//----------------------------------------------------------------------------------------------

        public void SetupWorldObjects()
        {
            IndexedVector3 halfExtents = new IndexedVector3(10, 5, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);

            IndexedVector3 world1Center = new IndexedVector3(-20, -5, 0);
            IndexedVector3 world2Center = new IndexedVector3(20, -5, 0);

            IndexedMatrix groundTransform1 = IndexedMatrix.CreateTranslation(world1Center);
            IndexedMatrix groundTransform2 = IndexedMatrix.CreateTranslation(world2Center);

            IndexedVector3 halfExtents2 = new IndexedVector3(0.5f);
            CollisionShape smallBoxShape = new BoxShape(ref halfExtents2);

            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;

            LocalCreateRigidBodyMultiWorld(mass, ref groundTransform1, groundShape ,m_worlds[0]);
            LocalCreateRigidBodyMultiWorld(mass, ref groundTransform2, groundShape, m_worlds[1]);

            mass = 1f;
            for (int i = 0; i < 5; ++i)
            {
                IndexedVector3 offset = new IndexedVector3(0, halfExtents.Y + halfExtents2.Y + (2 * i), 0);

                IndexedMatrix boxTransform1 = IndexedMatrix.CreateTranslation(world1Center+offset);
                IndexedMatrix boxTransform2 = IndexedMatrix.CreateTranslation(world2Center + offset);

                LocalCreateRigidBodyMultiWorld(mass, ref boxTransform1, smallBoxShape, m_worlds[0]);
                LocalCreateRigidBodyMultiWorld(mass, ref boxTransform2, smallBoxShape, m_worlds[1]);
            }

        }
Exemple #2
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        public override void InitializeDemo()
        {
            m_maxIterations = 500;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -52, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);

            CreateScene5(20);

            ClientResetScene();
        }
Exemple #3
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        public override void InitializeDemo()
        {
            SetCameraDistance(50f);

            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            //m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            CollisionShape shape = SetupShape();
            IndexedMatrix objTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,2,0));
            LocalCreateRigidBody(mass, ref objTransform, shape);
            //ClientResetScene();
        }
Exemple #4
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 private void CreateScene5(int dim)
 {
     BoxShape boxShape = new BoxShape(new IndexedVector3(0.5f));
     float mass = 1.0f;
     for (int x = 0; x < dim; x++)
     {
         for (int e = x; e < dim; e++)
         {
             //IndexedVector3 pos = new IndexedVector3(e - 0.5f * x, x * 1.01f - 14, 25);
             IndexedVector3 pos = new IndexedVector3(e - 0.5f * x, x * 1.0f, 0);
             RigidBody rb = LocalCreateRigidBody(mass, IndexedMatrix.CreateTranslation(pos), boxShape);
             //m_dynamicsWorld.AddRigidBody(rb);
         }
     }
 }
Exemple #5
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        public bool GetSphereDistance(CollisionObject boxObj, ref IndexedVector3 pointOnBox, ref IndexedVector3 normal, ref float penetrationDepth, IndexedVector3 sphereCenter, float fRadius, float maxContactDistance)
        {
            BoxShape       boxShape      = boxObj.GetCollisionShape() as BoxShape;
            IndexedVector3 boxHalfExtent = boxShape.GetHalfExtentsWithoutMargin();
            float          boxMargin     = boxShape.GetMargin();

            penetrationDepth = 1.0f;

            // convert the sphere position to the box's local space
            IndexedMatrix  m44T         = boxObj.GetWorldTransform();
            IndexedVector3 sphereRelPos = m44T.InvXform(sphereCenter);

            // Determine the closest point to the sphere center in the box
            IndexedVector3 closestPoint = sphereRelPos;

            closestPoint.X = (Math.Min(boxHalfExtent.X, closestPoint.X));
            closestPoint.X = (Math.Max(-boxHalfExtent.X, closestPoint.X));
            closestPoint.Y = (Math.Min(boxHalfExtent.Y, closestPoint.Y));
            closestPoint.Y = (Math.Max(-boxHalfExtent.Y, closestPoint.Y));
            closestPoint.Z = (Math.Min(boxHalfExtent.Z, closestPoint.Z));
            closestPoint.Z = (Math.Max(-boxHalfExtent.Z, closestPoint.Z));

            float intersectionDist = fRadius + boxMargin;
            float contactDist      = intersectionDist + maxContactDistance;

            normal = sphereRelPos - closestPoint;

            //if there is no penetration, we are done
            float dist2 = normal.LengthSquared();

            if (dist2 > contactDist * contactDist)
            {
                return(false);
            }

            float distance;

            //special case if the sphere center is inside the box
            if (dist2 == 0.0f)
            {
                distance = -GetSpherePenetration(ref boxHalfExtent, ref sphereRelPos, ref closestPoint, ref normal);
            }
            else //compute the penetration details
            {
                distance = normal.Length();
                normal  /= distance;
            }

            pointOnBox = closestPoint + normal * boxMargin;
            //	v3PointOnSphere = sphereRelPos - (normal * fRadius);
            penetrationDepth = distance - intersectionDist;

            // transform back in world space
            IndexedVector3 tmp = m44T * pointOnBox;

            pointOnBox = tmp;
            //	tmp = m44T(v3PointOnSphere);
            //	v3PointOnSphere = tmp;
            tmp    = m44T._basis * normal;
            normal = tmp;

            return(true);
        }
Exemple #6
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		    private void BuildBoard()
		    {
                float width = 40;
                float height = 40;

			    IndexedVector3 boardBackExtents = new IndexedVector3(width,height,2) /2f;
			    IndexedVector3 boardSideExtents = new IndexedVector3(1,height,2) /2f;
			    IndexedVector3 boardBarExtents = new IndexedVector3(width,1,2)/2f;
			    IndexedVector3 pinExtent = new IndexedVector3(0.5f,1f,2f);
			
			
			    IndexedVector3 boardCenter = new IndexedVector3(0,0,0);
			
			    // build frame.objects
			
			    BoxShape boardBack = new BoxShape(boardBackExtents);
			    BoxShape boardSide = new BoxShape(boardSideExtents);
			    BoxShape boardBar = new BoxShape(boardBarExtents);
			    StaticPlaneShape boardFront = new StaticPlaneShape(new IndexedVector3(0,0,-1),-(boardBackExtents.Z+boardSideExtents.Z));
			
			    CollisionShape pinShape = new CapsuleShapeZ(pinExtent.Y,pinExtent.Z);
                //pinShape = new BoxShape(pinExtent);

                //pinShape = new SphereShape(pinExtent.Y);

                m_cameraUp = Vector3.Up;
			
			    // now RB's
                Matrix m = Matrix.Identity;
                IndexedMatrix trans = m;
                trans._origin = boardCenter;
			
			    float mass = 0f;
			
                //LocalCreateRigidBody(mass,trans,boardBack);
                //LocalCreateRigidBody(mass, trans, boardFront);


                IndexedVector3 leftSide = new IndexedVector3(boardCenter.X - boardBackExtents.X + boardSideExtents.X, boardCenter.Y, boardCenter.Z + boardSideExtents.Z);
                IndexedVector3 rightSide = new IndexedVector3(boardCenter.X + boardBackExtents.X - boardSideExtents.X, boardCenter.Y, boardCenter.Z + boardSideExtents.Z);

                IndexedVector3 topBar = new IndexedVector3(boardCenter.X, boardCenter.Y + boardBackExtents.Y - boardBarExtents.Y, boardCenter.Z + boardSideExtents.Z);
                IndexedVector3 bottomBar = new IndexedVector3(boardCenter.X, boardCenter.Y - boardBackExtents.Y + boardBarExtents.Y, boardCenter.Z + boardSideExtents.Z);


                trans._origin = leftSide;
                LocalCreateRigidBody(mass, trans, boardSide);
                trans._origin = rightSide;
                LocalCreateRigidBody(mass, trans, boardSide);
                trans._origin = topBar;
                LocalCreateRigidBody(mass, trans, boardBar);
                trans._origin = bottomBar;
                LocalCreateRigidBody(mass, trans, boardBar);




                // now place the pins? (simple offset grid to start)

                int numPinsX = 8;
                int numPinsY = 8;

                // fixme
                IndexedVector3 pinTopLeft = new IndexedVector3(-boardBackExtents.X + 4, boardBackExtents.Y - 5, boardCenter.Z + boardSideExtents.Z);
                IndexedVector3 pinSpacer = new IndexedVector3(pinExtent.Y * 4f, -pinExtent.Y * 4f, 0);


                
                float ballRadius = 0.9f;
                float fudge = 3f;
                m_dropSphereShape = new SphereShape(ballRadius);

                m_ballDropSpot = new Vector3(1f, pinTopLeft.Y + 1, boardCenter.Z + boardBackExtents.Z+ballRadius);
                //new SphereShape(0.95f);


                m_debugDraw.SetDebugMode(m_debugDraw.GetDebugMode() | DebugDrawModes.DBG_DrawAabb);

                trans._origin = pinTopLeft;

                LocalCreateRigidBody(mass, trans, pinShape);


                for (int i = 0; i < numPinsX; ++i)
                {
                    for (int j = 0; j < numPinsY; ++j)
                    {
                        IndexedVector3 pos = new IndexedVector3(pinSpacer.X * i, (pinSpacer.Y * j), pinSpacer.Z);
                        // stagger rows.
                        if (j % 2 == 1)
                        {
                            pos.X += pinSpacer.X/2f;
                        }

                        trans._origin = pinTopLeft + pos;
                        LocalCreateRigidBody(mass, trans, pinShape);
                    }
                }
			
		    }
        public void InitializePhysicsBulletXNA()
        {
#if BULLETXNA
            CollisionFilterGroups colGroup = CollisionFilterGroups.DefaultFilter;
            CollisionFilterGroups colMask = CollisionFilterGroups.AllFilter;


            float sphereMass = 5f;
            CollisionShape sphereShape = new Bullet.BulletCollision.SphereShape(1);

            Bullet.LinearMath.IndexedVector3 sphereLocalInertia;
            sphereShape.CalculateLocalInertia(sphereMass,out sphereLocalInertia);
            BulletXNAObject ball = new BulletXNAObject(this, "Models/Sphere", sphereMass, new Bullet.DefaultMotionState(Matrix.CreateTranslation(camera.Position + new Vector3(0, 10, -5)), Matrix.Identity),sphereShape , sphereLocalInertia, colGroup, colMask);
            ball.TranslateAA(camera.Position + new Vector3(0, 10, 0));
            ball.TextureMaterials.Add("Textures/core1");
            ball.NormalMaterials.Add("Textures/core1Normal");
            ball.RigidBody.SetFriction(1);
            boxs.Add(ball);
            Components.Add(ball);

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

            Bullet.BulletCollision.CollisionShape colShape = new Bullet.BulletCollision.BoxShape(Vector3.One);


            //CollisionShapes.Add(colShape);
            Vector3 localInertia = Vector3.Zero;
            Bullet.LinearMath.IndexedVector3 li = Bullet.LinearMath.IndexedVector3.Zero;
            colShape.CalculateLocalInertia(mass, out li);
            localInertia = li;

            float start_x = StartPosX - ArraySizeX / 2;
            float start_y = StartPosY;
            float start_z = StartPosZ - ArraySizeZ / 2;

            start_z -= 8;
            Random rnd = new Random();

            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(
                            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
                        BulletXNAObject box = new BulletXNAObject(this, "Models/Box", mass, new Bullet.DefaultMotionState(startTransform, Matrix.Identity), colShape, localInertia, colGroup, colMask);
                        box.TextureMaterials.Add("Textures/BoxColor");
                        box.NormalMaterials.Add("Textures/BoxNormal");

