionInfo(
            mass: 1.0f, motionState: new DefaultMotionState( Mat4D.Identity ),
            collisionShape: shape, localInertia: inertia );
              body.rigid = new RigidBody( param );
              param.Dispose( );

              physics.world.AddRigidBody( body.rigid );

              body.rigid.Translate( new Vec3D( (float)point.X, (float)point.Y, (float)point.Z ) );
              body.matrix = body.rigid.WorldTransform;

              //-- Visual State
              //--
              var transform = DTransform3d.Identity;
              transform.Translation = point.DPoint3d;
              AddBox( transform, new DVector3d( Size, Size, Size ) );
              body.solid = geometry[geometry.Count - 1];
            }
            physics.bodies.Add( body );
              }

              return true;
        }
        public override void Run()
        {
            #region Create renderers

            // Note: the renderers take care of creating their own
            // device resources and listen for DeviceManager.OnInitialize

            // Create a axis-grid renderer
            var axisGrid = ToDispose(new AxisGridRenderer());
            axisGrid.Initialize(this);

            // Create and initialize the mesh renderer
            var loadedMesh             = Common.Mesh.LoadFromFile("PhysicsScene1.cmo");
            List <MeshRenderer> meshes = new List <MeshRenderer>();
            meshes.AddRange(from mesh in loadedMesh
                            select ToDispose(new MeshRenderer(mesh)));
            foreach (var m in meshes)
            {
                m.Initialize(this);
                m.World = Matrix.Identity;
            }


            // Set the first animation as the current animation and start clock
            foreach (var m in meshes)
            {
                if (m.Mesh.Animations != null && m.Mesh.Animations.Any())
                {
                    m.CurrentAnimation = m.Mesh.Animations.First().Value;
                }
                m.Clock.Start();
            }


            loadedMesh = Common.Mesh.LoadFromFile("SubdividedPlane.cmo");
            var waterMesh = ToDispose(new MeshRenderer(loadedMesh.First()));
            waterMesh.Initialize(this);

            loadedMesh = Common.Mesh.LoadFromFile("Bataux.cmo");
            List <MeshRenderer> shipMeshes = new List <MeshRenderer>();
            shipMeshes.AddRange((from mesh in loadedMesh
                                 select ToDispose(new MeshRenderer(mesh))));
            foreach (var m in shipMeshes)
            {
                m.Initialize(this);
                m.World = Matrix.Scaling(3) * Matrix.RotationAxis(Vector3.UnitY, -1.57079f);
            }

            //var anchor = new SphereRenderer(0.05f);
            //anchor.Initialize(this);
            //var anchorWorld = Matrix.Identity;

            //var sphere = new SphereRenderer();
            //sphere.Initialize(this);
            //var sphereWorld = Matrix.Identity;

            // Create and initialize a Direct2D FPS text renderer
            var fps = ToDispose(new Common.FpsRenderer("Calibri", Color.CornflowerBlue, new Point(8, 8), 16));
            fps.Initialize(this);

            // Create and initialize a general purpose Direct2D text renderer
            // This will display some instructions and the current view and rotation offsets
            var textRenderer = ToDispose(new Common.TextRenderer("Calibri", Color.CornflowerBlue, new Point(8, 40), 12));
            textRenderer.Initialize(this);

            #endregion

            #region Initialize physics engine

            CollisionConfiguration defaultConfig = new DefaultCollisionConfiguration();
            ConstraintSolver       solver        = new SequentialImpulseConstraintSolver();
            BulletSharp.Dispatcher dispatcher    = new CollisionDispatcher(defaultConfig);
            BroadphaseInterface    broadphase    = new DbvtBroadphase();
            DynamicsWorld          world         = null;
            Action initializePhysics             = () =>
            {
                RemoveAndDispose(ref world);
                world         = ToDispose(new BulletSharp.DiscreteDynamicsWorld(dispatcher, broadphase, solver, defaultConfig));
                world.Gravity = new Vector3(0, -10, 0);

