Esempio n. 1
0
        private void CreateSlider()
        {
            float mass = 1.0f;

            RigidBody bodyA = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 15), cubeShape);

            bodyA.ActivationState = ActivationState.DisableDeactivation;

            // add dynamic rigid body B1
            RigidBody bodyB = LocalCreateRigidBody(0, Matrix.Translation(-30, 0, 15), cubeShape);

            //RigidBody bodyB = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 15), cubeShape);
            bodyB.ActivationState = ActivationState.DisableDeactivation;

            // create slider constraint between A1 and B1 and add it to world
            var slider = new SliderConstraint(bodyA, bodyB, Matrix.Identity, Matrix.Identity, true)
            {
                LowerLinearLimit = -15.0f,
                UpperLinearLimit = -5.0f,
                //LowerLinearLimit = -10.0f,
                //UpperLinearLimit = -10.0f,
                LowerAngularLimit = -(float)Math.PI / 3.0f,
                UpperAngularLimit = (float)Math.PI / 3.0f,
                DebugDrawSize     = 5.0f
            };

            World.AddConstraint(slider, true);
        }
        public void Evaluate(int SpreadMax)
        {
            IConstraintContainer inputWorld = this.contraintContainer[0];

            if (inputWorld != null)
            {
                this.persister.UpdateWorld(inputWorld);

                for (int i = 0; i < SpreadMax; i++)
                {
                    if (FCreate[i])
                    {
                        RigidBody body = FBody[i];
                        if (body != null)
                        {
                            SlimDX.Matrix    m   = this.FFrame[i];
                            SliderConstraint cst = new SliderConstraint(body, *(BulletSharp.Matrix *) & m, true);
                            cst.LowerLinLimit     = this.FLinearLimit[i].X;
                            cst.UpperLinLimit     = this.FLinearLimit[i].Y;
                            cst.LowerAngularLimit = this.FAngularLimit[i].X * (float)Math.PI * 2.0f;
                            cst.UpperAngularLimit = this.FAngularLimit[i].Y * (float)Math.PI * 2.0f;
                            cst.DebugDrawSize     = 5.0f;
                            this.persister.Append(cst);
                        }
                    }
                }

                this.persister.Flush();
            }
            else
            {
                this.constraintsOutput.SliceCount = 0;
            }
        }
        //called by Physics World just before constraint is added to world.
        //the current constraint properties are used to rebuild the constraint.
        internal override bool _BuildConstraint()
        {
            BPhysicsWorld world = BPhysicsWorld.Get();

            if (constraintPtr != null)
            {
                if (isInWorld && world != null)
                {
                    isInWorld = false;
                    world.RemoveConstraint(constraintPtr);
                }
            }
            if (targetRigidBodyA == null)
            {
                Debug.LogError("Constraint target rigid body was not set.");
                return(false);
            }

            RigidBody rba = (RigidBody)targetRigidBodyA.GetCollisionObject();

            if (rba == null)
            {
                Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                return(false);
            }
            if (constraintType == ConstraintType.constrainToAnotherBody)
            {
                RigidBody rbb = (RigidBody)targetRigidBodyB.GetCollisionObject();
                if (rbb == null)
                {
                    Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                    return(false);
                }

                BulletSharp.Math.Matrix frameInA = BulletSharp.Math.Matrix.AffineTransformation(1f, Quaternion.LookRotation(localForwardInA, localUpInA).ToBullet(), localPointInA.ToBullet());
                BulletSharp.Math.Matrix frameInB = BulletSharp.Math.Matrix.AffineTransformation(1f, Quaternion.LookRotation(localForwardInB, localUpInB).ToBullet(), localPointInB.ToBullet());
                constraintPtr            = new SliderConstraint(rba, rbb, frameInA, frameInB, false);
                constraintPtr.Userobject = this;
            }
            else
            {
                BulletSharp.Math.Matrix frameInA = BulletSharp.Math.Matrix.AffineTransformation(1f, Quaternion.LookRotation(localForwardInA, localUpInA).ToBullet(), localPointInA.ToBullet());
                constraintPtr            = new SliderConstraint(rba, frameInA, false);
                constraintPtr.Userobject = this;
            }
            SliderConstraint sl = (SliderConstraint)constraintPtr;

            sl.LowerLinearLimit = lowerLinearLimit;
            sl.UpperLinearLimit = upperLinearLimit;

            sl.LowerAngularLimit     = lowerAngularLimit;
            sl.UpperAngularLimit     = upperAngularLimit;
            constraintPtr.Userobject = this;
            return(true);
        }
Esempio n. 4
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        public ISliderConstraintImp AddSliderConstraint(IRigidBodyImp rigidBodyA, float4x4 frameInA, bool useLinearReferenceFrameA)
        {
            var rigidBodyAImp      = (RigidBodyImp)rigidBodyA;
            var btRigidBodyA       = rigidBodyAImp._rbi;
            var btFrameInA         = Translater.Float4X4ToBtMatrix(frameInA);
            var btSliderConstraint = new SliderConstraint(btRigidBodyA, btFrameInA, useLinearReferenceFrameA);

            BtWorld.AddConstraint(btSliderConstraint);

            var retval = new SliderConstraintImp();

            retval._sci = btSliderConstraint;
            btSliderConstraint.UserObject = retval;
            return(retval);
        }
Esempio n. 5
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 public SliderJoint(
     ICollisionShape shapeA,
     ICollisionShape shapeB,
     Vector3d startAnchorPosition,
     Vector3d sliderAxis,
     double restoreCoefficient,
     double springCoefficient)
 {
     sliderConstraint = new SliderConstraint(
         ((IMapper)shapeA).GetShape(),
         ((IMapper)shapeB).GetShape(),
         startAnchorPosition,
         sliderAxis,
         restoreCoefficient,
         springCoefficient);
 }
Esempio n. 6
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        //called by Physics World just before constraint is added to world.
        //the current constraint properties are used to rebuild the constraint.
        internal override bool _BuildConstraint()
        {
            BPhysicsWorld world = BPhysicsWorld.Get();

            if (m_constraintPtr != null)
            {
                if (m_isInWorld && world != null)
                {
                    m_isInWorld = false;
                    world.RemoveConstraint(m_constraintPtr);
                }
            }
            BRigidBody targetRigidBodyA = GetComponent <BRigidBody>();

            if (targetRigidBodyA == null)
            {
                Debug.LogError("BSliderConstraint needs to be added to a component with a BRigidBody.");
                return(false);
            }
            if (!targetRigidBodyA.isInWorld)
            {
                world.AddRigidBody(targetRigidBodyA);
            }
            RigidBody rba = (RigidBody)targetRigidBodyA.GetCollisionObject();

            if (rba == null)
            {
                Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                return(false);
            }
            if (m_constraintType == ConstraintType.constrainToAnotherBody)
            {
                if (m_otherRigidBody == null)
                {
                    Debug.LogError("Other rigid body was not set");
                    return(false);
                }
                if (!m_otherRigidBody.isInWorld)
                {
                    world.AddRigidBody(m_otherRigidBody);
                }
                RigidBody rbb = (RigidBody)m_otherRigidBody.GetCollisionObject();
                if (rbb == null)
                {
                    Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                    return(false);
                }