                        box.TranslateAA(new Vector3(0, 7, 0));
                        boxs.Add(box);
                        Components.Add(box);
                    }
                }
            }

            start_x -= 8;

            for (k = 0; k < 2; k++)
            {
                for (i = 0; i < 2; i++)
                {
                    for (j = 0; j < 2; j++)
                    {
                        Matrix startTransform = Matrix.CreateTranslation(
                            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
                        BulletXNAObject box = new BulletXNAObject(this, "Models/Box", mass, new Bullet.DefaultMotionState(startTransform, Matrix.Identity), colShape, localInertia, colGroup, colMask);
                        box.TextureMaterials.Add("Textures/BoxColor01");
                        box.NormalMaterials.Add("Textures/BoxNormal01");

                        box.TranslateAA(new Vector3(0, 7, 0));
                        boxs.Add(box);
                        Components.Add(box);
                    }
                }
            }
            IsPhysicsEnabled = false;
#endif
        }
Exemple #8
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        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            IndexedVector3 worldMin = new IndexedVector3 (-1000,-1000,-1000);
	        IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.GetDispatchInfo().SetAllowedCcdPenetration(0.0001f);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);



            #region CharacterController
	        IndexedMatrix startTransform = IndexedMatrix.Identity;
	        //startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
	        startTransform._origin = new IndexedVector3(10.210098f,-1.6433364f,16.453260f);
	        
            m_ghostObject = new PairCachingGhostObject();
	        m_ghostObject.SetWorldTransform(startTransform);
	        m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
	        float characterHeight=1.75f;
	        float characterWidth =1.75f;
	        ConvexShape capsule = new CapsuleShape(characterWidth,characterHeight);
	        m_ghostObject.SetCollisionShape (capsule);
	        m_ghostObject.SetCollisionFlags (CollisionFlags.CF_CHARACTER_OBJECT);

	        float stepHeight = 0.35f;
            int upAxis = 1;
	        m_character = new KinematicCharacterController (m_ghostObject,capsule,stepHeight,upAxis);

            m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter);
	        m_dynamicsWorld.AddAction(m_character);

            #endregion














        }
Exemple #9
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        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

	        ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

	        ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
	        SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
	        m_dynamicsWorld.SetGravity(ref gravity);

	        ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);
        	
	        m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
	        float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
	        {
		        //create a few dynamic rigidbodies
                CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING));
                //CollisionShape colShape = BuildCorner();
		        //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
		        m_collisionShapes.Add(colShape);

		        /// Create Dynamic Objects
		        IndexedMatrix startTransform = IndexedMatrix.Identity;

		        mass = 1f;

		        //rigidbody is dynamic if and only if mass is non zero, otherwise static
		        bool isDynamic = mass != 0f;

		        IndexedVector3 localInertia = IndexedVector3.Zero;
		        if (isDynamic)
                {
			        colShape.CalculateLocalInertia(mass, out localInertia);
                }
		        float start_x = START_POS_X - ARRAY_SIZE_X/2;
		        float start_y = START_POS_Y;
		        float start_z = START_POS_Z - ARRAY_SIZE_Z/2;

		        for (int k=0;k<ARRAY_SIZE_Y;k++)
		        {
			        for (int i=0;i<ARRAY_SIZE_X;i++)
			        {
				        for(int j = 0;j<ARRAY_SIZE_Z;j++)
				        {
                            startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING);

                            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);
                            RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            //body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);

                            m_dynamicsWorld.AddRigidBody(body);
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);
                            body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j));
				        }
			        }
		        }
	        }

            //ClientResetScene();
        }
        //----------------------------------------------------------------------------------------------------------------

        public override void InitializeDemo()
        {
            CollisionShape groundShape = new BoxShape(new IndexedVector3(50, 3, 50));
            //CollisionShape groundShape = new StaticPlaneShape(IndexedVector3.Up, 0f);


            m_collisionShapes.Add(groundShape);
            m_collisionConfiguration = new DefaultCollisionConfiguration();
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);
            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = new IndexedVector3(1000, 1000, 1000);
            //m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            m_broadphase = new SimpleBroadphase(100, null);

            m_constraintSolver = new SequentialImpulseConstraintSolver();
            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            //m_dynamicsWorld.setGravity(new IndexedVector3(0,0,0));
            IndexedMatrix tr = IndexedMatrix.CreateTranslation(0, -10, 0);

            //either use heightfield or triangle mesh

            //create ground object
            LocalCreateRigidBody(0f, ref tr, groundShape);

            CollisionShape chassisShape = new BoxShape(new IndexedVector3(1.0f, 0.5f, 2.0f));
            m_collisionShapes.Add(chassisShape);

            CompoundShape compound = new CompoundShape();
            m_collisionShapes.Add(compound);
            //localTrans effectively shifts the center of mass with respect to the chassis
            IndexedMatrix localTrans = IndexedMatrix.CreateTranslation(0, 1, 0);

            compound.AddChildShape(ref localTrans, chassisShape);

            {
                CollisionShape suppShape = new BoxShape(new IndexedVector3(0.5f, 0.1f, 0.5f));
                //localTrans effectively shifts the center of mass with respect to the chassis
                IndexedMatrix suppLocalTrans = IndexedMatrix.CreateTranslation(0f, 1.0f, 2.5f);
                compound.AddChildShape(ref suppLocalTrans, suppShape);
            }

            tr._origin = IndexedVector3.Zero;

            m_carChassis = LocalCreateRigidBody(800f, ref tr, compound);//chassisShape);
            //m_carChassis = LocalCreateRigidBody(800f, ref tr, chassisShape);//chassisShape);
            //CollisionShape liftShape = new BoxShape(new IndexedVector3(0.5f, 2.0f, 0.05f));
            //m_collisionShapes.Add(liftShape);
            //m_liftStartPos = new IndexedVector3(0.0f, 2.5f, 3.05f);

            //IndexedMatrix liftTrans = IndexedMatrix.CreateTranslation(m_liftStartPos);
            //m_liftBody = LocalCreateRigidBody(10f, ref liftTrans, liftShape);

            //IndexedMatrix localA = MathUtil.SetEulerZYX(0f, MathUtil.SIMD_HALF_PI, 0f);
            //localA._origin = new IndexedVector3(0f, 1.0f, 3.05f);

            //IndexedMatrix localB = MathUtil.SetEulerZYX(0f, MathUtil.SIMD_HALF_PI, 0f);
            //localB._origin = new IndexedVector3(0f, -1.5f, -0.05f);

            //m_liftHinge = new HingeConstraint(m_carChassis, m_liftBody, ref localA, ref localB);
            ////		m_liftHinge.setLimit(-LIFT_EPS, LIFT_EPS);
            //m_liftHinge.SetLimit(0.0f, 0.0f);
            //m_dynamicsWorld.AddConstraint(m_liftHinge, true);


            //CompoundShape forkCompound = new CompoundShape();
            //m_collisionShapes.Add(forkCompound);

            //IndexedMatrix forkLocalTrans = IndexedMatrix.Identity;
            //CollisionShape forkShapeA = new BoxShape(new IndexedVector3(1.0f, 0.1f, 0.1f));
            //m_collisionShapes.Add(forkShapeA);
            //forkCompound.AddChildShape(ref forkLocalTrans, forkShapeA);

            //CollisionShape forkShapeB = new BoxShape(new IndexedVector3(0.1f, 0.02f, 0.6f));
            //m_collisionShapes.Add(forkShapeB);
            //forkLocalTrans = IndexedMatrix.CreateTranslation(-0.9f, -0.08f, 0.7f);
            //forkCompound.AddChildShape(ref forkLocalTrans, forkShapeB);

            //CollisionShape forkShapeC = new BoxShape(new IndexedVector3(0.1f, 0.02f, 0.6f));
            //m_collisionShapes.Add(forkShapeC);
            //forkLocalTrans = IndexedMatrix.CreateTranslation(0.9f, -0.08f, 0.7f);
            //forkCompound.AddChildShape(ref forkLocalTrans, forkShapeC);

            //m_forkStartPos = new IndexedVector3(0.0f, 0.6f, 3.2f);
            //IndexedMatrix forkTrans = IndexedMatrix.CreateTranslation(m_forkStartPos);

            //m_forkBody = LocalCreateRigidBody(5f, ref forkTrans, forkCompound);

            //localA = MathUtil.SetEulerZYX(0f, 0f, MathUtil.SIMD_HALF_PI);
            //localA._origin = new IndexedVector3(0.0f, -1.9f, 0.05f);

            //IndexedVector3 col0 = MathUtil.matrixColumn(ref localA, 0);
            //IndexedVector3 col1 = MathUtil.matrixColumn(ref localA, 1);
            //IndexedVector3 col2 = MathUtil.matrixColumn(ref localA, 2);




            ////localB = MathUtil.setEulerZYX(0f, 0f, MathUtil.SIMD_HALF_PI);
            //localB = MathUtil.SetEulerZYX(0f, 0f, MathUtil.SIMD_HALF_PI);
            //localB._origin = new IndexedVector3(0.0f, 0.0f, -0.1f);

            //m_forkSlider = new SliderConstraint(m_liftBody, m_forkBody, ref localA, ref localB, true);

            //m_forkSlider.SetLowerLinLimit(0.1f);
            //m_forkSlider.SetUpperLinLimit(0.1f);
            ////		m_forkSlider.setLowerAngLimit(-LIFT_EPS);
            ////		m_forkSlider.setUpperAngLimit(LIFT_EPS);
            //m_forkSlider.SetLowerAngLimit(0.0f);
            //m_forkSlider.SetUpperAngLimit(0.0f);

            //IndexedMatrix localAVec = IndexedMatrix.Identity;
            //IndexedMatrix localBVec = IndexedMatrix.Identity;

            //m_forkSlider2 = new HingeConstraint(m_liftBody, m_forkBody, ref localAVec, ref localBVec);
            //m_dynamicsWorld.AddConstraint(m_forkSlider, true);
			//m_dynamicsWorld.addConstraint(m_forkSlider2, true);


            CompoundShape loadCompound = new CompoundShape(true);
            m_collisionShapes.Add(loadCompound);
            CollisionShape loadShapeA = new BoxShape(new IndexedVector3(2.0f, 0.5f, 0.5f));
            m_collisionShapes.Add(loadShapeA);
            IndexedMatrix loadTrans = IndexedMatrix.Identity;
            loadCompound.AddChildShape(ref loadTrans, loadShapeA);
            CollisionShape loadShapeB = new BoxShape(new IndexedVector3(0.1f, 1.0f, 1.0f));
            m_collisionShapes.Add(loadShapeB);
            loadTrans = IndexedMatrix.CreateTranslation(2.1f, 0.0f, 0.0f);
            loadCompound.AddChildShape(ref loadTrans, loadShapeB);
            CollisionShape loadShapeC = new BoxShape(new IndexedVector3(0.1f, 1.0f, 1.0f));
            m_collisionShapes.Add(loadShapeC);
            loadTrans = IndexedMatrix.CreateTranslation(-2.1f, 0.0f, 0.0f);
            loadCompound.AddChildShape(ref loadTrans, loadShapeC);
            m_loadStartPos = new IndexedVector3(0.0f, -3.5f, 7.0f);
            loadTrans = IndexedMatrix.CreateTranslation(m_loadStartPos);

            m_loadBody = LocalCreateRigidBody(4f, ref loadTrans, loadCompound);


#if false

            {
                CollisionShape liftShape = new BoxShape(new IndexedVector3(0.5f, 2.0f, 0.05f));
                m_collisionShapes.Add(liftShape);
                IndexedMatrix liftTrans = IndexedMatrix.CreateTranslation(m_liftStartPos);
                m_liftBody = localCreateRigidBody(10f, ref liftTrans, liftShape);