                // For each mesh, create a RigidBody and add to "world" for simulation
                meshes.ForEach(m =>
                {
                    // We use the name of the mesh to determine the correct body
                    if (String.IsNullOrEmpty(m.Mesh.Name))
                    {
                        return;
                    }

                    var name   = m.Mesh.Name.ToLower();
                    var extent = m.Mesh.Extent;

                    BulletSharp.CollisionShape shape;

                    #region Create collision shape
                    if (name.Contains("box") || name.Contains("cube"))
                    {
                        // Assumes the box/cube has an axis-aligned neutral orientation
                        shape = new BulletSharp.BoxShape(
                            Math.Abs(extent.Max.Z - extent.Min.Z) / 2.0f,
                            Math.Abs(extent.Max.Y - extent.Min.Y) / 2.0f,
                            Math.Abs(extent.Max.X - extent.Min.X) / 2.0f);
                    }
                    else if (name.Contains("sphere"))
                    {
                        shape = new BulletSharp.SphereShape(extent.Radius);
                    }
                    else // use mesh vertices directly
                    {
                        // for each SubMesh, retrieve the vertex and index buffers
                        // to create a TriangleMeshShape for collision detection.
                        List <Vector3> vertices = new List <Vector3>();
                        List <int> indices      = new List <int>();
                        int vertexOffset        = 0;
                        foreach (var sm in m.Mesh.SubMeshes)
                        {
                            vertexOffset += vertices.Count;
                            indices.AddRange(
                                (from indx in m.Mesh.IndexBuffers[(int)sm.IndexBufferIndex]
                                 select vertexOffset + (int)indx));
                            vertices.AddRange(
                                (from v in m.Mesh
                                 .VertexBuffers[(int)sm.VertexBufferIndex]
                                 select v.Position - extent.Center));
                        }
                        // Create the collision shape
                        var iva = new BulletSharp.TriangleIndexVertexArray(indices.ToArray(), vertices.ToArray());
                        shape   = new BulletSharp.BvhTriangleMeshShape(iva, true);
                    }
                    #endregion

                    m.World = Matrix.Identity; // Reset mesh location
                    float mass; Vector3 vec;
                    shape.GetBoundingSphere(out vec, out mass);
                    var body = new BulletSharp.RigidBody(
                        new BulletSharp.RigidBodyConstructionInfo(name.Contains("static") ? 0 : mass,
                                                                  new MeshMotionState(m),
                                                                  shape, shape.CalculateLocalInertia(mass)));
                    if (body.IsStaticObject)
                    {
                        body.Restitution = 1f;
                        body.Friction    = 0.4f;
                    }
                    // Add to the simulation
                    world.AddRigidBody(body);
                });

#if DEBUG
                world.DebugDrawer           = ToDispose(new PhysicsDebugDraw(this.DeviceManager));
                world.DebugDrawer.DebugMode = DebugDrawModes.DrawAabb | DebugDrawModes.DrawWireframe;
#endif
            };
            initializePhysics();


            // Newton's Cradle

            //var box = new Jitter.Dynamics.RigidBody(new Jitter.Collision.Shapes.BoxShape(7, 1, 2));
            //box.Position = new Jitter.LinearMath.JVector(0, 8, 0);
            //world.AddBody(box);
            //box.IsStatic = true;

            //var anchorBody = new Jitter.Dynamics.RigidBody(new Jitter.Collision.Shapes.SphereShape(0.05f));
            //anchorBody.Position = new Jitter.LinearMath.JVector(0, 4, 0);
            //world.AddBody(anchorBody);
            //anchorBody.IsStatic = true;

            //for (var bodyCount = -3; bodyCount < 4; bodyCount++)
            //{
            //    var testBody = new Jitter.Dynamics.RigidBody(new Jitter.Collision.Shapes.SphereShape(0.501f));
            //    testBody.Position = new Jitter.LinearMath.JVector(bodyCount, 0, 0);

            //    world.AddBody(testBody);

            //    world.AddConstraint(new Jitter.Dynamics.Constraints.PointPointDistance(box, testBody,
            //        testBody.Position + Jitter.LinearMath.JVector.Up * 8f + Jitter.LinearMath.JVector.Forward * 3f + Jitter.LinearMath.JVector.Down * 0.5f,
            //        testBody.Position) { Softness = 1.0f, BiasFactor = 0.8f });