                BM.Matrix frameInA, frameInOther;
                string    errormsg = "";
                if (CreateFramesA_B(m_localConstraintAxisX, m_localConstraintAxisY, m_localConstraintPoint, out frameInA, out frameInOther, ref errormsg))
                {
                    m_constraintPtr = new SliderConstraint(rbb, rba, frameInOther, frameInA, true);
                }
                else
                {
                    Debug.LogError(errormsg);
                    return(false);
                }
            }
            else
            {
                BulletSharp.Math.Matrix frameInA = BM.Matrix.Identity;
                string errormsg = "";
                if (CreateFrame(m_localConstraintAxisX, m_localConstraintAxisY, m_localConstraintPoint, ref frameInA, ref errormsg))
                {
                    m_constraintPtr = new SliderConstraint(rba, frameInA, true);
                }
                else
                {
                    Debug.LogError(errormsg);
                    return(false);
                }
            }
            SliderConstraint sl = (SliderConstraint)m_constraintPtr;

            sl.LowerLinearLimit = m_lowerLinearLimit;
            sl.UpperLinearLimit = m_upperLinearLimit;

            sl.LowerAngularLimit                     = m_lowerAngularLimitRadians;
            sl.UpperAngularLimit                     = m_upperAngularLimitRadians;
            m_constraintPtr.Userobject               = this;
            m_constraintPtr.DebugDrawSize            = m_debugDrawSize;
            m_constraintPtr.BreakingImpulseThreshold = m_breakingImpulseThreshold;
            return(true);
        }
Esempio n. 7
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    public static void UpdateAllMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules)
    {
        float[] pwm = dioModules[0].pwmValues;
        float[] can = dioModules[0].canValues;

        if (Input.anyKey)
        {
            pwm[0] +=
                (Input.GetKey(KeyCode.UpArrow) ? SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.DownArrow) ? -SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.LeftArrow) ? SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.RightArrow) ? -SPEED_ARROW_PWM : 0.0f);
            pwm[1] +=
                (Input.GetKey(KeyCode.UpArrow) ? -SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.DownArrow) ? SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.LeftArrow) ? SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.RightArrow) ? -SPEED_ARROW_PWM : 0.0f);

            pwm[2] += Input.GetKey(KeyCode.Alpha1) ? SPEED_ARROW_PWM : Input.GetKey(KeyCode.Alpha2) ? -SPEED_ARROW_PWM : 0f;
            pwm[3] += Input.GetKey(KeyCode.Alpha3) ? SPEED_ARROW_PWM : Input.GetKey(KeyCode.Alpha4) ? -SPEED_ARROW_PWM : 0f;
            pwm[4] += Input.GetKey(KeyCode.Alpha5) ? SPEED_ARROW_PWM : Input.GetKey(KeyCode.Alpha6) ? -SPEED_ARROW_PWM : 0f;
            pwm[5] += Input.GetKey(KeyCode.Alpha7) ? SPEED_ARROW_PWM : Input.GetKey(KeyCode.Alpha8) ? -SPEED_ARROW_PWM : 0f;
            pwm[6] += Input.GetKey(KeyCode.Alpha9) ? SPEED_ARROW_PWM : Input.GetKey(KeyCode.Alpha0) ? -SPEED_ARROW_PWM : 0f;
        }

        List <RigidNode_Base> listOfSubNodes = new List <RigidNode_Base>();

        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;

                            if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                            {
                                maxSpeed = WHEEL_MAX_SPEED;
                                impulse  = WHEEL_MOTOR_IMPULSE;
                                friction = WHEEL_COAST_FRICTION;
                            }
                            else
                            {
                                maxSpeed = HINGE_MAX_SPEED;
                                impulse  = HINGE_MOTOR_IMPULSE;
                                friction = HINGE_COAST_FRICTION;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MAX_SLIDER_FORCE;
                            sc.TargetLinearMotorVelocity = pwm[i] * MAX_SLIDER_SPEED;
                        }
                    }
                }
            }
        }
    }
Esempio n. 8
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    /// <summary>
    /// Updates all motor values from the given <see cref="RigidNode_Base"/>, pwm values, and emulation network info.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="pwm"></param>
    /// <param name="emuList"></param>
    public static void UpdateAllMotors(RigidNode_Base skeleton, float[] pwm, List <Synthesis.Robot.RobotBase.EmuNetworkInfo> emuList)
    {
        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        UpdateEmulationJoysticks();

        UpdateEmulationMotors(pwm);

        UpdateEmulationSensors(emuList);

        foreach (RigidNode node in listOfSubNodes.Select(n => n as RigidNode))
        {
            SkeletalJoint_Base joint = node.GetSkeletalJoint();

            if (joint == null || joint.cDriver == null)
            {
                continue;
            }

            BRaycastWheel raycastWheel = node.MainObject.GetComponent <BRaycastWheel>();

            if (raycastWheel != null)
            {
                float output = motors[node.GetSkeletalJoint().cDriver.port1 - 1];

                if (node.GetSkeletalJoint().cDriver.InputGear != 0 && node.GetSkeletalJoint().cDriver.OutputGear != 0)
                {
                    output *= Convert.ToSingle(node.GetSkeletalJoint().cDriver.InputGear / node.GetSkeletalJoint().cDriver.OutputGear);
                }

                raycastWheel.ApplyForce(output);
            }
            else if (joint.cDriver.GetDriveType().IsMotor() && node.MainObject.GetComponent <BHingedConstraint>() != null)
            {
                if (!joint.cDriver.isCan)
                {
                    float maxSpeed = 0f;
                    float impulse  = 0f;
                    float friction = 0f;
                    float output   = motors[joint.cDriver.port1 - 1];

                    if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                    {
                        impulse *= Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                    }

                    if (node.HasDriverMeta <WheelDriverMeta>())
                    {
                        maxSpeed = WheelMaxSpeed;
                        impulse  = WheelMotorImpulse;
                        friction = WheelCoastFriction;
                    }
                    else
                    {
                        maxSpeed = HingeMaxSpeed;
                        impulse  = HingeMotorImpulse;
                        friction = HingeCostFriction;
                    }

                    BHingedConstraint hingedConstraint = node.MainObject.GetComponent <BHingedConstraint>();
                    hingedConstraint.enableMotor = true;
                    hingedConstraint.targetMotorAngularVelocity = output > 0f ? maxSpeed : output < 0f ? -maxSpeed : 0f;
                    hingedConstraint.maxMotorImpulse            = node.GetSkeletalJoint().cDriver.hasBrake ? HingeMotorImpulse : output == 0f ? friction : Mathf.Abs(output * impulse);
                }
                else
                {
                    float maxSpeed = 0f;
                    float impulse  = 0f;
                    float friction = 0f;
                    float output   = motors[joint.cDriver.port1 - 10];

                    if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                    {
                        impulse *= Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                    }

                    if (node.HasDriverMeta <WheelDriverMeta>())
                    {
                        maxSpeed = WheelMaxSpeed;
                        impulse  = WheelMotorImpulse;
                        friction = WheelCoastFriction;
                    }
                    else
                    {
                        maxSpeed = HingeMaxSpeed;
                        impulse  = HingeMotorImpulse;
                        friction = HingeCostFriction;
                    }

                    BHingedConstraint hingedConstraint = node.MainObject.GetComponent <BHingedConstraint>();
                    hingedConstraint.enableMotor = true;
                    hingedConstraint.targetMotorAngularVelocity = output > 0f ? maxSpeed : output < 0f ? -maxSpeed : 0f;
                    hingedConstraint.maxMotorImpulse            = node.GetSkeletalJoint().cDriver.hasBrake ? HingeMotorImpulse : output == 0f ? friction : Mathf.Abs(output * impulse);
                }
            }
            else if (joint.cDriver.GetDriveType().IsElevator() && node.HasDriverMeta <ElevatorDriverMeta>())
            {
                float output = motors[joint.cDriver.port1 - 1];