                IndexedMatrix localA = MathUtil.setEulerZYX(0f, MathUtil.SIMD_HALF_PI, 0f);
                localA._origin = new IndexedVector3(0f, 1.0f, 3.05f);

                IndexedMatrix localB = MathUtil.setEulerZYX(0f, MathUtil.SIMD_HALF_PI, 0f);
                localB._origin = new IndexedVector3(0f, -1.5f, -0.05f);

                m_liftHinge = new HingeConstraint(m_carChassis, m_liftBody, ref localA, ref localB);
                //		m_liftHinge.setLimit(-LIFT_EPS, LIFT_EPS);
                m_liftHinge.setLimit(0.0f, 0.0f);
                m_dynamicsWorld.addConstraint(m_liftHinge, true);

                CollisionShape forkShapeA = new BoxShape(new IndexedVector3(1.0f, 0.1f, 0.1f));
                m_collisionShapes.Add(forkShapeA);
                CompoundShape forkCompound = new CompoundShape();
                m_collisionShapes.Add(forkCompound);
                IndexedMatrix forkLocalTrans = IndexedMatrix.Identity;
                forkCompound.addChildShape(ref forkLocalTrans, forkShapeA);

                CollisionShape forkShapeB = new BoxShape(new IndexedVector3(0.1f, 0.02f, 0.6f));
                m_collisionShapes.Add(forkShapeB);
                forkLocalTrans = IndexedMatrix.CreateTranslation(-0.9f, -0.08f, 0.7f);
                forkCompound.addChildShape(ref forkLocalTrans, forkShapeB);

                CollisionShape forkShapeC = new BoxShape(new IndexedVector3(0.1f, 0.02f, 0.6f));
                m_collisionShapes.Add(forkShapeC);
                forkLocalTrans = IndexedMatrix.CreateTranslation(0.9f, -0.08f, 0.7f);
                forkCompound.addChildShape(ref forkLocalTrans, forkShapeC);

                m_forkStartPos = new IndexedVector3(0.0f, 0.6f, 3.2f);
                IndexedMatrix forkTrans = IndexedMatrix.CreateTranslation(m_forkStartPos);

                m_forkBody = localCreateRigidBody(5f, ref forkTrans, forkCompound);

                localA = MathUtil.setEulerZYX(0f, 0f, MathUtil.SIMD_HALF_PI);
                localA._origin = new IndexedVector3(0.0f, -1.9f, 0.05f);

                localB = MathUtil.setEulerZYX(0f, 0f, MathUtil.SIMD_HALF_PI);
                localB._origin = new IndexedVector3(0.0f, 0.0f, -0.1f);

                m_forkSlider = new SliderConstraint(m_liftBody, m_forkBody, ref localA, ref localB, true);
                m_forkSlider.setLowerLinLimit(0.1f);
                m_forkSlider.setUpperLinLimit(0.1f);
                //		m_forkSlider.setLowerAngLimit(-LIFT_EPS);
                //		m_forkSlider.setUpperAngLimit(LIFT_EPS);
                m_forkSlider.setLowerAngLimit(0.0f);
                m_forkSlider.setUpperAngLimit(0.0f);
                m_dynamicsWorld.addConstraint(m_forkSlider, true);


                CompoundShape loadCompound = new CompoundShape();
                m_collisionShapes.Add(loadCompound);
                CollisionShape loadShapeA = new BoxShape(new IndexedVector3(2.0f, 0.5f, 0.5f));
                m_collisionShapes.Add(loadShapeA);
                IndexedMatrix loadTrans = IndexedMatrix.Identity;
                loadCompound.addChildShape(ref loadTrans, loadShapeA);
                CollisionShape loadShapeB = new BoxShape(new IndexedVector3(0.1f, 1.0f, 1.0f));
                m_collisionShapes.Add(loadShapeB);
                loadTrans = IndexedMatrix.CreateTranslation(2.1f, 0.0f, 0.0f);
                loadCompound.addChildShape(ref loadTrans, loadShapeB);
                CollisionShape loadShapeC = new BoxShape(new IndexedVector3(0.1f, 1.0f, 1.0f));
                m_collisionShapes.Add(loadShapeC);
                loadTrans = IndexedMatrix.CreateTranslation(-2.1f, 0.0f, 0.0f);
                loadCompound.addChildShape(ref loadTrans, loadShapeC);
                m_loadStartPos = new IndexedVector3(0.0f, -3.5f, 7.0f);
                loadTrans = IndexedMatrix.CreateTranslation(m_loadStartPos);

                m_loadBody = localCreateRigidBody(4f, ref loadTrans, loadCompound);
            }
#endif
            //m_carChassis.setDamping(0.2f, 0.2f);

            ClientResetScene();

            /// create vehicle

            SetCameraDistance(26.0f);
            SetTexturing(true);
            SetShadows(true);

        }
        //public BoxBoxDetector(BoxShape box1, BoxShape box2)
        //{
        //    m_box1 = box1;
        //    m_box2 = box2;
        //}


        // Work in progress to copy redo the box detector to remove un-necessary allocations

        public static void GetClosestPoints(BoxShape box1,BoxShape box2, ref ClosestPointInput input, ManifoldResult output, IDebugDraw debugDraw, bool swapResults)
        {
            IndexedMatrix transformA = input.m_transformA;
            IndexedMatrix transformB = input.m_transformB;

#if DEBUG
			if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugBoxBoxDetector)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformA", transformA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformB", transformB);
            }
#endif


            int skip = 0;
            Object contact = null;

            IndexedVector3 normal = new IndexedVector3();
            float depth = 0f;
            int return_code = -1;
            int maxc = 4;

            IndexedVector3 translationA = new IndexedVector3(transformA._origin);
            IndexedVector3 translationB = new IndexedVector3(transformB._origin);

            //IndexedVector3 debugExtents = new IndexedVector3(2f, 2f, 2f);

            IndexedVector3 box1Margin = new IndexedVector3(2f * box1.GetHalfExtentsWithMargin());
            IndexedVector3 box2Margin = new IndexedVector3(2f * box2.GetHalfExtentsWithMargin());

            //IndexedVector3 box1Margin = 2f * debugExtents;
            //IndexedVector3 box2Margin = 2f * debugExtents;

            IndexedBasisMatrix rotateA = transformA._basis.Transpose();
            IndexedBasisMatrix rotateB = transformB._basis.Transpose();

            for (int j = 0; j < 3; j++)
            {
                s_temp1[0 + 4 * j] = transformA._basis[j].X;
                s_temp2[0 + 4 * j] = transformB._basis[j].X;

                s_temp1[1 + 4 * j] = transformA._basis[j].Y;
                s_temp2[1 + 4 * j] = transformB._basis[j].Y;


                s_temp1[2 + 4 * j] = transformA._basis[j].Z;
                s_temp2[2 + 4 * j] = transformB._basis[j].Z;

            }

            //s_temp1[0] = rotateA._Row0.X;
            //s_temp1[1] = rotateA._Row0.Y;
            //s_temp1[2] = rotateA._Row0.Z;

            //s_temp1[4] = rotateA._Row1.X;
            //s_temp1[5] = rotateA._Row1.Y;
            //s_temp1[6] = rotateA._Row1.Z;

            //s_temp1[8] = rotateA._Row2.X;
            //s_temp1[9] = rotateA._Row2.X;
            //s_temp1[10] = rotateA._Row2.X;


            //s_temp2[0] = rotateB._Row0.X;
            //s_temp2[1] = rotateB._Row0.Y;
            //s_temp2[2] = rotateB._Row0.Z;

            //s_temp2[4] = rotateB._Row1.X;
            //s_temp2[5] = rotateB._Row1.Y;
            //s_temp2[6] = rotateB._Row1.Z;

            //s_temp2[8] = rotateB._Row2.X;
            //s_temp2[9] = rotateB._Row2.Y;
            //s_temp2[10] = rotateB._Row2.Z;

            DBoxBox2(ref translationA,
            s_temp1,
            ref box1Margin,
            ref translationB,
            s_temp2,
            ref box2Margin,
            ref normal, ref depth, ref return_code,
            maxc, contact, skip,
            output);

        }
Exemple #12
0
		//-----------------------------------------------------------------------------------------------

		public override void InitializeDemo()
		{
			//string filename = @"C:\users\man\bullett\xna-concave-output.txt";
			//FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
			//BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            
            m_animatedMesh = true;
			base.InitializeDemo();
			int totalTriangles = 2 * (NUM_VERTS_X - 1) * (NUM_VERTS_Y - 1);

            gVertices = new ObjectArray<IndexedVector3>(totalVerts);
			int indicesTotal = totalTriangles * 3;
            gIndices = new ObjectArray<int>(indicesTotal);

            //BulletGlobals.gContactAddedCallback = new CustomMaterialCombinerCallback();

			SetVertexPositions(waveheight,0f);

			int vertStride = 1;
			int indexStride = 3;

			int index=0;
			for (int i=0;i<NUM_VERTS_X-1;i++)
			{
				for (int j=0;j<NUM_VERTS_Y-1;j++)
				{
                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = j * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;

                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i;
				}
			}

            if (BulletGlobals.g_streamWriter != null)
            {
                index = 0;
                BulletGlobals.g_streamWriter.WriteLine("setIndexPositions");
                for (int i = 0; i < gIndices.Count; i++)
                {
                    BulletGlobals.g_streamWriter.WriteLine(String.Format("{0} {1}", i, gIndices[i]));
                }
            }


			TriangleIndexVertexArray indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
				gIndices,indexStride,totalVerts,gVertices,vertStride);

			bool useQuantizedAabbCompression = true;


            OptimizedBvh bvh = new OptimizedBvh();
	        IndexedVector3 aabbMin = new IndexedVector3(-1000,-1000,-1000);
	        IndexedVector3 aabbMax = new IndexedVector3(1000,1000,1000);

            m_trimeshShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression, ref aabbMin, ref aabbMax, true);
            //CollisionShape trimeshShape = new TriangleMeshShape(indexVertexArrays);

            IndexedVector3 scaling = IndexedVector3.One;
            //m_trimeshShape.SetOptimizedBvh(bvh, ref scaling);
            
			//BulletWorldImporter import = new BulletWorldImporter(0);//don't store info into the world
			//if (import.loadFile("myShape.bullet"))
			//{
			//    int numBvh = import.getNumBvhs();
			//    if (numBvh != 0)
			//    {
			//        OptimizedBvh bvh = import.getBvhByIndex(0);
			//        IndexedVector3 aabbMin = new IndexedVector3(-1000,-1000,-1000);
			//        IndexedVector3 aabbMax = new IndexedVector3(1000,1000,1000);
			
			//        trimeshShape = new indexVertexArrays,useQuantizedAabbCompression,ref aabbMin,ref aabbMax,false);
			//        IndexedVector3 scaling = IndexedVector3.One;
			//        trimeshShape.setOptimizedBvh(bvh, ref scaling);
			//        //trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax);
			//        //trimeshShape.setOptimizedBvh(bvh);
			
			//    }
			//    int numShape = import.getNumCollisionShapes();
			//    if (numShape != 0)
			//    {
			//        trimeshShape = (BvhTriangleMeshShape)import.getCollisionShapeByIndex(0);
					
			//        //if you know the name, you can also try to get the shape by name:
			//        String meshName = import.getNameForPointer(trimeshShape);
			//        if (meshName != null)
			//        {
			//            trimeshShape = (BvhTriangleMeshShape)import.getCollisionShapeByName(meshName);
			//        }
					
