Esempio n. 1
0
        SoftBody CreateClusterBunny(Vector3 x, Vector3 a)
        {
            SoftBody psb = SoftBodyHelpers.CreateFromTriMesh(softBodyWorldInfo, BunnyMesh.Vertices, BunnyMesh.Indices);
            Material pm  = psb.AppendMaterial();

            pm.Lst    = 1;
            pm.Flags -= FMaterial.DebugDraw;
            psb.GenerateBendingConstraints(2, pm);
            psb.Cfg.PIterations = 2;
            psb.Cfg.DF          = 1;
            psb.Cfg.Collisions  = FCollisions.CLSS | FCollisions.CLRS;
            psb.RandomizeConstraints();
            Matrix m = Matrix.RotationYawPitchRoll(a.X, a.Y, a.Z) * Matrix.Translation(x);

            psb.Transform(m);
            psb.Scale(new Vector3(8, 8, 8));
            psb.SetTotalMass(150, true);
            psb.GenerateClusters(1);
            SoftWorld.AddSoftBody(psb);
            return(psb);
        }
Esempio n. 2
0
 void InitCollide2()
 {
     for (int i = 0; i < 3; ++i)
     {
         SoftBody psb = SoftBodyHelpers.CreateFromTriMesh(softBodyWorldInfo, BunnyMesh.Vertices, BunnyMesh.Indices);
         Material pm  = psb.AppendMaterial();
         pm.Lst    = 0.5f;
         pm.Flags -= FMaterial.DebugDraw;
         psb.GenerateBendingConstraints(2, pm);
         psb.Cfg.PIterations = 2;
         psb.Cfg.DF          = 0.5f;
         psb.Cfg.Collisions |= FCollisions.VFSS;
         psb.RandomizeConstraints();
         Matrix m = Matrix.RotationYawPitchRoll((float)Math.PI / 2 * (i & 1), 0, 0) *
                    Matrix.Translation(0, -1 + 5 * i, 0);
         psb.Transform(m);
         psb.Scale(new Vector3(6, 6, 6));
         psb.SetTotalMass(100, true);
         SoftWorld.AddSoftBody(psb);
     }
     cutting = true;
 }
Esempio n. 3
0
        /// <summary>
        /// Apply these SoftBody settings to this SoftBody
        /// </summary>
        /// <param name="softBody"></param>
        public void ConfigureSoftBody(SoftBody softBody)
        {
            softBody.Scale(scale.ToBullet());

            BulletSharp.SoftBody.Material pm = softBody.Materials[0];

            sBMaterial.SetSBMaterial(pm);

            config.CopyToBulletSBConfig(softBody.Cfg);

            if (allNodeBendingConstraints)
            {
                for (int i = 0; i < softBody.Nodes.Count - 1; ++i)
                {
                    softBody.GenerateBendingConstraints(1 + i);
                }
            }
            else
            {
                softBody.GenerateBendingConstraints(bendingConstraintDistance, pm);
            }

            if (randomizeConstraints)
            {
                softBody.RandomizeConstraints();
            }

            if (generateClusters)
            {
                softBody.GenerateClusters(0);
            }

            softBody.SetTotalMass(totalMass, fromFaces);

            softBody.SetPose(bvolume, bframe);
        }