                BSliderConstraint bSliderConstraint = node.MainObject.GetComponent <BSliderConstraint>();
                SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                sc.PoweredLinearMotor        = true;
                sc.MaxLinearMotorForce       = MaxSliderForce;
                sc.TargetLinearMotorVelocity = output * MaxSliderSpeed;
            }
        }
    }
Esempio n. 9
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    /// <summary>
    /// Updates the motors on the manipulator in mix and match mode. Called every frame.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="dioModules"></param>
    /// <param name="controlIndex"></param>
    public static void UpdateManipulatorMotors(RigidNode_Base skeleton, int controlIndex, List <Synthesis.Robot.RobotBase.EmuNetworkInfo> emuList)
    {
        UpdateAllOutputs(controlIndex, emuList);
        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        foreach (RigidNode_Base node in listOfSubNodes)
        {
            RigidNode rigidNode = (RigidNode)node;

            BRaycastWheel raycastWheel = rigidNode.MainObject.GetComponent <BRaycastWheel>();

            if (raycastWheel != null)
            {
                float force = GetOutput(rigidNode.GetSkeletalJoint().cDriver);
                if (rigidNode.GetSkeletalJoint().cDriver.InputGear != 0 && rigidNode.GetSkeletalJoint().cDriver.OutputGear != 0)
                {
                    force *= Convert.ToSingle(rigidNode.GetSkeletalJoint().cDriver.InputGear / rigidNode.GetSkeletalJoint().cDriver.OutputGear);
                }
                raycastWheel.ApplyForce(force);
            }

            if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
            {
                if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor() && rigidNode.MainObject.GetComponent <BHingedConstraint>() != null)
                {
                    float output   = GetOutput(rigidNode.GetSkeletalJoint().cDriver);
                    float maxSpeed = 0f;
                    float impulse  = 0f;
                    float friction = 0f;
                    if (rigidNode.GetSkeletalJoint().cDriver.InputGear != 0 && rigidNode.GetSkeletalJoint().cDriver.OutputGear != 0)
                    {
                        impulse *= Convert.ToSingle(rigidNode.GetSkeletalJoint().cDriver.InputGear / rigidNode.GetSkeletalJoint().cDriver.OutputGear);
                    }

                    if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                    {
                        maxSpeed = WheelMaxSpeed;
                        impulse  = WheelMotorImpulse;
                        friction = WheelCoastFriction;
                    }
                    else
                    {
                        maxSpeed = HingeMaxSpeed;
                        impulse  = HingeMotorImpulse;
                        friction = HingeCostFriction;
                    }

                    BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                    hingedConstraint.enableMotor = true;
                    hingedConstraint.targetMotorAngularVelocity = output > 0f ? maxSpeed : output < 0f ? -maxSpeed : 0f;
                    hingedConstraint.maxMotorImpulse            = rigidNode.GetSkeletalJoint().cDriver.hasBrake ? HingeMotorImpulse : output == 0f ? friction : Mathf.Abs(output * impulse);
                }
                else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                {
                    if (rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                    {
                        float             output            = GetOutput(rigidNode.GetSkeletalJoint().cDriver);
                        BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                        SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                        sc.PoweredLinearMotor        = true;
                        sc.MaxLinearMotorForce       = MaxSliderForce;
                        sc.TargetLinearMotorVelocity = output * MaxSliderSpeed;
                    }
                }
            }
        }
    }
Esempio n. 10
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    public static void UpdateAllMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules, int controlIndex, bool mecanum)
    {
        bool IsMecanum = mecanum;
        int  reverse   = -1;

        float[] pwm = new float[10];
        float[] can = new float[10];

        if (dioModules[0] != null)
        {
            pwm = dioModules[0].pwmValues;
            can = dioModules[0].canValues;
        }

        if (IsMecanum)
        {
            pwm[(int)MecanumPorts.FRONT_RIGHT] +=

                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? reverse * SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? reverse * -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? reverse * -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? reverse * SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.O) ? reverse * SPEED_ARROW_PWM : 0.0f) + //Left Rotate
                (Input.GetKey(KeyCode.P) ? reverse * -SPEED_ARROW_PWM : 0.0f); //Right Rotate

            pwm[(int)MecanumPorts.BACK_LEFT] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.O) ? -SPEED_ARROW_PWM : 0.0f) + //Left Rotate
                (Input.GetKey(KeyCode.P) ? SPEED_ARROW_PWM : 0.0f);   //Right Rotate

            pwm[(int)MecanumPorts.FRONT_LEFT] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? -SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.O) ? -SPEED_ARROW_PWM : 0.0f) + //Left Rotate
                (Input.GetKey(KeyCode.P) ? SPEED_ARROW_PWM : 0.0f);   //Right Rotate

            pwm[(int)MecanumPorts.BACK_RIGHT] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? reverse * SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? reverse * -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? reverse * SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? reverse * -SPEED_ARROW_PWM : 0.0f) +
                (Input.GetKey(KeyCode.O) ? reverse * SPEED_ARROW_PWM : 0.0f) + //Left Rotate
                (Input.GetKey(KeyCode.P) ? reverse * -SPEED_ARROW_PWM : 0.0f); //Right Rotate
        }
        else
        {
            pwm[0] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? SPEED_ARROW_PWM : 0.0f);
            pwm[1] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].left) ? -SPEED_ARROW_PWM : 0.0f) +
                (InputControl.GetButton(Controls.buttons[controlIndex].right) ? SPEED_ARROW_PWM : 0.0f);

            pwm[2] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm2Plus)) ? SPEED_ARROW_PWM :
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm2Neg)) ? -SPEED_ARROW_PWM : 0f;

            pwm[3] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm3Plus)) ? SPEED_ARROW_PWM :
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm3Neg)) ? -SPEED_ARROW_PWM : 0f;

            pwm[4] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm4Plus)) ? SPEED_ARROW_PWM :
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm4Neg)) ? -SPEED_ARROW_PWM : 0f;

            pwm[5] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm5Plus)) ? SPEED_ARROW_PWM :
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm5Neg)) ? -SPEED_ARROW_PWM : 0f;

            pwm[6] +=
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm6Plus)) ? SPEED_ARROW_PWM :
                (InputControl.GetButton(Controls.buttons[controlIndex].pwm6Neg)) ? -SPEED_ARROW_PWM : 0f;
        }


        List <RigidNode_Base> listOfSubNodes = new List <RigidNode_Base>();

        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;

                            if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                            {
                                maxSpeed = WHEEL_MAX_SPEED;
                                impulse  = WHEEL_MOTOR_IMPULSE;
                                friction = WHEEL_COAST_FRICTION;
                            }
                            else
                            {
                                maxSpeed = HINGE_MAX_SPEED;
                                impulse  = HINGE_MOTOR_IMPULSE;
                                friction = HINGE_COAST_FRICTION;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MAX_SLIDER_FORCE;
                            sc.TargetLinearMotorVelocity = pwm[i] * MAX_SLIDER_SPEED;
                        }
                    }
                }
            }
        }
    }
        public ISliderConstraintImp AddSliderConstraint(IRigidBodyImp rigidBodyA, float4x4 frameInA, bool useLinearReferenceFrameA)
        {
            var rigidBodyAImp = (RigidBodyImp)rigidBodyA;
            var btRigidBodyA = rigidBodyAImp._rbi;
            var btFrameInA = Translater.Float4X4ToBtMatrix(frameInA);
            var btSliderConstraint = new SliderConstraint(btRigidBodyA, btFrameInA, useLinearReferenceFrameA);
            BtWorld.AddConstraint(btSliderConstraint);

            var retval = new SliderConstraintImp();
            retval._sci = btSliderConstraint;
            btSliderConstraint.UserObject = retval;
            return retval;
        }
Esempio n. 12
0
    /// <summary>
    /// Updates the motors on the manipulator in mix and match mode. Called every frame.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="dioModules"></param>
    /// <param name="controlIndex"></param>
    public static void UpdateManipulatorMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules, int controlIndex)
    {
        float[] pwm;
        float[] can;

        if (dioModules[0] != null)
        {
            pwm = dioModules[0].pwmValues;
            can = dioModules[0].canValues;
        }
        else
        {
            pwm = new float[10];
            can = new float[10];
        }

        pwm[4] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SPEED_ARROW_PWM);
        pwm[5] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SPEED_ARROW_PWM);

        pwm[6] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SPEED_ARROW_PWM);

