public CreateFunc(VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver pdSolver)
				: base(btConvex2dConvex2dAlgorithm_CreateFunc_new(simplexSolver._native,
					pdSolver._native), false)
			{
				_pdSolver = pdSolver;
				_simplexSolver = simplexSolver;
			}
		public GjkPairDetector(ConvexShape objectA, ConvexShape objectB, int shapeTypeA,
			int shapeTypeB, float marginA, float marginB, VoronoiSimplexSolver simplexSolver,
			ConvexPenetrationDepthSolver penetrationDepthSolver)
			: base(btGjkPairDetector_new2(objectA._native, objectB._native, shapeTypeA,
                shapeTypeB, marginA, marginB, simplexSolver._native, (penetrationDepthSolver != null) ? penetrationDepthSolver._native : IntPtr.Zero))
		{
		}
		public bool CalcPenDepth(VoronoiSimplexSolver simplexSolver, ConvexShape convexA,
			ConvexShape convexB, Matrix transA, Matrix transB, out Vector3 v, out Vector3 pa,
			out Vector3 pb, IDebugDraw debugDraw)
		{
			return btConvexPenetrationDepthSolver_calcPenDepth(_native, simplexSolver._native,
				convexA._native, convexB._native, ref transA, ref transB, out v, out pa,
				out pb, DebugDraw.GetUnmanaged(debugDraw));
		}
        /// <summary>
        /// 2つのコリジョン オブジェクトの距離
        /// </summary>
        /// <param name="colA">コリジョンA</param>
        /// <param name="colB">コリジョンB</param>
        /// <returns></returns>
        public static float Distance(CollisionObject colA, CollisionObject colB)
        {
            if (colA == null || colA.Shape == null || colB == null || colB.Shape == null ||
                colA.Data == null || colB.Data == null) {
                // 距離が定義できない場合は
                // NaNを返す
                return Single.NaN;
            }

            var shpA = colA.Data.CollisionShape as ConvexShape;
            var shpB = colB.Data.CollisionShape as ConvexShape;
            var solver = new VoronoiSimplexSolver ();

            var detector = new GjkPairDetector (shpA, shpB, solver, null);

            var traA = Matrix4x4.CreateFromTranslation (colA.Offset) * colA.Node.GlobalTransform;
            var traB = Matrix4x4.CreateFromTranslation (colB.Offset) * colB.Node.GlobalTransform;

            var input = new GjkPairDetector.ClosestPointInput ();
            input.TransformA = traA.ToBullet ();
            input.TransformB = traB.ToBullet ();
            input.MaximumDistanceSquared = Single.MaxValue;

            var output = new PointCollector ();

            detector.GetClosestPoints (input, output, null);

            if (!output.HasResult) {
                // 重なっていた場合は
                // 0を返す
                return 0;
            }

            // 正常な距離は0以上
            return output.Distance;
        }
 public ContinuousConvexCollision(ConvexShape shapeA, ConvexShape shapeB, VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver penetrationDepthSolver)
     : base(btContinuousConvexCollision_new(shapeA._native, shapeB._native, simplexSolver._native, penetrationDepthSolver._native))
 {
 }
		public ConvexConvexAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObjectWrapper body0Wrap, CollisionObjectWrapper body1Wrap, VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
			: base(btConvexConvexAlgorithm_new(mf._native, ci._native, body0Wrap._native, body1Wrap._native, simplexSolver._native, pdSolver._native, numPerturbationIterations, minimumPointsPerturbationThreshold))
		{
		}
        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;
            }
        }
		public GjkPairDetector(ConvexShape objectA, ConvexShape objectB, VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver penetrationDepthSolver)
            : base(btGjkPairDetector_new(objectA._native, objectB._native, simplexSolver._native, (penetrationDepthSolver != null) ? penetrationDepthSolver._native : IntPtr.Zero))
		{
		}
		public GjkConvexCast(ConvexShape convexA, ConvexShape convexB, VoronoiSimplexSolver simplexSolver)
			: base(btGjkConvexCast_new(convexA._native, convexB._native, simplexSolver._native))
		{
		}
 public ContinuousConvexCollision(ConvexShape shapeA, ConvexShape shapeB,
                                  VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver penetrationDepthSolver)
     : base(btContinuousConvexCollision_new(shapeA._native, shapeB._native,
                                            simplexSolver._native, penetrationDepthSolver._native))
 {
 }
Exemple #11
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 public GjkPairDetector(ConvexShape objectA, ConvexShape objectB, VoronoiSimplexSolver simplexSolver,
                        ConvexPenetrationDepthSolver penetrationDepthSolver)
     : base(btGjkPairDetector_new(objectA.Native, objectB.Native, simplexSolver.Native,
                                  (penetrationDepthSolver != null) ? penetrationDepthSolver.Native : IntPtr.Zero))
 {
 }
 public Convex2DConvex2DAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObjectWrapper body0Wrap, CollisionObjectWrapper body1Wrap, VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
     : base(btConvex2dConvex2dAlgorithm_new(mf._native, ci._native, body0Wrap._native, body1Wrap._native, simplexSolver._native, pdSolver._native, numPerturbationIterations, minimumPointsPerturbationThreshold))
 {
 }
 public CreateFunc(VoronoiSimplexSolver simplexSolver, ConvexPenetrationDepthSolver pdSolver)
     : base(btConvex2dConvex2dAlgorithm_CreateFunc_new(simplexSolver._native, pdSolver._native), false)
 {
     _simplexSolver = simplexSolver;
     _pdSolver      = pdSolver;
 }