			//    }
			//}


            //CollisionShape groundShape = trimeshShape;//m_trimeshShape;
            CollisionShape groundShape = m_trimeshShape;//m_trimeshShape;

            //groundShape = new TriangleShape(new IndexedVector3(0,` 0, 100), new IndexedVector3(100, 0, 0),new IndexedVector3(-100, 0, -100));
            //groundShape = new StaticPlaneShape(IndexedVector3.Up, 0f);
            //groundShape = new BoxShape(new IndexedVector3(100f, 0.1f, 100f));
            IndexedVector3 up = new IndexedVector3(0.4f,1,0);
            up.Normalize();
            //groundShape = new StaticPlaneShape(up, 0f);
            //groundShape = new TriangleMeshShape(indexVertexArrays);
            
			m_collisionConfiguration = new DefaultCollisionConfiguration();
			m_dispatcher = new	CollisionDispatcher(m_collisionConfiguration);

			IndexedVector3 worldMin = new IndexedVector3(-1000,-1000,-1000);
			IndexedVector3 worldMax = new IndexedVector3(1000,1000,1000);
            //m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            m_broadphase = new DbvtBroadphase();
			m_constraintSolver = new SequentialImpulseConstraintSolver();
			m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

			float mass = 0f;
			IndexedMatrix startTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(2,-2,0));

            //CompoundShape colShape = new CompoundShape();
            //IndexedVector3 halfExtents = new IndexedVector3(4, 1, 1);
            //CollisionShape cylinderShape = new CylinderShapeX(ref halfExtents);
            //CollisionShape boxShape = new BoxShape(new IndexedVector3(4, 1, 1));
            //IndexedMatrix localTransform = IndexedMatrix.Identity;
            //colShape.addChildShape(ref localTransform, boxShape);
            //Quaternion orn = Quaternion.CreateFromYawPitchRoll(MathUtil.SIMD_HALF_PI, 0f, 0f);
            //localTransform = IndexedMatrix.CreateFromQuaternion(orn);
            //colShape.addChildShape(ref localTransform, cylinderShape);

            ////BoxShape colShape = new BoxShape(new IndexedVector3(1, 1, 1));


            //int numCollideObjects = 1;
            //m_collisionShapes.Add(colShape);
            //{
            //    for (int i = 0; i < numCollideObjects; i++)
            //    {
            //        startTransform._origin = new IndexedVector3(4,10+i*2,1);
            //        localCreateRigidBody(1, ref startTransform,colShape);
            //    }
            //}

			CollisionShape boxShape = new BoxShape(new IndexedVector3(1, 1, 1));
			//CollisionShape boxShape = new SphereShape(1);
            //CollisionShape boxShape = new SphereShape(1);
            //CollisionShape boxShape = new CapsuleShapeZ(0.5f, 1);
            m_collisionShapes.Add(boxShape);
            for (int i = 0; i < 1; i++)
            {
                startTransform._origin = new IndexedVector3(2f * i, 5, 1);
                LocalCreateRigidBody(1, ref startTransform, boxShape);
            }


			startTransform = IndexedMatrix.Identity;
			staticBody = LocalCreateRigidBody(mass, ref startTransform,groundShape);

			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

			//enable custom material callback
			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);

            //clientResetScene();
		}
Exemple #13
0
        //public BoxBoxDetector(BoxShape box1, BoxShape box2)
        //{
        //    m_box1 = box1;
        //    m_box2 = box2;
        //}


        // Work in progress to copy redo the box detector to remove un-necessary allocations

        public static void GetClosestPoints(BoxShape box1, BoxShape box2, ref ClosestPointInput input, ManifoldResult output, IDebugDraw debugDraw, bool swapResults)
        {
            IndexedMatrix transformA = input.m_transformA;
            IndexedMatrix transformB = input.m_transformB;

#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugBoxBoxDetector)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformA", transformA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformB", transformB);
            }
#endif


            int    skip    = 0;
            Object contact = null;

            IndexedVector3 normal      = new IndexedVector3();
            float          depth       = 0f;
            int            return_code = -1;
            int            maxc        = 4;

            IndexedVector3 translationA = new IndexedVector3(transformA._origin);
            IndexedVector3 translationB = new IndexedVector3(transformB._origin);

            //IndexedVector3 debugExtents = new IndexedVector3(2f, 2f, 2f);

            IndexedVector3 box1Margin = new IndexedVector3(2f * box1.GetHalfExtentsWithMargin());
            IndexedVector3 box2Margin = new IndexedVector3(2f * box2.GetHalfExtentsWithMargin());

            //IndexedVector3 box1Margin = 2f * debugExtents;
            //IndexedVector3 box2Margin = 2f * debugExtents;

            IndexedBasisMatrix rotateA = transformA._basis.Transpose();
            IndexedBasisMatrix rotateB = transformB._basis.Transpose();

            for (int j = 0; j < 3; j++)
            {
                s_temp1[0 + 4 * j] = transformA._basis[j].X;
                s_temp2[0 + 4 * j] = transformB._basis[j].X;

                s_temp1[1 + 4 * j] = transformA._basis[j].Y;
                s_temp2[1 + 4 * j] = transformB._basis[j].Y;


                s_temp1[2 + 4 * j] = transformA._basis[j].Z;
                s_temp2[2 + 4 * j] = transformB._basis[j].Z;
            }

            //s_temp1[0] = rotateA._Row0.X;
            //s_temp1[1] = rotateA._Row0.Y;
            //s_temp1[2] = rotateA._Row0.Z;

            //s_temp1[4] = rotateA._Row1.X;
            //s_temp1[5] = rotateA._Row1.Y;
            //s_temp1[6] = rotateA._Row1.Z;

            //s_temp1[8] = rotateA._Row2.X;
            //s_temp1[9] = rotateA._Row2.X;
            //s_temp1[10] = rotateA._Row2.X;


            //s_temp2[0] = rotateB._Row0.X;
            //s_temp2[1] = rotateB._Row0.Y;
            //s_temp2[2] = rotateB._Row0.Z;

            //s_temp2[4] = rotateB._Row1.X;
            //s_temp2[5] = rotateB._Row1.Y;
            //s_temp2[6] = rotateB._Row1.Z;

            //s_temp2[8] = rotateB._Row2.X;
            //s_temp2[9] = rotateB._Row2.Y;
            //s_temp2[10] = rotateB._Row2.Z;

            DBoxBox2(ref translationA,
                     s_temp1,
                     ref box1Margin,
                     ref translationB,
                     s_temp2,
                     ref box2Margin,
                     ref normal, ref depth, ref return_code,
                     maxc, contact, skip,
                     output);
        }
Exemple #14
0
        public void InitializePhysicsBulletXNA()
        {
#if BULLETXNA
            CollisionFilterGroups colGroup = CollisionFilterGroups.DefaultFilter;
            CollisionFilterGroups colMask  = CollisionFilterGroups.AllFilter;


            float          sphereMass  = 5f;
            CollisionShape sphereShape = new Bullet.BulletCollision.SphereShape(1);

            Bullet.LinearMath.IndexedVector3 sphereLocalInertia;
            sphereShape.CalculateLocalInertia(sphereMass, out sphereLocalInertia);
            BulletXNAObject ball = new BulletXNAObject(this, "Models/Sphere", sphereMass, new Bullet.DefaultMotionState(Matrix.CreateTranslation(camera.Position + new Vector3(0, 10, -5)), Matrix.Identity), sphereShape, sphereLocalInertia, colGroup, colMask);
            ball.TranslateAA(camera.Position + new Vector3(0, 10, 0));
            ball.TextureMaterials.Add("Textures/core1");
            ball.NormalMaterials.Add("Textures/core1Normal");
            ball.RigidBody.SetFriction(1);
            boxs.Add(ball);
            Components.Add(ball);

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

            Bullet.BulletCollision.CollisionShape colShape = new Bullet.BulletCollision.BoxShape(Vector3.One);


            //CollisionShapes.Add(colShape);
            Vector3 localInertia = Vector3.Zero;
            Bullet.LinearMath.IndexedVector3 li = Bullet.LinearMath.IndexedVector3.Zero;
            colShape.CalculateLocalInertia(mass, out li);
            localInertia = li;

            float start_x = StartPosX - ArraySizeX / 2;
            float start_y = StartPosY;
            float start_z = StartPosZ - ArraySizeZ / 2;

            start_z -= 8;
            Random rnd = new Random();

            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(
                            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
                        BulletXNAObject box = new BulletXNAObject(this, "Models/Box", mass, new Bullet.DefaultMotionState(startTransform, Matrix.Identity), colShape, localInertia, colGroup, colMask);
                        box.TextureMaterials.Add("Textures/BoxColor");
                        box.NormalMaterials.Add("Textures/BoxNormal");

                        box.TranslateAA(new Vector3(0, 7, 0));
                        boxs.Add(box);
                        Components.Add(box);
                    }
                }
            }

            start_x -= 8;

            for (k = 0; k < 2; k++)
            {
                for (i = 0; i < 2; i++)
                {
                    for (j = 0; j < 2; j++)
                    {
                        Matrix startTransform = Matrix.CreateTranslation(
                            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
                        BulletXNAObject box = new BulletXNAObject(this, "Models/Box", mass, new Bullet.DefaultMotionState(startTransform, Matrix.Identity), colShape, localInertia, colGroup, colMask);
                        box.TextureMaterials.Add("Textures/BoxColor01");
                        box.NormalMaterials.Add("Textures/BoxNormal01");

                        box.TranslateAA(new Vector3(0, 7, 0));
                        boxs.Add(box);
                        Components.Add(box);
                    }
                }
            }
            IsPhysicsEnabled = false;
#endif
        }
		public override void InitializeDemo()
		{
			base.InitializeDemo();
			SetCameraDistance(SCALING * 50f);

            //string filename = @"e:\users\man\bullet\xna-largemesh-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

			///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
			m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

			m_broadphase = new DbvtBroadphase();
			IOverlappingPairCache pairCache = null;
			//pairCache = new SortedOverlappingPairCache();

			m_broadphase = new SimpleBroadphase(1000, pairCache);

			///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
			SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
			m_constraintSolver = sol;

			m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

			IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
			m_dynamicsWorld.SetGravity(ref gravity);

			///create a few basic rigid bodies
			IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
			//IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
			//CollisionShape groundShape = new BoxShape(ref halfExtents);
			//CollisionShape groundShape = new StaticPlaneShape(IndexedVector3.Up, 50);
			CollisionShape groundShape = BuildLargeMesh();
			m_collisionShapes.Add(groundShape);

			IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 0, 0));
			//IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            //IndexedMatrix rotateMatrix = IndexedMatrix.CreateFromYawPitchRoll(0, MathUtil.SIMD_PI / 2.0f, 0);
            //IndexedMatrix rotateMatrix = IndexedMatrix.Identity;
            IndexedMatrix rotateMatrix = IndexedMatrix.Identity;
            rotateMatrix._basis.SetEulerZYX(0, 0, MathUtil.SIMD_PI * 0.7f);


            rotateMatrix._origin = IndexedVector3.Zero;
			float mass = 0f;
			LocalCreateRigidBody(mass, ref rotateMatrix, groundShape);


            CollisionShape boxShape = new BoxShape(new IndexedVector3(0.2f, 0.2f, 0.2f));
            //CollisionShape boxShape = new SphereShape(0.2f);
            //CollisionShape boxShape = new CylinderShapeX(new IndexedVector3(0.2f, 0.4f, 0.2f));
            //CollisionShape boxShape = new CapsuleShape(0.2f, 0.4f);
            IndexedMatrix boxTransform = IndexedMatrix.Identity;
            boxTransform._basis.SetEulerZYX(MathUtil.SIMD_PI * 0.2f, MathUtil.SIMD_PI * 0.4f, MathUtil.SIMD_PI * 0.7f);
			boxTransform._origin = new IndexedVector3(0.0f, 5.0f, 0.0f);