        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                BRaycastWheel raycastWheel = rigidNode.MainObject.GetComponent <BRaycastWheel>();

                if (raycastWheel != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                    {
                        raycastWheel.ApplyForce(pwm[i]);
                    }
                }

                if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor() && rigidNode.MainObject.GetComponent <BHingedConstraint>() != null)
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;

                            if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                            {
                                maxSpeed = WHEEL_MAX_SPEED;
                                impulse  = WHEEL_MOTOR_IMPULSE;
                                friction = WHEEL_COAST_FRICTION;
                            }
                            else
                            {
                                maxSpeed = HINGE_MAX_SPEED;
                                impulse  = HINGE_MOTOR_IMPULSE;
                                friction = HINGE_COAST_FRICTION;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MAX_SLIDER_FORCE;
                            sc.TargetLinearMotorVelocity = pwm[i] * MAX_SLIDER_SPEED;
                        }
                    }
                }
            }
        }
    }
Esempio n. 13
0
        public static void DebugDrawConstraint(TypedConstraint constraint, IDebugDraw debugDraw)
        {
            bool  drawFrames  = (debugDraw.GetDebugMode() & DebugDrawModes.DBG_DrawConstraints) != 0;
            bool  drawLimits  = (debugDraw.GetDebugMode() & DebugDrawModes.DBG_DrawConstraintLimits) != 0;
            float dbgDrawSize = constraint.GetDbgDrawSize();

            if (dbgDrawSize <= 0f)
            {
                return;
            }

            switch (constraint.GetConstraintType())
            {
            case TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE:
            {
                Point2PointConstraint p2pC  = constraint as Point2PointConstraint;
                IndexedMatrix         tr    = IndexedMatrix.Identity;
                IndexedVector3        pivot = p2pC.GetPivotInA();
                pivot      = p2pC.GetRigidBodyA().GetCenterOfMassTransform() * pivot;
                tr._origin = pivot;
                debugDraw.DrawTransform(ref tr, dbgDrawSize);
                // that ideally should draw the same frame
                pivot      = p2pC.GetPivotInB();
                pivot      = p2pC.GetRigidBodyB().GetCenterOfMassTransform() * pivot;
                tr._origin = pivot;
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
            }
            break;

            case TypedConstraintType.HINGE_CONSTRAINT_TYPE:
            {
                HingeConstraint pHinge = constraint as HingeConstraint;
                IndexedMatrix   tr     = pHinge.GetRigidBodyA().GetCenterOfMassTransform() * pHinge.GetAFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pHinge.GetRigidBodyB().GetCenterOfMassTransform() * pHinge.GetBFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                float minAng = pHinge.GetLowerLimit();
                float maxAng = pHinge.GetUpperLimit();
                if (minAng == maxAng)
                {
                    break;
                }
                bool drawSect = true;
                if (minAng > maxAng)
                {
                    minAng   = 0f;
                    maxAng   = MathUtil.SIMD_2_PI;
                    drawSect = false;
                }
                if (drawLimits)
                {
                    IndexedVector3 center = tr._origin;
                    IndexedVector3 normal = tr._basis.GetColumn(2);
                    IndexedVector3 axis   = tr._basis.GetColumn(0);
                    IndexedVector3 zero   = IndexedVector3.Zero;
                    debugDraw.DrawArc(ref center, ref normal, ref axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, ref zero, drawSect);
                }
            }
            break;

            case TypedConstraintType.CONETWIST_CONSTRAINT_TYPE:
            {
                ConeTwistConstraint pCT = constraint as ConeTwistConstraint;
                IndexedMatrix       tr  = pCT.GetRigidBodyA().GetCenterOfMassTransform() * pCT.GetAFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pCT.GetRigidBodyB().GetCenterOfMassTransform() * pCT.GetBFrame();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;

                if (drawLimits)
                {
                    //const float length = float(5);
                    float          length          = dbgDrawSize;
                    const int      nSegments       = 8 * 4;
                    float          fAngleInRadians = MathUtil.SIMD_2_PI * (float)(nSegments - 1) / (float)nSegments;
                    IndexedVector3 pPrev           = pCT.GetPointForAngle(fAngleInRadians, length);
                    pPrev = tr * pPrev;
                    for (int i = 0; i < nSegments; i++)
                    {
                        fAngleInRadians = MathUtil.SIMD_2_PI * (float)i / (float)nSegments;
                        IndexedVector3 pCur = pCT.GetPointForAngle(fAngleInRadians, length);
                        pCur = tr * pCur;
                        debugDraw.DrawLine(ref pPrev, ref pCur, ref zero);

                        if (i % (nSegments / 8) == 0)
                        {
                            IndexedVector3 origin = tr._origin;
                            debugDraw.DrawLine(ref origin, ref pCur, ref zero);
                        }

                        pPrev = pCur;
                    }
                    float tws       = pCT.GetTwistSpan();
                    float twa       = pCT.GetTwistAngle();
                    bool  useFrameB = (pCT.GetRigidBodyB().GetInvMass() > 0f);
                    if (useFrameB)
                    {
                        tr = pCT.GetRigidBodyB().GetCenterOfMassTransform() * pCT.GetBFrame();
                    }
                    else
                    {
                        tr = pCT.GetRigidBodyA().GetCenterOfMassTransform() * pCT.GetAFrame();
                    }
                    IndexedVector3 pivot  = tr._origin;
                    IndexedVector3 normal = tr._basis.GetColumn(0);
                    IndexedVector3 axis   = tr._basis.GetColumn(1);

                    debugDraw.DrawArc(ref pivot, ref normal, ref axis, dbgDrawSize, dbgDrawSize, -twa - tws, -twa + tws, ref zero, true);
                }
            }
            break;

            case TypedConstraintType.D6_CONSTRAINT_TYPE:
            case TypedConstraintType.D6_SPRING_CONSTRAINT_TYPE:
            {
                Generic6DofConstraint p6DOF = constraint as Generic6DofConstraint;
                IndexedMatrix         tr    = p6DOF.GetCalculatedTransformA();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = p6DOF.GetCalculatedTransformB();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;
                if (drawLimits)
                {
                    tr = p6DOF.GetCalculatedTransformA();
                    IndexedVector3 center = p6DOF.GetCalculatedTransformB()._origin;
                    // up is axis 1 not 2 ?