            //    world.AddConstraint(new Jitter.Dynamics.Constraints.PointPointDistance(box, testBody,
            //        testBody.Position + Jitter.LinearMath.JVector.Up * 8f + Jitter.LinearMath.JVector.Backward * 3f + Jitter.LinearMath.JVector.Down * 0.5f,
            //        testBody.Position) { Softness = 1.0f, BiasFactor = 0.8f });

            //    testBody.Material.Restitution = 1.0f;
            //    testBody.Material.StaticFriction = 1.0f;
            //}

            #endregion

            // Initialize the world matrix
            var worldMatrix = Matrix.Identity;

            // Set the camera position slightly behind (z)
            var cameraPosition = new Vector3(0, 1, 10);
            var cameraTarget   = Vector3.Zero;  // Looking at the origin 0,0,0
            var cameraUp       = Vector3.UnitY; // Y+ is Up

            // Prepare matrices
            // Create the view matrix from our camera position, look target and up direction
            var viewMatrix = Matrix.LookAtRH(cameraPosition, cameraTarget, cameraUp);
            viewMatrix.TranslationVector += new Vector3(0, -0.98f, 0);

            // Create the projection matrix
            /* FoV 60degrees = Pi/3 radians */
            // Aspect ratio (based on window size), Near clip, Far clip
            var projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f);

            // Maintain the correct aspect ratio on resize
            Window.Resize += (s, e) =>
            {
                projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f);
            };

            bool debugDraw = false;
            bool paused    = false;

            var simTime = new System.Diagnostics.Stopwatch();
            simTime.Start();
            float time     = 0.0f;
            float timeStep = 0.0f;

            #region Rotation and window event handlers

            // Create a rotation vector to keep track of the rotation
            // around each of the axes
            var rotation = new Vector3(0.0f, 0.0f, 0.0f);

            // We will call this action to update text
            // for the text renderer
            Action updateText = () =>
            {
                textRenderer.Text =
                    String.Format("Rotation ({0}) (Up/Down Left/Right Wheel+-)\nView ({1}) (A/D, W/S, Shift+Wheel+-)"
                                  //+ "\nPress 1,2,3,4,5,6,7,8 to switch shaders"
                                  + "\nTime: {2:0.00} (P to toggle, R to reset scene)"
                                  + "\nPhysics debug draw: {3} (E to toggle)"
                                  + "\nBackspace: toggle between Physics and Waves",
                                  rotation,
                                  viewMatrix.TranslationVector,
                                  simTime.Elapsed.TotalSeconds,
                                  debugDraw);
            };

            Dictionary <Keys, bool> keyToggles = new Dictionary <Keys, bool>();
            keyToggles[Keys.Z]    = false;
            keyToggles[Keys.F]    = false;
            keyToggles[Keys.Back] = false;

            // Support keyboard/mouse input to rotate or move camera view
            var moveFactor      = 0.02f; // how much to change on each keypress
            var shiftKey        = false;
            var ctrlKey         = false;
            var background      = Color.White;
            var showNormals     = false;
            var enableNormalMap = true;
            Window.KeyDown += (s, e) =>
            {
                var context = DeviceManager.Direct3DContext;

                shiftKey = e.Shift;
                ctrlKey  = e.Control;

                switch (e.KeyCode)
                {
                // WASD -> pans view
                case Keys.A:
                    viewMatrix.TranslationVector += new Vector3(moveFactor * 2, 0f, 0f);
                    break;

                case Keys.D:
                    viewMatrix.TranslationVector -= new Vector3(moveFactor * 2, 0f, 0f);
                    break;

                case Keys.S:
                    if (shiftKey)
                    {
                        viewMatrix.TranslationVector += new Vector3(0f, moveFactor * 2, 0f);
                    }
                    else
                    {
                        viewMatrix.TranslationVector -= new Vector3(0f, 0f, 1) * moveFactor * 2;
                    }
                    break;

                case Keys.W:
                    if (shiftKey)
                    {
                        viewMatrix.TranslationVector -= new Vector3(0f, moveFactor * 2, 0f);
                    }
                    else
                    {
                        viewMatrix.TranslationVector += new Vector3(0f, 0f, 1) * moveFactor * 2;
                    }
                    break;