            LocalCreateRigidBody(1.25f, boxTransform, boxShape);

            ClientResetScene();

		}
Exemple #16
0
        public override void InitializeDemo()
        {
            //string filename = @"E:\users\man\bullet\xna-constraint-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            //maxiterations = 100;

	        m_collisionConfiguration = new DefaultCollisionConfiguration();
	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);
	        IndexedVector3 worldMin = new IndexedVector3(-1000,-1000,-1000);
	        IndexedVector3 worldMax = new IndexedVector3(1000,1000,1000);
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
	        m_constraintSolver = new SequentialImpulseConstraintSolver();
	        m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_constraintSolver,m_collisionConfiguration);
            m_dynamicsWorld.SetDebugDrawer(m_debugDraw);

            SetCameraDistance(26f);

            //CollisionShape groundShape = new BoxShape(new IndexedVector3(50f, 40f, 50f));
            CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0, 1, 0), 40);

            m_collisionShapes.Add(groundShape);
            IndexedMatrix groundTransform = IndexedMatrix.Identity;
            groundTransform._origin = new IndexedVector3(0, -56, 0);
            RigidBody groundBody = LocalCreateRigidBody(0, ref groundTransform, groundShape);

            CollisionShape shape = new BoxShape(new IndexedVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS));
            m_collisionShapes.Add(shape);
            IndexedMatrix trans = IndexedMatrix.Identity;
            trans._origin = new IndexedVector3(0, 20, 0);

	        float mass = 1f;

#if true
	    //point to point constraint with a breaking threshold
	    {
		    trans = IndexedMatrix.Identity;
		    trans._origin = new IndexedVector3(1,30,-5);
		    LocalCreateRigidBody( mass,trans,shape);
		    trans._origin = new IndexedVector3(0,0,-5);

		    RigidBody body0 = LocalCreateRigidBody( mass,trans,shape);
		    
            trans._origin = new IndexedVector3(2*CUBE_HALF_EXTENTS,20,0);
		    mass = 1.0f;
		    RigidBody body1 = null;//localCreateRigidBody( mass,trans,shape);
		    IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,0);
		    TypedConstraint p2p = new Point2PointConstraint(body0,ref pivotInA);
		    m_dynamicsWorld.AddConstraint(p2p);
		    p2p.SetBreakingImpulseThreshold(10.2f);
		    p2p.SetDbgDrawSize(5.0f);
	    }
#endif



#if true
        //point to point constraint (ball socket)
			//SEEMS OK
	        {
                //trans = IndexedMatrix.Identity;
		        RigidBody body0 = LocalCreateRigidBody( mass,ref trans,shape);
		        trans._origin = new IndexedVector3(2*CUBE_HALF_EXTENTS,20,0);

		        mass = 1f;
		        RigidBody body1 = null;//localCreateRigidBody( mass,trans,shape);

		        IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS);
		        IndexedVector3 axisInA = new IndexedVector3(0,0,1);

                IndexedVector3 pivotInB = body1 != null ? body1.GetCenterOfMassTransform().Inverse() * (body0.GetCenterOfMassTransform() * (pivotInA)) : pivotInA;
                IndexedVector3 axisInB = body1 != null ? (body1.GetCenterOfMassTransform()._basis.Inverse() * (body1.GetCenterOfMassTransform()._basis * axisInA)) :
                body0.GetCenterOfMassTransform()._basis * axisInA;
#if P2P
		TypedConstraint p2p = new Point2PointConstraint(body0,ref pivotInA);
		//btTypedConstraint* p2p = new btPoint2PointConstraint(*body0,*body1,pivotInA,pivotInB);
		//btTypedConstraint* hinge = new btHingeConstraint(*body0,*body1,pivotInA,pivotInB,axisInA,axisInB);
		m_dynamicsWorld.AddConstraint(p2p);
		p2p.SetDbgDrawSize(5.0f);
#else

		        HingeConstraint hinge = new HingeConstraint(body0,ref pivotInA,ref axisInA,false);
        		
		        float	targetVelocity = 1f;
		        float	maxMotorImpulse = 1.0f;
		        hinge.EnableAngularMotor(true,targetVelocity,maxMotorImpulse);

		        m_dynamicsWorld.AddConstraint(hinge);//p2p);
		        hinge.SetDbgDrawSize(5f);
        #endif
	        }
#endif

#if true
            //create a slider, using the generic D6 constraint
			// SEEMS OK
	        {
		        mass = 1f;
		        IndexedVector3 sliderWorldPos = new IndexedVector3(0,10,0);
		        IndexedVector3 sliderAxis = new IndexedVector3(1,0,0);
		        float angle=0f;//SIMD_RADS_PER_DEG * 10.f;
		        IndexedBasisMatrix sliderOrientation = new IndexedBasisMatrix(new IndexedQuaternion(sliderAxis,angle));
		        trans = IndexedMatrix.Identity;
		        trans._origin = sliderWorldPos;
		        //trans.setBasis(sliderOrientation);
		        sliderTransform = trans;

		        d6body0 = LocalCreateRigidBody( mass,ref trans,shape);
		        d6body0.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        RigidBody fixedBody1 = LocalCreateRigidBody(0,ref trans,null);
		        m_dynamicsWorld.AddRigidBody(fixedBody1);

		        IndexedMatrix frameInA, frameInB;
		        frameInA = IndexedMatrix.Identity;
		        frameInB = IndexedMatrix.Identity;
                frameInA._origin = new IndexedVector3(0, 5, 0);
                frameInB._origin = new IndexedVector3(0, 5, 0);

        //		bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
		        bool useLinearReferenceFrameA = true;//use fixed frame A for linear llimits
		        spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0,ref frameInA,ref frameInB,useLinearReferenceFrameA);
                spSlider6Dof.SetLinearLowerLimit(ref lowerSliderLimit);
                spSlider6Dof.SetLinearUpperLimit(ref hiSliderLimit);

		        //range should be small, otherwise singularities will 'explode' the constraint
                IndexedVector3 angularLower = new IndexedVector3(-1.5f,0,0);
                IndexedVector3 angularUpper = -angularLower;
                spSlider6Dof.SetAngularLowerLimit(ref angularLower);
                spSlider6Dof.SetAngularUpperLimit(ref angularUpper);
        //		slider.setAngularLowerLimit(IndexedVector3(0,0,0));
        //		slider.setAngularUpperLimit(IndexedVector3(0,0,0));
                spSlider6Dof.SetAngularLowerLimit(new IndexedVector3(-MathUtil.SIMD_PI, 0, 0));
                spSlider6Dof.SetAngularUpperLimit(new IndexedVector3(1.5f, 0, 0));

                spSlider6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true;
                spSlider6Dof.GetTranslationalLimitMotor().m_targetVelocity.X = -5.0f;
                spSlider6Dof.GetTranslationalLimitMotor().m_maxMotorForce.X = 0.1f;


                m_dynamicsWorld.AddConstraint(spSlider6Dof);
                spSlider6Dof.SetDbgDrawSize(5f);

	        }
#endif
#if true
	        { // create a door using hinge constraint attached to the world
		        CollisionShape pDoorShape = new BoxShape(new IndexedVector3(2.0f, 5.0f, 0.2f));
		        m_collisionShapes.Add(pDoorShape);
		        IndexedMatrix doorTrans = IndexedMatrix.Identity;
		        doorTrans._origin = new IndexedVector3(-5.0f, -2.0f, 0.0f);
		        RigidBody pDoorBody = LocalCreateRigidBody( 1.0f, ref doorTrans, pDoorShape);
		        pDoorBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        IndexedVector3 btPivotA = new IndexedVector3( 10f+2.1f, -2.0f, 0.0f ); // right next to the door slightly outside
		        IndexedVector3 btAxisA = new IndexedVector3( 0.0f, 1.0f, 0.0f ); // pointing upwards, aka Y-axis

		        spDoorHinge = new HingeConstraint( pDoorBody, ref btPivotA, ref btAxisA,false );

                spDoorHinge.SetLimit(-MathUtil.SIMD_PI * 0.25f, MathUtil.SIMD_PI * 0.25f);
		        m_dynamicsWorld.AddConstraint(spDoorHinge);
		        spDoorHinge.SetDbgDrawSize(5.0f);

	        }
#endif
#if true
            { // create a generic 6DOF constraint
				// SEEMS OK - But debug draw a bit wrong?
		        IndexedMatrix tr = IndexedMatrix.Identity;
		        tr._origin = new IndexedVector3(10f, 6f, 0f);
                //tr.getBasis().setEulerZYX(0,0,0);
        //		RigidBody pBodyA = localCreateRigidBody( mass, tr, shape);
		        RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
        //		RigidBody pBodyA = localCreateRigidBody( 0.0, tr, 0);
		        pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                tr = IndexedMatrix.Identity;
		        tr._origin = new IndexedVector3(0f, 6f, 0f);		        
                //tr.getBasis().setEulerZYX(0,0,0);
		        RigidBody pBodyB = LocalCreateRigidBody(mass, ref tr, shape);
		        pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

		        IndexedMatrix frameInA, frameInB;
		        frameInA = IndexedMatrix.CreateTranslation(-5,0,0);
		        frameInB = IndexedMatrix.CreateTranslation(5,0,0);

		        Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
        //		btGeneric6DofConstraint* pGen6DOF = new btGeneric6DofConstraint(*pBodyA, *pBodyB, frameInA, frameInB, false);
		        IndexedVector3 linearLower = new IndexedVector3(-10, -2, -1);
                pGen6DOF.SetLinearLowerLimit(ref linearLower);
                IndexedVector3 linearUpper = new IndexedVector3(10,2,1);
		        pGen6DOF.SetLinearUpperLimit(ref linearUpper);
                // ? why again?
                //linearLower = new IndexedVector3(-10,0,0);
                //pGen6DOF.setLinearLowerLimit(ref linearLower);
        //		pGen6DOF.setLinearUpperLimit(IndexedVector3(10., 0., 0.));
        //		pGen6DOF.setLinearLowerLimit(IndexedVector3(0., 0., 0.));
        //		pGen6DOF.setLinearUpperLimit(IndexedVector3(0., 0., 0.));

        //		pGen6DOF.getTranslationalLimitMotor().m_enableMotor[0] = true;
        //		pGen6DOF.getTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
        //		pGen6DOF.getTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f;


        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., SIMD_HALF_PI*0.9, 0.));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., -SIMD_HALF_PI*0.9, 0.));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., 0., -SIMD_HALF_PI));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., 0., SIMD_HALF_PI));

                IndexedVector3 angularLower = new IndexedVector3(-MathUtil.SIMD_HALF_PI * 0.5f, -0.75f, -MathUtil.SIMD_HALF_PI * 0.8f);
                IndexedVector3 angularUpper = -angularLower;
		        pGen6DOF.SetAngularLowerLimit(ref angularLower);
		        pGen6DOF.SetAngularUpperLimit(ref angularUpper);
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -0.75, SIMD_HALF_PI * 0.8f));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, 0.75, -SIMD_HALF_PI * 0.8f));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -SIMD_HALF_PI * 0.8f, SIMD_HALF_PI * 1.98f));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, SIMD_HALF_PI * 0.8f,  -SIMD_HALF_PI * 1.98f));

        		
        		