                    IndexedVector3 up    = tr._basis.GetColumn(1);
                    IndexedVector3 axis  = tr._basis.GetColumn(0);
                    float          minTh = p6DOF.GetRotationalLimitMotor(1).m_loLimit;
                    float          maxTh = p6DOF.GetRotationalLimitMotor(1).m_hiLimit;
                    float          minPs = p6DOF.GetRotationalLimitMotor(2).m_loLimit;
                    float          maxPs = p6DOF.GetRotationalLimitMotor(2).m_hiLimit;
                    debugDraw.DrawSpherePatch(ref center, ref up, ref axis, dbgDrawSize * .9f, minTh, maxTh, minPs, maxPs, ref zero);
                    axis = tr._basis.GetColumn(1);
                    float          ay   = p6DOF.GetAngle(1);
                    float          az   = p6DOF.GetAngle(2);
                    float          cy   = (float)Math.Cos(ay);
                    float          sy   = (float)Math.Sin(ay);
                    float          cz   = (float)Math.Cos(az);
                    float          sz   = (float)Math.Sin(az);
                    IndexedVector3 ref1 = new IndexedVector3(
                        cy * cz * axis.X + cy * sz * axis.Y - sy * axis.Z,
                        -sz * axis.X + cz * axis.Y,
                        cz * sy * axis.X + sz * sy * axis.Y + cy * axis.Z);
                    tr = p6DOF.GetCalculatedTransformB();
                    IndexedVector3 normal = -tr._basis.GetColumn(0);
                    float          minFi  = p6DOF.GetRotationalLimitMotor(0).m_loLimit;
                    float          maxFi  = p6DOF.GetRotationalLimitMotor(0).m_hiLimit;
                    if (minFi > maxFi)
                    {
                        debugDraw.DrawArc(ref center, ref normal, ref ref1, dbgDrawSize, dbgDrawSize, -MathUtil.SIMD_PI, MathUtil.SIMD_PI, ref zero, false);
                    }
                    else if (minFi < maxFi)
                    {
                        debugDraw.DrawArc(ref center, ref normal, ref ref1, dbgDrawSize, dbgDrawSize, minFi, maxFi, ref zero, false);
                    }
                    tr = p6DOF.GetCalculatedTransformA();
                    IndexedVector3 bbMin = p6DOF.GetTranslationalLimitMotor().m_lowerLimit;
                    IndexedVector3 bbMax = p6DOF.GetTranslationalLimitMotor().m_upperLimit;
                    debugDraw.DrawBox(ref bbMin, ref bbMax, ref tr, ref zero);
                }
            }
            break;

            case TypedConstraintType.SLIDER_CONSTRAINT_TYPE:
            {
                SliderConstraint pSlider = constraint as SliderConstraint;
                IndexedMatrix    tr      = pSlider.GetCalculatedTransformA();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                tr = pSlider.GetCalculatedTransformB();
                if (drawFrames)
                {
                    debugDraw.DrawTransform(ref tr, dbgDrawSize);
                }
                IndexedVector3 zero = IndexedVector3.Zero;
                if (drawLimits)
                {
                    IndexedMatrix  tr2    = pSlider.GetCalculatedTransformA();
                    IndexedVector3 li_min = tr2 * new IndexedVector3(pSlider.GetLowerLinLimit(), 0f, 0f);
                    IndexedVector3 li_max = tr2 * new IndexedVector3(pSlider.GetUpperLinLimit(), 0f, 0f);
                    debugDraw.DrawLine(ref li_min, ref li_max, ref zero);
                    IndexedVector3 normal = tr._basis.GetColumn(0);
                    IndexedVector3 axis   = tr._basis.GetColumn(1);
                    float          a_min  = pSlider.GetLowerAngLimit();
                    float          a_max  = pSlider.GetUpperAngLimit();
                    IndexedVector3 center = pSlider.GetCalculatedTransformB()._origin;
                    debugDraw.DrawArc(ref center, ref normal, ref axis, dbgDrawSize, dbgDrawSize, a_min, a_max, ref zero, true);
                }
            }
            break;

            default:
                break;
            }
            return;
        }
Esempio n. 14
0
        //----------------------------------------------------------------------------------------------------------------

        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);
        }
Esempio n. 15
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        //----------------------------------------------------------------------------------------------------------------

        public override void InitializeDemo()
        {
            CollisionShape groundShape = new BoxShape(new IndexedVector3(50, 0.1f, 50));

            IndexedVector3 wheelDimensions = new IndexedVector3(wheelWidth, wheelRadius, wheelRadius);

            m_wheelShape = new CylinderShapeX(ref wheelDimensions);

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

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

            LocalCreateRigidBody(0f, ref tr, groundShape);

#if true
            CollisionShape chassisShape = new BoxShape(new IndexedVector3(1.0f, 0.5f, 2.0f));
            //CollisionShape chassisShape = new BoxShape(new IndexedVector3(1.0f, 0.5f, 1.0f));
            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);
#endif

            {
#if true
                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);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "hinge aFrame", m_liftHinge.GetAFrame());
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "hinge bFrame", m_liftHinge.GetBFrame());

                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 = IndexedMatrix.Identity;
                localB = IndexedMatrix.Identity;
                localA._basis.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                localA._origin = new IndexedVector3(0.0f, -1.9f, 0.05f);
                localB._basis.SetEulerZYX(0, 0, 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);
#endif
#if true
                CompoundShape loadCompound = new CompoundShape(false);
                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
            {
                m_vehicleRayCaster = new DefaultVehicleRaycaster(m_dynamicsWorld);
                m_vehicle          = new RaycastVehicle(m_tuning, m_carChassis, m_vehicleRayCaster);

                ///never deactivate the vehicle
                m_carChassis.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                m_dynamicsWorld.AddVehicle(m_vehicle);

                float connectionHeight = 1.2f;

                bool isFrontWheel = true;

                //choose coordinate system
                m_vehicle.SetCoordinateSystem(rightIndex, upIndex, forwardIndex);

                IndexedVector3 connectionPointCS0 = IndexedVector3.Zero;
                //connectionPointCS0 = new IndexedVector3(CUBE_HALF_EXTENTS, connectionHeight, CUBE_HALF_EXTENTS);
                //m_vehicle.addWheel(ref connectionPointCS0, ref wheelDirectionCS0, ref wheelAxleCS, suspensionRestLength, wheelRadius, m_tuning, isFrontWheel);

                connectionPointCS0 = new IndexedVector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, 2.0f * CUBE_HALF_EXTENTS - wheelRadius);
                m_vehicle.AddWheel(ref connectionPointCS0, ref wheelDirectionCS0, ref wheelAxleCS, suspensionRestLength, wheelRadius, m_tuning, isFrontWheel);

                connectionPointCS0 = new IndexedVector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, 2.0f * CUBE_HALF_EXTENTS - wheelRadius);
                m_vehicle.AddWheel(ref connectionPointCS0, ref wheelDirectionCS0, ref wheelAxleCS, suspensionRestLength, wheelRadius, m_tuning, isFrontWheel);

                //isFrontWheel = false;
                connectionPointCS0 = new IndexedVector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, -2.0f * CUBE_HALF_EXTENTS + wheelRadius);
                m_vehicle.AddWheel(ref connectionPointCS0, ref wheelDirectionCS0, ref wheelAxleCS, suspensionRestLength, wheelRadius, m_tuning, isFrontWheel);

                connectionPointCS0 = new IndexedVector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, -2.0f * CUBE_HALF_EXTENTS + wheelRadius);
                m_vehicle.AddWheel(ref connectionPointCS0, ref wheelDirectionCS0, ref wheelAxleCS, suspensionRestLength, wheelRadius, m_tuning, isFrontWheel);

                for (int i = 0; i < m_vehicle.GetNumWheels(); i++)
                {
                    WheelInfo wheel = m_vehicle.GetWheelInfo(i);
                    wheel.m_suspensionStiffness      = suspensionStiffness;
                    wheel.m_wheelsDampingRelaxation  = suspensionDamping;
                    wheel.m_wheelsDampingCompression = suspensionCompression;
                    wheel.m_frictionSlip             = wheelFriction;
                    wheel.m_rollInfluence            = rollInfluence;
                }
            }

            SetCameraDistance(36.0f);
            SetTexturing(true);
            SetShadows(true);
        }
Esempio n. 16
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    /// <summary>
    /// Updates the motors on the manipulator in mix and match mode. Called every frame.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="dioModules"></param>
    /// <param name="controlIndex"></param>
    public static void UpdateManipulatorMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules, int controlIndex)
    {
        float[] pwm;
        float[] can;

        if (dioModules[0] != null)
        {
            pwm = dioModules[0].pwmValues;
            can = dioModules[0].canValues;
        }
        else
        {
            pwm = new float[10];
            can = new float[10];
        }

        pwm[4] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SpeedArrowPwm);
        pwm[5] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SpeedArrowPwm);

        pwm[6] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SpeedArrowPwm);