                // Up/Down and Left/Right - rotates around X / Y respectively
                // (Mouse wheel rotates around Z)
                case Keys.Down:
                    worldMatrix *= Matrix.RotationX(moveFactor);
                    rotation    += new Vector3(moveFactor, 0f, 0f);
                    break;

                case Keys.Up:
                    worldMatrix *= Matrix.RotationX(-moveFactor);
                    rotation    -= new Vector3(moveFactor, 0f, 0f);
                    break;

                case Keys.Left:
                    worldMatrix *= Matrix.RotationY(moveFactor);
                    rotation    += new Vector3(0f, moveFactor, 0f);
                    break;

                case Keys.Right:
                    worldMatrix *= Matrix.RotationY(-moveFactor);
                    rotation    -= new Vector3(0f, moveFactor, 0f);
                    break;

                case Keys.T:
                    fps.Show          = !fps.Show;
                    textRenderer.Show = !textRenderer.Show;
                    break;

                case Keys.B:
                    if (background == Color.White)
                    {
                        background = new Color(30, 30, 34);
                    }
                    else
                    {
                        background = Color.White;
                    }
                    break;

                case Keys.G:
                    axisGrid.Show = !axisGrid.Show;
                    break;

                case Keys.P:
                    paused = !paused;
                    if (paused)
                    {
                        simTime.Stop();
                    }
                    else
                    {
                        simTime.Start();
                    }

                    // Pause or resume mesh animation
                    meshes.ForEach(m => {
                        if (m.Clock.IsRunning)
                        {
                            m.Clock.Stop();
                        }
                        else
                        {
                            m.Clock.Start();
                        }
                    });
                    updateText();
                    break;

                case Keys.X:
                    // To test for correct resource recreation
                    // Simulate device reset or lost.
                    System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects());
                    DeviceManager.Initialize(DeviceManager.Dpi);
                    System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects());
                    break;

                case Keys.Z:
                    keyToggles[Keys.Z] = !keyToggles[Keys.Z];
                    if (keyToggles[Keys.Z])
                    {
                        context.PixelShader.Set(depthPixelShader);
                    }
                    else
                    {
                        context.PixelShader.Set(pixelShader);
                    }
                    break;

                case Keys.F:
                    keyToggles[Keys.F] = !keyToggles[Keys.F];
                    RasterizerStateDescription rasterDesc;
                    if (context.Rasterizer.State != null)
                    {
                        rasterDesc = context.Rasterizer.State.Description;
                    }
                    else
                    {
                        rasterDesc = new RasterizerStateDescription()
                        {
                            CullMode = CullMode.None,
                            FillMode = FillMode.Solid
                        }
                    };
                    if (keyToggles[Keys.F])
                    {
                        rasterDesc.FillMode      = FillMode.Wireframe;
                        context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc));
                    }
                    else
                    {
                        rasterDesc.FillMode      = FillMode.Solid;
                        context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc));
                    }
                    break;

                case Keys.N:
                    if (!shiftKey)
                    {
                        showNormals = !showNormals;
                    }
                    else
                    {
                        enableNormalMap = !enableNormalMap;
                    }
                    break;

                case Keys.E:
                    debugDraw = !debugDraw;
                    break;

                case Keys.R:

                    //world = new Jitter.World(new Jitter.Collision.CollisionSystemSAP());
                    initializePhysics();
                    if (simTime.IsRunning)
                    {
                        simTime.Restart();
                    }
                    else
                    {
                        simTime.Reset();
                    }
                    break;

                case Keys.D1:
                    context.PixelShader.Set(pixelShader);
                    break;

                case Keys.D2:
                    context.PixelShader.Set(lambertShader);
                    break;

                case Keys.D3:
                    context.PixelShader.Set(phongShader);
                    break;

                case Keys.D4:
                    context.PixelShader.Set(blinnPhongShader);
                    break;

                case Keys.Back:
                    keyToggles[Keys.Back] = !keyToggles[Keys.Back];
                    break;
                }

                updateText();
            };
            Window.KeyUp += (s, e) =>
            {
                // Clear the shift/ctrl keys so they aren't sticky
                if (e.KeyCode == Keys.ShiftKey)
                {
                    shiftKey = false;
                }
                if (e.KeyCode == Keys.ControlKey)
                {
                    ctrlKey = false;
                }
            };
            Window.MouseWheel += (s, e) =>
            {
                if (shiftKey)
                {
                    // Zoom in/out
                    viewMatrix.TranslationVector += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor * 2);
                }
                else
                {
                    // rotate around Z-axis
                    viewMatrix *= Matrix.RotationZ((e.Delta / 120f) * moveFactor);
                    rotation   += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor);
                }
                updateText();
            };

            var lastX = 0;
            var lastY = 0;

            Window.MouseDown += (s, e) =>
            {
                if (e.Button == MouseButtons.Left)
                {
                    lastX = e.X;
                    lastY = e.Y;
                }
            };

            Window.MouseMove += (s, e) =>
            {
                if (e.Button == MouseButtons.Left)
                {
                    var yRotate = lastX - e.X;
                    var xRotate = lastY - e.Y;
                    lastY = e.Y;
                    lastX = e.X;

                    // Mouse move changes
                    viewMatrix *= Matrix.RotationX(-xRotate * moveFactor);
                    viewMatrix *= Matrix.RotationY(-yRotate * moveFactor);

                    updateText();
                }
            };

            // Display instructions with initial values
            updateText();

            #endregion

            var clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            #region Render loop

            // Create and run the render loop
            RenderLoop.Run(Window, () =>
            {
                // Update simulation, at 60fps
                if (!paused)
                {
                    if ((float)simTime.Elapsed.TotalSeconds < time)
                    {
                        time     = 0;
                        timeStep = 0;
                    }
                    timeStep = ((float)simTime.Elapsed.TotalSeconds - time);
                    time     = (float)simTime.Elapsed.TotalSeconds;
                    world.StepSimulation(timeStep, 7);
                    // For how to choose the maxSubSteps see:
                    // http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
                }

                updateText();
                // Start of frame:

                // Retrieve immediate context
                var context = DeviceManager.Direct3DContext;

                // Clear depth stencil view
                context.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                // Clear render target view
                context.ClearRenderTargetView(RenderTargetView, background);

                // Create viewProjection matrix
                var viewProjection = Matrix.Multiply(viewMatrix, projectionMatrix);

                // Extract camera position from view
                var camPosition = Matrix.Transpose(Matrix.Invert(viewMatrix)).Column4;
                cameraPosition  = new Vector3(camPosition.X, camPosition.Y, camPosition.Z);

                var perFrame             = new ConstantBuffers.PerFrame();
                perFrame.Light.Color     = new Color(0.8f, 0.8f, 0.8f, 1.0f);
                var lightDir             = Vector3.Transform(new Vector3(1f, -1f, -1f), worldMatrix);
                perFrame.Light.Direction = new Vector3(lightDir.X, lightDir.Y, lightDir.Z);
                perFrame.CameraPosition  = cameraPosition;
                perFrame.Time            = (float)simTime.Elapsed.TotalSeconds; // Provide simulation time to shader
                context.UpdateSubresource(ref perFrame, perFrameBuffer);

                // Render each object

                var perMaterial           = new ConstantBuffers.PerMaterial();
                perMaterial.Ambient       = new Color4(0.2f);
                perMaterial.Diffuse       = Color.White;
                perMaterial.Emissive      = new Color4(0);
                perMaterial.Specular      = Color.White;
                perMaterial.SpecularPower = 20f;
                perMaterial.HasTexture    = 0;
                perMaterial.UVTransform   = Matrix.Identity;
                context.UpdateSubresource(ref perMaterial, perMaterialBuffer);

                var perObject = new ConstantBuffers.PerObject();