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,-0.5, -0.5));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0.5, 0.5));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,0., 0.));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0., 0.));

		        m_dynamicsWorld.AddConstraint(pGen6DOF, true);
		        pGen6DOF.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            { // create a ConeTwist constraint

		        IndexedMatrix tr = IndexedMatrix.CreateTranslation(-10,5,0);

		        RigidBody pBodyA = LocalCreateRigidBody( 1.0f, ref tr, shape);
		        pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

		        tr = IndexedMatrix.CreateTranslation(-10,-5,0);

		        RigidBody pBodyB = LocalCreateRigidBody(0.0f, ref tr, shape);

		        IndexedMatrix frameInA, frameInB;
                frameInA = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInA._origin = new IndexedVector3(0, -5, 0);
				frameInB = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInB._origin = new IndexedVector3(0, 5, 0);

		        ConeTwistConstraint pCT = new ConeTwistConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB);
		        pCT.SetLimit(MathUtil.SIMD_QUARTER_PI * 0.6f, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_PI * 0.8f, 0.5f); // soft limit == hard limit
		        m_dynamicsWorld.AddConstraint(pCT, true);
		        pCT.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            { // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)
				// WORKS OK
		        IndexedMatrix tr = IndexedMatrix.Identity;
		        RigidBody pBody = LocalCreateRigidBody( 1.0f, ref tr, shape);
		        pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        IndexedVector3 btPivotA = new IndexedVector3( 10.0f, 0.0f, 0.0f );
		        IndexedVector3 btAxisA = new IndexedVector3( 0.0f, 0.0f, 1.0f );

		        HingeConstraint pHinge = new HingeConstraint(pBody, ref btPivotA, ref btAxisA,false);
        //		pHinge.enableAngularMotor(true, -1.0, 0.165); // use for the old solver
		        pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
		        m_dynamicsWorld.AddConstraint(pHinge);
		        pHinge.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            {
		// WORKS OK
		// create a universal joint using generic 6DOF constraint
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(20,4,0);
		RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB (child) below it :
		tr = IndexedMatrix.CreateTranslation(20,0,0);
		RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some (arbitrary) data to build constraint frames
		IndexedVector3 parentAxis = new IndexedVector3(1.0f, 0.0f, 0.0f); 
		IndexedVector3 childAxis = new IndexedVector3(0.0f, 0.0f, 1.0f);
        IndexedVector3 anchor = new IndexedVector3(20.0f, 2.0f, 0.0f);

		UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
        pUniv.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f, -MathUtil.SIMD_HALF_PI * 0.5f);
        pUniv.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(pUniv, true);
		// draw constraint frames and limits for debugging
		pUniv.SetDbgDrawSize(5.0f);
	}
#endif

#if true
            // WORKS OK
	{ // create a generic 6DOF constraint with springs 

		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,16f,0f);
        //tr.setIdentity();
        //tr.setOrigin(btVector3(btScalar(-20.), btScalar(16.), btScalar(0.)));
        //tr.getBasis().setEulerZYX(0,0,0);
		RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

        //tr.setIdentity();
        //tr.setOrigin(btVector3(btScalar(-10.), btScalar(16.), btScalar(0.)));
        //tr.getBasis().setEulerZYX(0,0,0);
        tr = IndexedMatrix.CreateTranslation(-10,16,0);
		RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

        IndexedMatrix frameInA = IndexedMatrix.CreateTranslation(10f,0f,0f);
        IndexedMatrix frameInB = IndexedMatrix.CreateTranslation(0f,0f,0f);

		Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
		pGen6DOFSpring.SetLinearUpperLimit(new IndexedVector3(5f, 0f, 0f));
		pGen6DOFSpring.SetLinearLowerLimit(new IndexedVector3(-5f, 0f, 0f));

		pGen6DOFSpring.SetAngularLowerLimit(new IndexedVector3(0f, 0f, -1.5f));
		pGen6DOFSpring.SetAngularUpperLimit(new IndexedVector3(0f, 0f, 1.5f));

		m_dynamicsWorld.AddConstraint(pGen6DOFSpring, true);
		pGen6DOFSpring.SetDbgDrawSize(5.0f);
		
		pGen6DOFSpring.EnableSpring(0, true);
		pGen6DOFSpring.SetStiffness(0, 39.478f);
		pGen6DOFSpring.SetDamping(0, 0.5f);
		pGen6DOFSpring.EnableSpring(5, true);
		pGen6DOFSpring.SetStiffness(5, 39.478f);
		pGen6DOFSpring.SetDamping(0, 0.3f);
		pGen6DOFSpring.SetEquilibriumPoint();
	}
#endif
#if true
    {
		// WORKS OK
		// create a Hinge2 joint
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,4f,0f);
        
        RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB (child) below it :
		tr = IndexedMatrix.CreateTranslation(-20f,0f,0f);
        RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some data to build constraint frames
		IndexedVector3 parentAxis = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 childAxis = new IndexedVector3(1.0f, 0.0f, 0.0f);
        IndexedVector3 anchor = new IndexedVector3(-20.0f, 0.0f, 0.0f);
		Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
		pHinge2.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f);
        pHinge2.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(pHinge2, true);
		// draw constraint frames and limits for debugging
		pHinge2.SetDbgDrawSize(5.0f);
	}
#endif
#if true
    { 
			// WORKS OK
		// create a Hinge joint between two dynamic bodies
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,-2f,0f);
		RigidBody pBodyA = LocalCreateRigidBody( 1.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB:
		tr = IndexedMatrix.CreateTranslation(-30f,-2f,0f);
		RigidBody pBodyB = LocalCreateRigidBody(10.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some data to build constraint frames
		IndexedVector3 axisA = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 axisB = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 pivotA = new IndexedVector3(-5.0f, 0.0f, 0.0f);
        IndexedVector3 pivotB = new IndexedVector3(5.0f, 0.0f, 0.0f);
		
        spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, ref pivotA, ref pivotB, ref axisA, ref axisB);
        spHingeDynAB.SetLimit(-MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(spHingeDynAB, true);
		// draw constraint frames and limits for debugging
		spHingeDynAB.SetDbgDrawSize(5.0f);
	}
#endif

#if true
    { // 6DOF connected to the world, with motor
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(10,-15,0);
		RigidBody pBody = LocalCreateRigidBody( 1.0f, ref tr, shape);
		pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		IndexedMatrix frameB = IndexedMatrix.Identity;
		Generic6DofConstraint pGen6Dof = new Generic6DofConstraint(pBody, ref frameB, false );
		m_dynamicsWorld.AddConstraint(pGen6Dof);
		pGen6Dof.SetDbgDrawSize(5.0f);

		pGen6Dof.SetAngularLowerLimit(new IndexedVector3(0,0,0));
		pGen6Dof.SetAngularUpperLimit(new IndexedVector3(0,0,0));
		pGen6Dof.SetLinearLowerLimit(new IndexedVector3(-10.0f, 0, 0));
		pGen6Dof.SetLinearUpperLimit(new IndexedVector3(10.0f, 0, 0));

		pGen6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true;
		pGen6Dof.GetTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
		pGen6Dof.GetTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f;
	}
#endif
        }
        protected override void Initialize()
        {
            base.Initialize();
            SetCameraDistance(50.0f);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();
            //m_collisionConfiguration.setConvexConvexMultipointIterations();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            m_constraintSolver = new SequentialImpulseConstraintSolver();

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);


            // NEW => btGhostPairCallback =================================
            m_ghostPairCallback = new GhostPairCallback();
            m_dynamicsWorld.GetBroadphase().GetOverlappingPairCache().SetInternalGhostPairCallback(m_ghostPairCallback);	// Needed once to enable ghost objects inside Bullet

            // NEW => btGhostObject =======================================
            m_ghostObject = new GhostObject();
            CollisionShape shape = new BoxShape(new IndexedVector3(5f));	// As far as I know only the world aabb of the shape will be used (i.e. a box always parallel to the x,y,z axis of variable size)
            m_collisionShapes.Add(shape);
            m_ghostObject.SetCollisionShape(shape);
            m_ghostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE);		// We can choose to make it "solid" if we want...
            m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger);
            //m_ghostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,-15)));
            IndexedMatrix im = IndexedMatrix.CreateFromQuaternion(quatDeg45Y);
            im._origin = new IndexedVector3(0, 5, -15);
            m_ghostObject.SetWorldTransform(im);

            // NEW => btPairCachingGhostObject ============================
            m_pairCachingGhostObject = new PairCachingGhostObject();
            shape = new ConeShape(7.0f, 14.0f);
            m_collisionShapes.Add(shape);
            m_pairCachingGhostObject.SetCollisionShape(shape);
            m_pairCachingGhostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE);	// We can choose to make it "solid" if we want...
            m_dynamicsWorld.AddCollisionObject(m_pairCachingGhostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger);
            //m_pairCachingGhostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,15)));
            im._origin = new IndexedVector3(0, 7, 15);
            m_pairCachingGhostObject.SetWorldTransform(im);
            //=============================================================

            ///create a few basic rigid bodies
            CollisionShape groundShape = new BoxShape(new IndexedVector3(50));

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.Identity;
            groundTransform._origin = new IndexedVector3(0, -50, 0);

            float mass = 0.0f;
            LocalCreateRigidBody(mass, groundTransform, groundShape);

            // spawn some cubes (code pasted from appBasicDemo...)
            if(true)
            {
                //create a few dynamic rigidbodies
                CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING));
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }
                float start_x = START_POS_X - ARRAY_SIZE_X / 2;
                float start_y = START_POS_Y;
                float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;

                for (int k = 0; k < ARRAY_SIZE_Y; k++)
                {
                    for (int i = 0; i < ARRAY_SIZE_X; i++)
                    {
                        for (int j = 0; j < ARRAY_SIZE_Z; j++)
                        {
                            startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING);

                            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);
                            RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            //body.setContactProcessingThreshold(colShape.getContactBreakingThreshold());
                            body.SetActivationState(ActivationState.ISLAND_SLEEPING);

                            m_dynamicsWorld.AddRigidBody(body);
                            body.SetActivationState(ActivationState.ISLAND_SLEEPING);
                            body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j));
                        }
                    }
                }
            }

            ClientResetScene();

        }
        public override void InitializeDemo()
        {
            m_cameraDistance = 10.0f;
            //string filename = @"e:\users\man\bullet\gimpact-demo-xna.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            /// Init Bullet
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);
            //btOverlappingPairCache* broadphase = new btSimpleBroadphase();
            //m_broadphase = new btSimpleBroadphase();

            int maxProxies = 1024;
            IndexedVector3 worldAabbMin = new IndexedVector3(-10000, -10000, -10000);
            IndexedVector3 worldAabbMax = new IndexedVector3(10000, 10000, 10000);
            m_broadphase = new AxisSweep3Internal(ref worldAabbMin, ref worldAabbMax, 0xfffe, 0xffff, 16384, null, false);  
            //m_broadphase = new SimpleBroadphase(16384,null);
            m_constraintSolver = new SequentialImpulseConstraintSolver();

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            //create trimesh model and shape
            InitGImpactCollision();



            /// Create Scene
            float mass = 0.0f;
            IndexedMatrix startTransform = IndexedMatrix.Identity;


            CollisionShape staticboxShape1 = new BoxShape(new IndexedVector3(200, 1, 200));//floor
            staticboxShape1.SetUserPointer("Floor");
            CollisionShape staticboxShape2 = new BoxShape(new IndexedVector3(1, 50, 200));//left wall
            staticboxShape1.SetUserPointer("LeftWall");
            CollisionShape staticboxShape3 = new BoxShape(new IndexedVector3(1, 50, 200));//right wall
            staticboxShape1.SetUserPointer("RightWall");
            CollisionShape staticboxShape4 = new BoxShape(new IndexedVector3(200, 50, 1));//front wall
            staticboxShape1.SetUserPointer("FrontWall");
            CollisionShape staticboxShape5 = new BoxShape(new IndexedVector3(200, 50, 1));//back wall
            staticboxShape1.SetUserPointer("BackWall");