        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                BRaycastWheel raycastWheel = rigidNode.MainObject.GetComponent <BRaycastWheel>();

                SkeletalJoint_Base joint = rigidNode.GetSkeletalJoint();

                if (raycastWheel != null)
                {
                    if (joint.cDriver.port1 == i + 1)
                    {
                        float output = pwm[i];

                        MotorType motorType = joint.cDriver.GetMotorType();

                        float torque = motorType == MotorType.GENERIC ? 2.42f : 60 * motorDefinition[motorType].baseTorque - motorDefinition[motorType].slope * raycastWheel.GetWheelSpeed() / 9.549297f;

                        if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                        {
                            torque /= Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                        }

                        raycastWheel.ApplyForce(output, torque, motorType == MotorType.GENERIC);
                    }
                }

                if (joint != null && joint.cDriver != null)
                {
                    if (joint.cDriver.GetDriveType().IsMotor() && rigidNode.MainObject.GetComponent <BHingedConstraint>() != null)
                    {
                        if (joint.cDriver.port1 == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;

                            friction = HingeCostFriction;

                            MotorType motorType = joint.cDriver.GetMotorType();
                            Motor     motor     = motorType == MotorType.GENERIC ? new Motor(10f, 4f) : motorDefinition[motorType];

                            maxSpeed = motor.maxSpeed;
                            impulse  = motor.baseTorque - motor.slope * ((RigidBody)(rigidNode.MainObject.GetComponent <BRigidBody>().GetCollisionObject())).AngularVelocity.Length / 9.549297f;


                            if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                            {
                                float gearRatio = Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                                impulse  /= gearRatio;
                                maxSpeed *= gearRatio;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = joint.cDriver.hasBrake ? motor.baseTorque : pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (joint.cDriver.GetDriveType().IsElevator())
                    {
                        if (joint.cDriver.port1 == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MaxSliderForce;
                            sc.TargetLinearMotorVelocity = pwm[i] * MaxSliderSpeed;
                        }
                    }
                    else if (joint.cDriver.GetDriveType().IsPneumatic() && rigidNode.HasDriverMeta <PneumaticDriverMeta>())
                    {
                        BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                        SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();

                        float output = motors[joint.cDriver.port1 - 1];

                        float psi    = node.GetDriverMeta <PneumaticDriverMeta>().pressurePSI * 6894.76f;
                        float width  = node.GetDriverMeta <PneumaticDriverMeta>().widthMM * 0.001f;
                        float stroke = (sc.UpperLinearLimit - sc.LowerLinearLimit) / 0.01f;

                        float force = psi * ((float)Math.PI) * width * width / 4f;
                        float speed = stroke / 60f;

                        sc.PoweredLinearMotor        = true;
                        sc.MaxLinearMotorForce       = force;
                        sc.TargetLinearMotorVelocity = sc.TargetLinearMotorVelocity != 0 && output == 0 ? sc.TargetLinearMotorVelocity : output * speed;
                    }
                }
            }
        }
    }
Esempio n. 17
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    /// <summary>
    /// Updates all motor values from the given <see cref="RigidNode_Base"/>, pwm values, and emulation network info.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="pwm"></param>
    /// <param name="emuList"></param>
    public static void UpdateAllMotors(RigidNode_Base skeleton, float[] pwm, List <Synthesis.Robot.RobotBase.EmuNetworkInfo> emuList)
    {
        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            motors[i] = pwm[i];
        }

        if (Synthesis.GUI.EmulationDriverStation.Instance != null)
        {
            UpdateEmulationJoysticks();
            UpdateEmulationMotors(pwm);
            UpdateEmulationSensors(emuList);
        }

        foreach (RigidNode node in listOfSubNodes.Select(n => n as RigidNode))
        {
            SkeletalJoint_Base joint = node.GetSkeletalJoint();

            if (joint == null || joint.cDriver == null)
            {
                continue;
            }

            BRaycastWheel raycastWheel = node.MainObject.GetComponent <BRaycastWheel>();

            if (raycastWheel != null)
            {
                float output = motors[node.GetSkeletalJoint().cDriver.port1 - 1];

                MotorType motorType = joint.cDriver.GetMotorType();

                float torque = motorType == MotorType.GENERIC ? 2.42f : 60 * motorDefinition[motorType].baseTorque - motorDefinition[motorType].slope * raycastWheel.GetWheelSpeed() / 9.549297f;

                if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                {
                    torque /= Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                }

                raycastWheel.ApplyForce(output, torque, motorType == MotorType.GENERIC);
            }
            else if (joint.cDriver.GetDriveType().IsMotor() && node.MainObject.GetComponent <BHingedConstraint>() != null)
            {
                float maxSpeed = 0f;
                float impulse  = 0f;
                float friction = 0f;
                float output   = !joint.cDriver.isCan ? motors[joint.cDriver.port1 - 1] : motors[joint.cDriver.port1 - 10];

                friction = HingeCostFriction;

                MotorType motorType = joint.cDriver.GetMotorType();
                Motor     motor     = motorType == MotorType.GENERIC ? new Motor(10f, 4f) : motorDefinition[motorType];

                maxSpeed = motor.maxSpeed;
                impulse  = motor.baseTorque - motor.slope * ((RigidBody)(node.MainObject.GetComponent <BRigidBody>().GetCollisionObject())).AngularVelocity.Length / 9.549297f;


                if (joint.cDriver.InputGear != 0 && joint.cDriver.OutputGear != 0)
                {
                    float gearRatio = Convert.ToSingle(joint.cDriver.InputGear / joint.cDriver.OutputGear);
                    impulse  /= gearRatio;
                    maxSpeed *= gearRatio;
                }

                BHingedConstraint hingedConstraint = node.MainObject.GetComponent <BHingedConstraint>();
                hingedConstraint.enableMotor = true;
                hingedConstraint.targetMotorAngularVelocity = output > 0f ? maxSpeed : output < 0f ? -maxSpeed : 0f;
                hingedConstraint.maxMotorImpulse            = node.GetSkeletalJoint().cDriver.hasBrake ? motor.baseTorque : output == 0f ? friction : Mathf.Abs(output * impulse);
            }
            else if (joint.cDriver.GetDriveType().IsElevator() && node.HasDriverMeta <ElevatorDriverMeta>())
            {
                float output = motors[joint.cDriver.port1 - 1];

                BSliderConstraint bSliderConstraint = node.MainObject.GetComponent <BSliderConstraint>();
                SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                sc.PoweredLinearMotor        = true;
                sc.MaxLinearMotorForce       = MaxSliderForce;
                sc.TargetLinearMotorVelocity = output * MaxSliderSpeed;
            }
            else if (joint.cDriver.GetDriveType().IsPneumatic() && node.HasDriverMeta <PneumaticDriverMeta>())
            {
                BSliderConstraint bSliderConstraint = node.MainObject.GetComponent <BSliderConstraint>();
                SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();

                float output = motors[joint.cDriver.port1 - 1];

                float psi    = node.GetDriverMeta <PneumaticDriverMeta>().pressurePSI * 6894.76f;
                float width  = node.GetDriverMeta <PneumaticDriverMeta>().widthMM * 0.001f;
                float stroke = (sc.UpperLinearLimit - sc.LowerLinearLimit) / 0.01f;

                float force = psi * ((float)Math.PI) * width * width / 4f;
                float speed = stroke / 60f;

                sc.PoweredLinearMotor        = true;
                sc.MaxLinearMotorForce       = force;
                sc.TargetLinearMotorVelocity = sc.TargetLinearMotorVelocity != 0 && output == 0 ? sc.TargetLinearMotorVelocity : output * speed;
            }
        }
    }
Esempio n. 18
0
    /// <summary>
    /// Updates the motors on the manipulator in mix and match mode. Called every frame.
    /// </summary>
    /// <param name="skeleton"></param>
    /// <param name="dioModules"></param>
    /// <param name="controlIndex"></param>
    public static void UpdateManipulatorMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules, int controlIndex)
    {
        float[] pwm;
        float[] can;

        if (dioModules[0] != null)
        {
            pwm = dioModules[0].pwmValues;
            can = dioModules[0].canValues;
        }
        else
        {
            pwm = new float[10];
            can = new float[10];
        }

        pwm[4] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SpeedArrowPwm);
        pwm[5] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SpeedArrowPwm);

        pwm[6] +=
            (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SpeedArrowPwm);