                // MESH

                if (!keyToggles[Keys.Back])
                {
                    meshes.ForEach((m) =>
                    {
                        perObject.World = m.World * worldMatrix;
                        // Provide the material constant buffer to the mesh renderer
                        perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                        perObject.WorldViewProjection   = perObject.World * viewProjection;
                        perObject.ViewProjection        = viewProjection;
                        perObject.Transpose();
                        context.UpdateSubresource(ref perObject, perObjectBuffer);

                        m.PerMaterialBuffer = perMaterialBuffer;
                        m.PerArmatureBuffer = perArmatureBuffer;
                        m.Render();

                        if (showNormals)
                        {
                            using (var prevPixelShader = context.PixelShader.Get())
                            {
                                perMaterial.HasTexture  = 0;
                                perMaterial.UVTransform = Matrix.Identity;
                                context.UpdateSubresource(ref perMaterial, perMaterialBuffer);
                                context.PixelShader.Set(pixelShader);

                                context.GeometryShader.Set(debugNormals);

                                m.Render();

                                context.PixelShader.Set(prevPixelShader);
                                context.GeometryShader.Set(null);
                            }
                        }
                    });

                    if (debugDraw)
                    {
                        perObject.World = Matrix.Identity;
                        perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                        perObject.WorldViewProjection   = perObject.World * viewProjection;
                        perObject.ViewProjection        = viewProjection;
                        perObject.Transpose();
                        context.UpdateSubresource(ref perObject, perObjectBuffer);

                        (world.DebugDrawer as PhysicsDebugDraw).DrawDebugWorld(world);
                        context.VertexShader.Set(vertexShader);
                        context.PixelShader.Set(pixelShader);
                        context.InputAssembler.InputLayout = vertexLayout;
                    }
                }
                else
                {
                    perObject.World = waterMesh.World * worldMatrix;
                    perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                    perObject.WorldViewProjection   = perObject.World * viewProjection;
                    perObject.ViewProjection        = viewProjection;
                    perObject.Transpose();
                    context.UpdateSubresource(ref perObject, perObjectBuffer);

                    waterMesh.EnableNormalMap   = enableNormalMap;
                    waterMesh.PerMaterialBuffer = perMaterialBuffer;
                    waterMesh.PerArmatureBuffer = perArmatureBuffer;

                    context.VertexShader.Set(waterVertexShader);
                    waterMesh.Render();

                    if (showNormals)
                    {
                        using (var prevPixelShader = context.PixelShader.Get())
                        {
                            perMaterial.HasTexture  = 0;
                            perMaterial.UVTransform = Matrix.Identity;
                            context.UpdateSubresource(ref perMaterial, perMaterialBuffer);
                            context.PixelShader.Set(pixelShader);

                            context.GeometryShader.Set(debugNormals);

                            waterMesh.Render();

                            context.PixelShader.Set(prevPixelShader);
                            context.GeometryShader.Set(null);
                        }
                    }

                    context.VertexShader.Set(vertexShader);

                    foreach (var m in shipMeshes)
                    {
                        perObject.World = m.World * worldMatrix;
                        perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                        perObject.WorldViewProjection   = perObject.World * viewProjection;
                        perObject.Transpose();
                        context.UpdateSubresource(ref perObject, perObjectBuffer);
                        // Provide the material constant buffer to the mesh renderer
                        perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                        perObject.WorldViewProjection   = perObject.World * viewProjection;
                        perObject.ViewProjection        = viewProjection;
                        perObject.Transpose();
                        context.UpdateSubresource(ref perObject, perObjectBuffer);

                        m.PerMaterialBuffer = perMaterialBuffer;
                        m.PerArmatureBuffer = perArmatureBuffer;
                        m.Render();

                        if (showNormals)
                        {
                            using (var prevPixelShader = context.PixelShader.Get())
                            {
                                perMaterial.HasTexture  = 0;
                                perMaterial.UVTransform = Matrix.Identity;
                                context.UpdateSubresource(ref perMaterial, perMaterialBuffer);
                                context.PixelShader.Set(pixelShader);

                                context.GeometryShader.Set(debugNormals);

                                m.Render();

                                context.PixelShader.Set(prevPixelShader);
                                context.GeometryShader.Set(null);
                            }
                        }
                    }
                }

                perMaterial.Ambient       = new Color4(0.2f);
                perMaterial.Diffuse       = Color.White;
                perMaterial.Emissive      = new Color4(0);
                perMaterial.Specular      = Color.White;
                perMaterial.SpecularPower = 20f;
                perMaterial.UVTransform   = Matrix.Identity;
                context.UpdateSubresource(ref perMaterial, perMaterialBuffer);

                // AXIS GRID
                context.HullShader.Set(null);
                context.DomainShader.Set(null);
                context.GeometryShader.Set(null);

                using (var prevPixelShader = context.PixelShader.Get())
                    using (var prevVertexShader = context.VertexShader.Get())
                    {
                        context.VertexShader.Set(vertexShader);
                        context.PixelShader.Set(pixelShader);
                        perObject.World = worldMatrix;
                        perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World));
                        perObject.WorldViewProjection   = perObject.World * viewProjection;
                        perObject.ViewProjection        = viewProjection;
                        perObject.Transpose();
                        context.UpdateSubresource(ref perObject, perObjectBuffer);
                        axisGrid.Render();
                        context.PixelShader.Set(prevPixelShader);
                        context.VertexShader.Set(prevVertexShader);
                    }

                // Render FPS
                fps.Render();

                // Render instructions + position changes
                textRenderer.Render();

                // Present the frame
                Present();
            });
            #endregion
        }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();

            // Use the default collision dispatcher. For parallel processing you can use a diffent dispatcher.
            Dispatcher = new CollisionDispatcher(CollisionConf);

            VoronoiSimplexSolver simplex = new VoronoiSimplexSolver();
            MinkowskiPenetrationDepthSolver pdSolver = new MinkowskiPenetrationDepthSolver();

            Convex2DConvex2DAlgorithm.CreateFunc convexAlgo2d = new Convex2DConvex2DAlgorithm.CreateFunc(simplex, pdSolver);

            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Convex2DShape, BroadphaseNativeType.Convex2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Box2DShape, BroadphaseNativeType.Convex2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Convex2DShape, BroadphaseNativeType.Box2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Box2DShape, BroadphaseNativeType.Box2DShape, new Box2DBox2DCollisionAlgorithm.CreateFunc());

            Broadphase = new DbvtBroadphase();

            // the default constraint solver.
            Solver = new SequentialImpulseConstraintSolver();

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

            // create a few basic rigid bodies
            CollisionShape groundShape = new BoxShape(150, 7, 150);
            CollisionShapes.Add(groundShape);
            RigidBody ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

            // create a few dynamic rigidbodies
            // Re-using the same collision is better for memory usage and performance
            float u = 0.96f;
            Vector3[] points = { new Vector3(0, u, 0), new Vector3(-u, -u, 0), new Vector3(u, -u, 0) };
            ConvexShape childShape0 = new BoxShape(1, 1, Depth);
            ConvexShape colShape = new Convex2DShape(childShape0);
            ConvexShape childShape1 = new ConvexHullShape(points);
            ConvexShape colShape2 = new Convex2DShape(childShape1);
            ConvexShape childShape2 = new CylinderShapeZ(1, 1, Depth);
            ConvexShape colShape3 = new Convex2DShape(childShape2);

            CollisionShapes.Add(colShape);
            CollisionShapes.Add(colShape2);
            CollisionShapes.Add(colShape3);

            CollisionShapes.Add(childShape0);
            CollisionShapes.Add(childShape1);
            CollisionShapes.Add(childShape2);

            colShape.Margin = 0.03f;

            float mass = 1.0f;
            Vector3 localInertia = colShape.CalculateLocalInertia(mass);

            Matrix startTransform;