            CompoundShape staticScenario = new CompoundShape();//static scenario

            startTransform._origin = new IndexedVector3(0, 0, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape1);
            startTransform._origin = new IndexedVector3(-200, 25, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape2);
            startTransform._origin = new IndexedVector3(200, 25, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape3);
            startTransform._origin = new IndexedVector3(0, 25, 200);
            staticScenario.AddChildShape(ref startTransform, staticboxShape4);
            startTransform._origin = new IndexedVector3(0, 25, -200);
            staticScenario.AddChildShape(ref startTransform, staticboxShape5);

            startTransform._origin = new IndexedVector3(0, 0, 0);

            //RigidBody staticBody = LocalCreateRigidBody(mass, startTransform, staticScenario);
            RigidBody staticBody = LocalCreateRigidBody(mass, startTransform, staticboxShape1);


	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()|CollisionFlags.CF_STATIC_OBJECT);

	        //enable custom material callback
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()|CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);

	        //static plane
	        IndexedVector3 normal = new IndexedVector3(0.4f,1.5f,-0.4f);
	        normal.Normalize();
	        CollisionShape staticplaneShape6 = new StaticPlaneShape(ref normal,0.0f);// A plane

	        startTransform._origin = IndexedVector3.Zero;

            RigidBody staticBody2 = LocalCreateRigidBody(mass, startTransform, staticplaneShape6);

	        staticBody2.SetCollisionFlags(staticBody2.GetCollisionFlags()|CollisionFlags.CF_STATIC_OBJECT);

            startTransform = IndexedMatrix.Identity;

            /// Create Dynamic Boxes
            {
                int numBoxes = 1;
                for (int i = 0; i < numBoxes; i++)
                {
                    CollisionShape boxShape = new BoxShape(new IndexedVector3(1, 1, 1));
                    //CollisionShape mesh = new BvhTriangleMeshShape(m_indexVertexArrays2,true,true);
                    startTransform._origin = new IndexedVector3(2 * i - (numBoxes-1), 2, -3);
                    //startTransform._origin = new IndexedVector3(2 * i - 5, 10, -3);
                    //LocalCreateRigidBody(1, startTransform, m_trimeshShape2);
                    LocalCreateRigidBody(1, startTransform, boxShape);
                }
            }
        }
Exemple #19
0
        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();
            pairCache = new HashedOverlappingPairCache();

            m_broadphase = new DbvtBroadphase(pairCache);


            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            float mass = 0f;

            float topY = 2.5f;
            float bottomY = 0.5f;

            float diff = 10f;
            float left = -(diff / 2f);
            float right = -left;


            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 0f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;


                RigidBody rb = null;

                //startTransform._origin = new IndexedVector3(left, topY, 0);
                //collisionTopLeftCorner = BuildCorner(vertices, topLeft);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopLeftCorner);
                //rb.SetUserPointer("TopLeftCorner");

                //startTransform._origin = new IndexedVector3(right, topY, 0);
                //collisionTopRightCorner = BuildCorner(vertices, topRight);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopRightCorner);
                //rb.SetUserPointer("TopRightCorner");

                startTransform._origin = new IndexedVector3(left, bottomY, 0);
                collisionBottomLeftCorner = BuildCorner(vertices, bottomLeft);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomLeftCorner);
                rb.SetUserPointer("BottomLeftCorner");

                startTransform._origin = new IndexedVector3(right, bottomY, 0);
                collisionBottomRightCorner = BuildCorner(vertices, bottomRight);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomRightCorner);
                rb.SetUserPointer("BottomRightCorner");


                startTransform._origin = IndexedVector3.Zero;

                m_playerSphere = LocalCreateRigidBody(1f, startTransform, new SphereShape(0.25f));
                m_playerSphere.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
            }



            BulletGlobals.gDebugDraw.SetDebugMode(BulletXNA.LinearMath.DebugDrawModes.DBG_DrawAabb | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawNormals | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawContactPoints);
            m_dynamicsWorld.SetDebugDrawer(BulletGlobals.gDebugDraw);

            //ClientResetScene();
        }
        public override void InitializeDemo()

        {
	        // Setup the basic world

	        SetTexturing(true);
	        SetShadows(true);

	        SetCameraDistance(5.0f);

	        m_collisionConfiguration = new DefaultCollisionConfiguration();

	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

	        IndexedVector3 worldAabbMin = new IndexedVector3(-10000,-10000,-10000);
	        IndexedVector3 worldAabbMax = new IndexedVector3(10000,10000,10000);
            //m_broadphase = new AxisSweep3Internal(ref worldAabbMin, ref worldAabbMax, 0xfffe, 0xffff, 16384, null, true);
            m_broadphase = new SimpleBroadphase(1000, null);
	        m_constraintSolver = new SequentialImpulseConstraintSolver();

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
	        //m_dynamicsWorld.getDispatchInfo().m_useConvexConservativeDistanceUtil = true;
	        //m_dynamicsWorld.getDispatchInfo().m_convexConservativeDistanceThreshold = 0.01f;



	        // Setup a big ground box
	        {
		        CollisionShape groundShape = new BoxShape(new IndexedVector3(200.0f,10.0f,200.0f));
		        m_collisionShapes.Add(groundShape);
		        IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(0,-10,0);

		        CollisionObject fixedGround = new CollisionObject();
		        fixedGround.SetCollisionShape(groundShape);
		        fixedGround.SetWorldTransform(ref groundTransform);
                fixedGround.SetUserPointer("Ground");
		        m_dynamicsWorld.AddCollisionObject(fixedGround);
	        }

	        // Spawn one ragdoll
	        IndexedVector3 startOffset = new IndexedVector3(1,0.5f,0);


            //string filename = @"c:\users\man\bullet\xna-ragdoll-constraints-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);


			SpawnRagdoll(ref startOffset, BulletGlobals.g_streamWriter);
            //startOffset = new IndexedVector3(-1,0.5f,0);
            //spawnRagdoll(ref startOffset);

	        ClientResetScene();		
        }
        public override void InitializeDemo()
        {
            SetCameraDistance(30f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

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

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                int numBlocksTall = 10;//18; //How many 'stories' tall.
                float blockWidth = 6f; //Total width/length of the tower.
                float blockHeight = 2f;


                //create a few dynamic rigidbodies
                IndexedVector3 extents = new IndexedVector3(blockWidth/3, blockHeight, blockWidth);
                IndexedVector3 boxHalfExtents = extents * 0.5f;

                CollisionShape colShape = new BoxShape(boxHalfExtents);
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                //m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }



                //The default number of iterations is 10, which works fine, but this demo
                //is all about stability (it's jenga!).  Increase the iterations a bit.
                //Even though it's using twice as many iterations, it will early-out
                //before reaching the limit MOST of the time.
                //It's still pretty playable at around 7-8 max iterations, though.

                IndexedMatrix transform = IndexedMatrix.Identity;
                for (int i = 0; i < numBlocksTall; i++)
                {
                    if (i % 2 == 0)
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            transform = IndexedMatrix.Identity;
                            IndexedVector3 position = new IndexedVector3(j * (blockWidth/3) - blockWidth/3,
                                                blockHeight / 2 + i * (blockHeight),
                                                0);
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                    else
                    {
                        transform = IndexedMatrix.CreateRotationY(MathUtil.SIMD_HALF_PI);
                        for (int j = 0; j < 3; j++)
                        {
                            IndexedVector3 position = new IndexedVector3(0,
                                            blockHeight / 2 + (i) * (blockHeight),
                                            j * (blockWidth / 3) - blockWidth / 3f);
                            transform._origin = position;
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                }
                //game.Camera.Position = new Vector3(0, 5, 15);


            }

            ClientResetScene();
        }
Exemple #22
0
    //(PhysicsScene.World.ptr, nativeShapeData)
    public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
    {
        DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
        CollisionShape shape = null;
        switch (pShapeData.Type)
        {
            case BSPhysicsShapeType.SHAPE_BOX:
                shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
                break;
            case BSPhysicsShapeType.SHAPE_CONE:
                shape = new ConeShapeZ(0.5f, 1.0f);
                break;
            case BSPhysicsShapeType.SHAPE_CYLINDER:
                shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
                break;
            case BSPhysicsShapeType.SHAPE_SPHERE:
                shape = new SphereShape(0.5f);
                break;

        }
        if (shape != null)
        {
            IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
            shape.SetMargin(world.WorldSettings.Params.collisionMargin);
            shape.SetLocalScaling(ref scaling);

        }
        return new BulletShapeXNA(shape, pShapeData.Type);
    }
    //(PhysicsScene.World.ptr, nativeShapeData)
    internal static object BuildNativeShape2(object pWorld, ShapeData pShapeData)
    {
        var world = pWorld as DiscreteDynamicsWorld;
        CollisionShape shape = null;
        switch (pShapeData.Type)
        {
            case BSPhysicsShapeType.SHAPE_BOX:
                shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
                break;
            case BSPhysicsShapeType.SHAPE_CONE:
                shape = new ConeShapeZ(0.5f, 1.0f);
                break;
            case BSPhysicsShapeType.SHAPE_CYLINDER:
                shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
                break;
            case BSPhysicsShapeType.SHAPE_SPHERE:
                shape = new SphereShape(0.5f);
                break;

        }
        if (shape != null)
        {
            IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
            shape.SetMargin(world.WorldSettings.Params.collisionMargin);
            shape.SetLocalScaling(ref scaling);

        }
        return shape;
    }
        public void BuildCollisionData(Color[] map, int width, int height, Vector3 bottomLeft)
        {
            Vector2 dim = Vector2.One;
            Vector3 scale = new Vector3(dim, 1);

            BoxShape collisionBoxShape = new BoxShape(new IndexedVector3(0.5f));

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    int currentIndex = x + y * width;
                    if (map[currentIndex] == Color.White)
                    {
                        float yOffset = -dim.Y;//0f;// -(dim.Y / 2f);
                        Vector3 position = new Vector3(x - bottomLeft.X, (bottomLeft.Y - y) + yOffset, bottomLeft.Z);
                        m_waterLocations.Add(position);
                    }

                    if (map[currentIndex] == Color.White)
                    {
                        // check the 4 ordinals , if we're surrounded by other solid blocks
                        // then we don't need a block here.
                        bool upSet = false;
                        bool downSet = false;
                        bool leftSet = false;
                        bool rightSet = false;

                        if (x >= 1 && x < width - 1)
                        {
                            if (map[currentIndex - 1] == Color.White)
                            {
                                leftSet = true;
                            }
                            if (map[currentIndex + 1] == Color.White)
                            {
                                rightSet = true;

                            }
                        }

                        if (y >= 1 && y < height - 1)
                        {
                            if (map[currentIndex - height] == Color.White)
                            {
                                upSet = true;
                            }
                            if (map[currentIndex + height] == Color.White)
                            {
                                downSet = true;
                            }

                        }

                        // if we're not surrounded by blocks then add in.
                        if (!(upSet && downSet && leftSet && rightSet))
                        {
                            Object rigifdBody;
                            float yOffset = -dim.Y;//0f;// -(dim.Y / 2f);
                            Vector3 position = new Vector3(x - bottomLeft.X, (bottomLeft.Y - y) + yOffset, bottomLeft.Z);