        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                BRaycastWheel raycastWheel = rigidNode.MainObject.GetComponent <BRaycastWheel>();

                if (raycastWheel != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.port1 == i + 1)
                    {
                        float force = pwm[i];
                        if (rigidNode.GetSkeletalJoint().cDriver.InputGear != 0 && rigidNode.GetSkeletalJoint().cDriver.OutputGear != 0)
                        {
                            force *= Convert.ToSingle(rigidNode.GetSkeletalJoint().cDriver.InputGear / rigidNode.GetSkeletalJoint().cDriver.OutputGear);
                        }
                        raycastWheel.ApplyForce(force);
                    }
                }

                if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor() && rigidNode.MainObject.GetComponent <BHingedConstraint>() != null)
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.port1 == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;
                            if (rigidNode.GetSkeletalJoint().cDriver.InputGear != 0 && rigidNode.GetSkeletalJoint().cDriver.OutputGear != 0)
                            {
                                impulse *= Convert.ToSingle(rigidNode.GetSkeletalJoint().cDriver.InputGear / rigidNode.GetSkeletalJoint().cDriver.OutputGear);
                            }

                            if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                            {
                                maxSpeed = WheelMaxSpeed;
                                impulse  = WheelMotorImpulse;
                                friction = WheelCoastFriction;
                            }
                            else
                            {
                                maxSpeed = HingeMaxSpeed;
                                impulse  = HingeMotorImpulse;
                                friction = HingeCostFriction;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = rigidNode.GetSkeletalJoint().cDriver.hasBrake ? HingeMotorImpulse : pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.port1 == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MaxSliderForce;
                            sc.TargetLinearMotorVelocity = pwm[i] * MaxSliderSpeed;
                        }
                    }
                }
            }
        }
    }
Esempio n. 19
0
        protected override void OnInitializePhysics()
        {
            SetupEmptyDynamicsWorld();

            CollisionShape groundShape = new BoxShape(50, 1, 50);

            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);

            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));

            CollisionShapes.Add(shape);


            const float THETA = (float)Math.PI / 4.0f;
            float       L_1   = 2 - (float)Math.Tan(THETA);
            float       L_2   = 1 / (float)Math.Cos(THETA);
            float       RATIO = L_2 / L_1;

            RigidBody bodyA;
            RigidBody bodyB;

            CollisionShape cylA = new CylinderShape(0.2f, 0.25f, 0.2f);
            CollisionShape cylB = new CylinderShape(L_1, 0.025f, L_1);
            CompoundShape  cyl0 = new CompoundShape();

            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            float   mass = 6.28f;
            Vector3 localInertia;

            cyl0.CalculateLocalInertia(mass, out localInertia);
            RigidBodyConstructionInfo ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);

            ci.StartWorldTransform = Matrix.Translation(-8, 1, -8);

            body = new RigidBody(ci); //1,0,cyl0,localInertia);
            World.AddRigidBody(body);
            body.LinearFactor  = Vector3.Zero;
            body.AngularFactor = new Vector3(0, 1, 0);
            bodyA = body;

            cylA = new CylinderShape(0.2f, 0.26f, 0.2f);
            cylB = new CylinderShape(L_2, 0.025f, L_2);
            cyl0 = new CompoundShape();
            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            mass = 6.28f;
            cyl0.CalculateLocalInertia(mass, out localInertia);
            ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);
            Quaternion orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);

            ci.StartWorldTransform = Matrix.RotationQuaternion(orn) * Matrix.Translation(-10, 2, -8);

            body = new RigidBody(ci);//1,0,cyl0,localInertia);
            body.LinearFactor = Vector3.Zero;
            HingeConstraint hinge = new HingeConstraint(body, Vector3.Zero, new Vector3(0, 1, 0), true);

            World.AddConstraint(hinge);
            bodyB = body;
            body.AngularVelocity = new Vector3(0, 3, 0);

            World.AddRigidBody(body);

            Vector3 axisA = new Vector3(0, 1, 0);
            Vector3 axisB = new Vector3(0, 1, 0);

            orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);
            Matrix mat = Matrix.RotationQuaternion(orn);

            axisB = new Vector3(mat.M21, mat.M22, mat.M23);

            GearConstraint gear = new GearConstraint(bodyA, bodyB, axisA, axisB, RATIO);

            World.AddConstraint(gear, true);


            mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA  = new Vector3(0, 0, 1);

            Vector3 pivotInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

#if P2P
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0, body1, pivotInA, pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0, body1, pivotInA, pivotInB, axisInA, axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
#else
            {
                hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                const float targetVelocity  = 1.0f;
                const float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }
#endif

            RigidBody pRbA1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbA1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbA1.ActivationState = ActivationState.DisableDeactivation;

            // add dynamic rigid body B1
            RigidBody pRbB1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbB1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbB1.ActivationState = ActivationState.DisableDeactivation;

            // create slider constraint between A1 and B1 and add it to world
            SliderConstraint spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, true);
            //spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, false);
            spSlider1.LowerLinearLimit = -15.0f;
            spSlider1.UpperLinearLimit = -5.0f;
            spSlider1.LowerLinearLimit = 5.0f;
            spSlider1.UpperLinearLimit = 15.0f;
            spSlider1.LowerLinearLimit = -10.0f;
            spSlider1.UpperLinearLimit = -10.0f;

            spSlider1.LowerAngularLimit = -(float)Math.PI / 3.0f;
            spSlider1.UpperAngularLimit = (float)Math.PI / 3.0f;

            World.AddConstraint(spSlider1, true);
            spSlider1.DebugDrawSize = 5.0f;


            //create a slider, using the generic D6 constraint
            Vector3     sliderWorldPos = new Vector3(0, 10, 0);
            Vector3     sliderAxis     = Vector3.UnitX;
            const float angle          = 0; //SIMD_RADS_PER_DEG * 10.f;
            Matrix      trans          = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);
            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);
            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(0, 5, 0);

            //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
            const bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits
            spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA)
            {
                LinearLowerLimit = lowerSliderLimit,
                LinearUpperLimit = hiSliderLimit,

                //range should be small, otherwise singularities will 'explode' the constraint
                //AngularLowerLimit = new Vector3(-1.5f,0,0),
                //AngularUpperLimit = new Vector3(1.5f,0,0),
                //AngularLowerLimit = new Vector3(0,0,0),
                //AngularUpperLimit = new Vector3(0,0,0),
                AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0),
                AngularUpperLimit = new Vector3(1.5f, 0, 0)
            };

            //spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce  = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;



            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);
            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);
            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA  = Vector3.UnitY;                          // pointing upwards, aka Y-axis

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

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);



            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);
            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);
            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);
            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);



            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;



            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);
            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 pivotA = new Vector3(10.0f, 0.0f, 0.0f);
            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, pivotA, btAxisA);
            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;



            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis  = new Vector3(0, 0, 1);
            Vector3 anchor     = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;



            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true)
            {
                LinearUpperLimit  = new Vector3(5, 0, 0),
                LinearLowerLimit  = new Vector3(-5, 0, 0),
                AngularLowerLimit = new Vector3(0, 0, -1.5f),
                AngularUpperLimit = new Vector3(0, 0, 1.5f),
                DebugDrawSize     = 5
            };
            World.AddConstraint(pGen6DOFSpring, true);

            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();



            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis  = new Vector3(1, 0, 0);
            anchor     = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;



            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            axisA = new Vector3(0, 1, 0);
            axisB = new Vector3(0, 1, 0);
            Vector3 pivotA2 = new Vector3(-5, 0, 0);
            Vector3 pivotB  = new Vector3(5, 0, 0);
            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA2, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }
Esempio n. 20
0
    public static void UpdateAllMotors(RigidNode_Base skeleton, UnityPacket.OutputStatePacket.DIOModule[] dioModules, int controlIndex, bool mecanum)
    {
        bool IsMecanum = mecanum;
        int  reverse   = -1;

        float[] pwm;
        float[] can;

        if (dioModules[0] != null)
        {
            pwm = dioModules[0].pwmValues;
            can = dioModules[0].canValues;
        }
        else
        {
            pwm = new float[10];
            can = new float[10];
        }

        if (IsMecanum)
        {
            #region Mecanum Drive
            pwm[(int)MecanumPorts.FRONT_RIGHT] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * -SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * -SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) *  -SPEED_ARROW_PWM);

            pwm[(int)MecanumPorts.FRONT_LEFT] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) * -SPEED_ARROW_PWM);

            //For some reason, giving the back wheels 0.25 power instead of 0.5 works for strafing
            pwm[(int)MecanumPorts.BACK_RIGHT] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * -SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * -SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) * 0.25f);

            pwm[(int)MecanumPorts.BACK_LEFT] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) * 0.25f);
            pwm[4] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SPEED_ARROW_PWM);

            pwm[5] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SPEED_ARROW_PWM);

            pwm[6] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SPEED_ARROW_PWM);
            #endregion
        }

        if (Controls.TankDriveEnabled)
        {
            #region Tank Drive
            //pwm[0] +=
            //   (InputControl.GetButton(Controls.buttons[controlIndex].tankFrontLeft) ? SPEED_ARROW_PWM : 0.0f) +
            //   (InputControl.GetButton(Controls.buttons[controlIndex].tankBackLeft) ? -SPEED_ARROW_PWM : 0.0f);

            //pwm[1] +=
            //   (InputControl.GetButton(Controls.buttons[controlIndex].tankFrontRight) ? -SPEED_ARROW_PWM : 0.0f) +
            //   (InputControl.GetButton(Controls.buttons[controlIndex].tankBackRight) ? SPEED_ARROW_PWM : 0.0f);

            pwm[0] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].tankRightAxes) * SPEED_ARROW_PWM);

            pwm[1] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].tankLeftAxes) * SPEED_ARROW_PWM);

            pwm[2] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) * SPEED_ARROW_PWM);

            pwm[3] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm3Axes) * SPEED_ARROW_PWM);

            pwm[4] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SPEED_ARROW_PWM);

            pwm[5] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SPEED_ARROW_PWM);

            pwm[6] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SPEED_ARROW_PWM);
            #endregion
        }
        else
        {
            #region Arcade Drive
            //pwm[0] +=
            //    (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? -SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].left) ? -SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].right) ? SPEED_ARROW_PWM : 0.0f);

            //pwm[1] +=
            //    (InputControl.GetButton(Controls.buttons[controlIndex].forward) ? -SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].backward) ? SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].left) ? -SPEED_ARROW_PWM : 0.0f) +
            //    (InputControl.GetButton(Controls.buttons[controlIndex].right) ? SPEED_ARROW_PWM : 0.0f);

            pwm[0] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * -SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * SPEED_ARROW_PWM);

            pwm[1] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].vertical) * SPEED_ARROW_PWM) +
                (InputControl.GetAxis(Controls.axes[controlIndex].horizontal) * SPEED_ARROW_PWM);

            pwm[2] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm2Axes) * SPEED_ARROW_PWM);

            pwm[3] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm3Axes) * SPEED_ARROW_PWM);

            pwm[4] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm4Axes) * SPEED_ARROW_PWM);

            pwm[5] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm5Axes) * SPEED_ARROW_PWM);

            pwm[6] +=
                (InputControl.GetAxis(Controls.axes[controlIndex].pwm6Axes) * SPEED_ARROW_PWM);
            #endregion
        }

        listOfSubNodes.Clear();
        skeleton.ListAllNodes(listOfSubNodes);

        for (int i = 0; i < pwm.Length; i++)
        {
            foreach (RigidNode_Base node in listOfSubNodes)
            {
                RigidNode rigidNode = (RigidNode)node;

                if (pwm[i] != 0f)
                {
                    BRigidBody rigidBody = rigidNode.MainObject.GetComponent <BRigidBody>();

                    if (rigidBody != null && !rigidBody.GetCollisionObject().IsActive)
                    {
                        rigidBody.GetCollisionObject().Activate();
                    }
                }

                BRaycastWheel raycastWheel = rigidNode.MainObject.GetComponent <BRaycastWheel>();

                if (raycastWheel != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                    {
                        raycastWheel.ApplyForce(pwm[i]);
                    }
                }

                if (rigidNode.GetSkeletalJoint() != null && rigidNode.GetSkeletalJoint().cDriver != null)
                {
                    if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsMotor() && rigidNode.MainObject.GetComponent <BHingedConstraint>() != null)
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1)
                        {
                            float maxSpeed = 0f;
                            float impulse  = 0f;
                            float friction = 0f;

                            if (rigidNode.HasDriverMeta <WheelDriverMeta>())
                            {
                                maxSpeed = WHEEL_MAX_SPEED;
                                impulse  = WHEEL_MOTOR_IMPULSE;
                                friction = WHEEL_COAST_FRICTION;
                            }
                            else
                            {
                                maxSpeed = HINGE_MAX_SPEED;
                                impulse  = HINGE_MOTOR_IMPULSE;
                                friction = HINGE_COAST_FRICTION;
                            }

                            BHingedConstraint hingedConstraint = rigidNode.MainObject.GetComponent <BHingedConstraint>();
                            hingedConstraint.enableMotor = true;
                            hingedConstraint.targetMotorAngularVelocity = pwm[i] > 0f ? maxSpeed : pwm[i] < 0f ? -maxSpeed : 0f;
                            hingedConstraint.maxMotorImpulse            = pwm[i] == 0f ? friction : Mathf.Abs(pwm[i] * impulse);
                        }
                    }
                    else if (rigidNode.GetSkeletalJoint().cDriver.GetDriveType().IsElevator())
                    {
                        if (rigidNode.GetSkeletalJoint().cDriver.portA == i + 1 && rigidNode.HasDriverMeta <ElevatorDriverMeta>())
                        {
                            BSliderConstraint bSliderConstraint = rigidNode.MainObject.GetComponent <BSliderConstraint>();
                            SliderConstraint  sc = (SliderConstraint)bSliderConstraint.GetConstraint();
                            sc.PoweredLinearMotor        = true;
                            sc.MaxLinearMotorForce       = MAX_SLIDER_FORCE;
                            sc.TargetLinearMotorVelocity = pwm[i] * MAX_SLIDER_SPEED;
                        }
                    }
                }
            }
        }
    }