            Vector3 x = new Vector3(-ArraySizeX, 8, -20);
            Vector3 y = Vector3.Zero;
            Vector3 deltaX = new Vector3(1, 2, 0);
            Vector3 deltaY = new Vector3(2, 0, 0);

            int i, j;
            for (i = 0; i < ArraySizeY; i++)
            {
                y = x;
                for (j = 0; j < ArraySizeX; j++)
                {
                    startTransform = Matrix.Translation(y - new Vector3(-10, 0, 0));

                    //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                    DefaultMotionState myMotionState = new DefaultMotionState(startTransform);

                    RigidBodyConstructionInfo rbInfo;
                    switch (j % 3)
                    {
                        case 0:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            break;
                        case 1:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape3, localInertia);
                            break;
                        default:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape2, localInertia);
                            break;
                    }
                    RigidBody body = new RigidBody(rbInfo);
                    rbInfo.Dispose();
                    //body.ActivationState = ActivationState.IslandSleeping;
                    body.LinearFactor = new Vector3(1, 1, 0);
                    body.AngularFactor = new Vector3(0, 0, 1);

                    World.AddRigidBody(body);

                    y += deltaY;
                }
                x += deltaX;
            }
        }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Vector3 worldMin = new Vector3(-1000, -1000, -1000);
            Vector3 worldMax = new Vector3(1000, 1000, 1000);
            Broadphase = new AxisSweep3(worldMin, worldMax);
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.SolverInfo.SplitImpulse = 1;
            World.Gravity = new Vector3(0, -10, 0);


            const int totalVerts = NumVertsX * NumVertsY;
            const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1);
            indexVertexArrays = new TriangleIndexVertexArray();

            IndexedMesh mesh = new IndexedMesh();
            mesh.NumTriangles = totalTriangles;
            mesh.NumVertices = totalVerts;
            mesh.TriangleIndexStride = 3 * sizeof(int);
            mesh.VertexStride = Vector3.SizeInBytes;
            mesh.TriangleIndexBase = Marshal.AllocHGlobal(mesh.TriangleIndexStride * totalTriangles);
            mesh.VertexBase = Marshal.AllocHGlobal(mesh.VertexStride * totalVerts);
            var indicesStream = mesh.GetTriangleStream();
            using (var indices = new BinaryWriter(indicesStream))
            {
                for (int i = 0; i < NumVertsX - 1; i++)
                {
                    for (int j = 0; j < NumVertsY - 1; j++)
                    {
                        indices.Write(j*NumVertsX + i);
                        indices.Write(j*NumVertsX + i + 1);
                        indices.Write((j + 1)*NumVertsX + i + 1);

                        indices.Write(j*NumVertsX + i);
                        indices.Write((j + 1)*NumVertsX + i + 1);
                        indices.Write((j + 1)*NumVertsX + i);
                    }
                }
            }

            indexVertexArrays.AddIndexedMesh(mesh);

            convexcastBatch = new ConvexcastBatch(40.0f, 0.0f, -10.0f, 80.0f);


            CollisionShape colShape = new BoxShape(1);
            CollisionShapes.Add(colShape);

            for (int j = 0; j < NumDynamicBoxesX; j++)
            {
                for (int i = 0; i < NumDynamicBoxesY; i++)
                {
                    //CollisionShape colShape = new CapsuleShape(0.5f,2.0f);//boxShape = new SphereShape(1.0f);
                    Matrix startTransform = Matrix.Translation(5 * (i - NumDynamicBoxesX / 2), 10, 5 * (j - NumDynamicBoxesY / 2));
                    LocalCreateRigidBody(1.0f, startTransform, colShape);
                }
            }

            SetVertexPositions(WaveHeight, 0.0f);

            const bool useQuantizedAabbCompression = true;
            groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression);
            CollisionShapes.Add(groundShape);

            staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape);
            staticBody.CollisionFlags |= CollisionFlags.StaticObject;
            staticBody.UserObject = "Ground";
        }
Exemple #35
0
 public BoxBoxDetector(BoxShape box1, BoxShape box2)
     : base(btBoxBoxDetector_new(box1.Native, box2.Native))
 {
     _box1 = box1;
     _box2 = box2;
 }