                            RigidBodyConstructionInfo constructionInfo = new BulletXNA.BulletDynamics.RigidBodyConstructionInfo(0f, null, (BulletXNA.BulletCollision.CollisionShape)collisionBoxShape);
                            RigidBody rigidBody = new BulletXNA.BulletDynamics.RigidBody(constructionInfo);
                            Matrix bsm = Matrix.CreateTranslation(position);
                            rigidBody.SetWorldTransform(bsm);
                            // FIXME MAN - setup some collision flags on these bodies...
                            BulletXNA.BulletCollision.CollisionFilterGroups flags = (BulletXNA.BulletCollision.CollisionFilterGroups)(1 << 8);
                            BulletXNA.BulletCollision.CollisionFilterGroups mask = (BulletXNA.BulletCollision.CollisionFilterGroups)(1 << 9);
                            //rigidBody.CollisionFlags |= (BulletSharp.CollisionFlags)CollisionObjectType.Ground;
                            m_dynamicsWorld.AddRigidBody(rigidBody, flags, mask);

                        }
                    }

                    // Build water ghost objects.
                    foreach (Vector3 pos in m_waterLocations)
                    {
                        GhostObject ghostObject = new GhostObject();
                        
                        ghostObject.SetCollisionShape((BulletXNA.BulletCollision.CollisionShape)collisionBoxShape);

                        CollisionFilterGroups flags = (CollisionFilterGroups)(1 << 10);
                        CollisionFilterGroups mask = (CollisionFilterGroups)(1<<9);

                        ghostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE | CollisionFlags.CF_STATIC_OBJECT);		// We can choose to make it "solid" if we want...
                        ghostObject.SetWorldTransform(BulletXNA.LinearMath.IndexedMatrix.CreateTranslation(pos));
                        m_dynamicsWorld.AddCollisionObject(ghostObject, flags, mask);
                        break;
                    }


                }
            }



        }
        //----------------------------------------------------------------------------------------------

        ///Demo functions
        public virtual void SetShootBoxShape()
        {
            if (m_shootBoxShape == null)
            {
                //#define TEST_UNIFORM_SCALING_SHAPE 1
#if TEST_UNIFORM_SCALING_SHAPE
			    ConvexShape childShape = new BoxShape(new IndexedVector3(1f,1f,1f));
			    m_shootBoxShape = new UniformScalingShape(childShape,0.5f);
#else
                //m_shootBoxShape = new SphereShape(1f);//BoxShape(btVector3(1.f,1.f,1.f));
                m_shootBoxShape = new BoxShape(new IndexedVector3(0.5f, 0.5f, 0.5f));

#endif//
            }
        }
		public override void InitializeDemo()
		{
            //string filename = @"C:\users\man\bullet\xna-motor-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);


			m_Time = 0;
			m_fCyclePeriod = 2000.0f; // in milliseconds

			// new SIMD solver for joints clips accumulated impulse, so the new limits for the motor
			// should be (numberOfsolverIterations * oldLimits)
			// currently solver uses 10 iterations, so:
			m_fMuscleStrength = 0.5f;

			SetCameraDistance(5.0f);

			m_collisionConfiguration = new DefaultCollisionConfiguration();

			m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

			m_broadphase = new DbvtBroadphase();
			IOverlappingPairCache pairCache = null;


			m_broadphase = new SimpleBroadphase(1000, pairCache);

			SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
			m_constraintSolver = sol;

			m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

			IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
			m_dynamicsWorld.SetGravity(ref gravity);

			m_dynamicsWorld.SetInternalTickCallback(new MotorPreTickCallback(),this,true);


			// Setup a big ground box
			{
				CollisionShape groundShape = new BoxShape(new IndexedVector3(200.0f,10.0f,200.0f));
				m_collisionShapes.Add(groundShape);
				IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(0,-10,0);
				LocalCreateRigidBody(0f,ref groundTransform,groundShape);
			}

			// Spawn one ragdoll
			IndexedVector3 startOffset = new IndexedVector3(1,0.5f,0);
			SpawnTestRig(ref startOffset, false);
			startOffset = new IndexedVector3(-2, 0.5f, 0);
            SpawnTestRig(ref startOffset, true);

			ClientResetScene();
		}
        public override void InitializeDemo()
        {
            SetCameraDistance(50);
            int totalTriangles = 2 * (NUM_VERTS_X - 1) * (NUM_VERTS_Y - 1);

            int vertStride = 1;
            int indexStride = 3;

            BulletGlobals.gContactAddedCallback = new CustomMaterialCombinerCallback();


            gVertices = new ObjectArray<IndexedVector3>(totalVerts);
            gIndices = new ObjectArray<int>(totalTriangles * 3);

            SetVertexPositions(waveheight, 0.0f);
            
            gVertices.GetRawArray()[1].Y = 0.1f;


	int index=0;
    int i, j;
	for (i=0;i<NUM_VERTS_X-1;i++)
	{
		for (j=0;j<NUM_VERTS_Y-1;j++)
		{

#if SWAP_WINDING
#if SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			
#else
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;

			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
#endif //SHIFT_INDICES
#else //SWAP_WINDING

#if SHIFT_INDICES
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;

#if TEST_INCONSISTENT_WINDING
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

#else //TEST_INCONSISTENT_WINDING
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
#endif //TEST_INCONSISTENT_WINDING
			
			
			
#else //SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
#endif //SHIFT_INDICES

#endif //SWAP_WINDING
        }
    }

            m_indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
                gIndices,
                indexStride,
                totalVerts, gVertices, vertStride);

            bool useQuantizedAabbCompression = true;

             IndexedVector3  aabbMin = new IndexedVector3 (-1000,-1000,-1000);
             IndexedVector3 aabbMax = new IndexedVector3(1000, 1000, 1000);
	
            trimeshShape  = new BvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,ref aabbMin,ref aabbMax,true);

            CollisionShape groundShape = trimeshShape;

            TriangleInfoMap triangleInfoMap = new TriangleInfoMap();

            InternalEdgeUtility.GenerateInternalEdgeInfo(trimeshShape, triangleInfoMap);


            m_collisionConfiguration = new DefaultCollisionConfiguration();


            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);



            m_broadphase = new DbvtBroadphase();
            m_constraintSolver = new SequentialImpulseConstraintSolver();
            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.SetDebugDrawer(m_debugDraw);

            IndexedVector3 gravity = new IndexedVector3(0,-10,0);
	        m_dynamicsWorld.SetGravity(ref gravity);

	
	        float mass = 0.0f;
	        IndexedMatrix startTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-2,0));

            ConvexHullShape colShape = new ConvexHullShape(new List<IndexedVector3>(), 0);
	        for (int k=0;k<DemoMeshes.TaruVtxCount;k++)
	        {
                IndexedVector3 vtx = DemoMeshes.TaruVtx[k];
		        colShape.AddPoint(ref vtx);
	        }
	        //this will enable polyhedral contact clipping, better quality, slightly slower
            //colShape.InitializePolyhedralFeatures();

	        //the polyhedral contact clipping can use either GJK or SAT test to find the separating axis
	        m_dynamicsWorld.GetDispatchInfo().m_enableSatConvex=false;


            {
                //for (int i2 = 0; i2 < 1; i2++)
                //{
                //    startTransform._origin = new IndexedVector3(-10.0f + i2 * 3.0f, 2.2f + i2 * 0.1f, -1.3f);
                //    RigidBody body = LocalCreateRigidBody(10, startTransform, colShape);
                //    body.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                //    body.SetLinearVelocity(new IndexedVector3(0, 0, -1));
                //    //body->setContactProcessingThreshold(0.f);
                //}
            }
            {
                BoxShape colShape2 = new BoxShape(new IndexedVector3(1, 1, 1));
                //colShape.InitializePolyhedralFeatures();
                m_collisionShapes.Add(colShape2);
                startTransform._origin = new IndexedVector3(-16.0f + i * 3.0f, 1.0f + i * 0.1f, -1.3f);
                RigidBody body = LocalCreateRigidBody(10, startTransform, colShape2);
                body.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                body.SetLinearVelocity(new IndexedVector3(0, 0, -1));
            }

            startTransform = IndexedMatrix.Identity;

            staticBody = LocalCreateRigidBody(mass, startTransform,groundShape);
	        //staticBody->setContactProcessingThreshold(-0.031f);
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

	        //enable custom material callback
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()  | CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
            m_debugDraw.SetDebugMode(DebugDrawModes.DBG_DrawText | DebugDrawModes.DBG_NoHelpText | DebugDrawModes.DBG_DrawWireframe | DebugDrawModes.DBG_DrawContactPoints);



            //base.InitializeDemo();
            //ClientResetScene();

        }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject convexObj = m_isSwapped ? body1 : body0;
            CollisionObject planeObj  = m_isSwapped ? body0 : body1;

            ConvexShape convexShape = convexObj.GetCollisionShape() as ConvexShape;

            if (convexShape == null)
            {
                convexShape = new BoxShape(IndexedVector3.One * 0.5f);
                body0.SetCollisionShape(convexShape);
            }

            StaticPlaneShape planeShape = planeObj.GetCollisionShape() as StaticPlaneShape;

            if (planeShape == null)
            {
                planeShape = new StaticPlaneShape(IndexedVector3.Up, 9f);
            }

            bool hasCollision = false;

            if (convexShape == null || planeShape == null)
            {
                //resultOut = null;
                return;
            }
            IndexedVector3 planeNormal   = planeShape.GetPlaneNormal();
            float          planeConstant = planeShape.GetPlaneConstant();
            IndexedMatrix  planeInConvex;

            planeInConvex = convexObj.GetWorldTransform().Inverse() * planeObj.GetWorldTransform();
            IndexedMatrix convexInPlaneTrans;

            convexInPlaneTrans = planeObj.GetWorldTransform().Inverse() * convexObj.GetWorldTransform();

            IndexedVector3 vtx        = convexShape.LocalGetSupportingVertex(planeInConvex._basis * -planeNormal);
            IndexedVector3 vtxInPlane = convexInPlaneTrans * vtx;
            float          distance   = (planeNormal.Dot(vtxInPlane) - planeConstant);

            IndexedVector3 vtxInPlaneProjected = vtxInPlane - distance * planeNormal;
            IndexedVector3 vtxInPlaneWorld     = planeObj.GetWorldTransform() * vtxInPlaneProjected;

            hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();
            resultOut.SetPersistentManifold(m_manifoldPtr);
            if (hasCollision)
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                IndexedVector3 normalOnSurfaceB = planeObj.GetWorldTransform()._basis *planeNormal;
                IndexedVector3 pOnB             = vtxInPlaneWorld;
                resultOut.AddContactPoint(normalOnSurfaceB, pOnB, distance);
            }
            ////first perform a collision query with the non-perturbated collision objects
            //{
            //    IndexedQuaternion rotq = IndexedQuaternion.Identity;
            //    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
            //}

            if (convexShape.IsPolyhedral() && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
            {
                IndexedVector3 v0;
                IndexedVector3 v1;
                TransformUtil.PlaneSpace1(ref planeNormal, out v0, out v1);
                //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                float angleLimit = 0.125f * MathUtil.SIMD_PI;
                float perturbeAngle;
                float radius = convexShape.GetAngularMotionDisc();
                perturbeAngle = BulletGlobals.gContactBreakingThreshold / radius;
                if (perturbeAngle > angleLimit)
                {
                    perturbeAngle = angleLimit;
                }
                IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle);
                for (int i = 0; i < m_numPerturbationIterations; i++)
                {
                    float             iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                    IndexedQuaternion rotq           = new IndexedQuaternion(planeNormal, iterationAngle);
                    rotq = IndexedQuaternion.Inverse(rotq) * perturbeRot * rotq;
                    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
                }
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }