Esempio n. 1
0
        // Object A has the constraint compontent and is constrainted to object B
        // The constraint frame is defined relative to A by three vectors.
        // This method calculates the frames A and B that need to be passed to bullet
        public bool CreateFramesA_B(Vector3 forwardInA, Vector3 upInA, Vector3 constraintPivotInA, out BM.Matrix frameInA, out BM.Matrix frameInB, ref string errorMsg)
        {
            frameInA = BM.Matrix.Identity;
            if (!CreateFrame(forwardInA, upInA, constraintPivotInA, ref frameInA, ref errorMsg))
            {
                frameInB = BM.Matrix.Identity;
                return(false);
            }

            BM.Vector4 x  = frameInA.Row1;
            BM.Vector4 y  = frameInA.Row2;
            BM.Vector4 z  = frameInA.Row3;
            Vector3    xx = new Vector3(x.X, x.Y, x.Z);
            Vector3    yy = new Vector3(y.X, y.Y, y.Z);
            Vector3    zz = new Vector3(z.X, z.Y, z.Z);
            Quaternion q  = transform.localRotation * Quaternion.Inverse(m_otherRigidBody.transform.localRotation);

            xx              = q * xx;
            yy              = q * yy;
            zz              = q * zz;
            frameInB        = BM.Matrix.Identity;
            frameInB.Row1   = new BM.Vector4(xx.ToBullet(), 0f);
            frameInB.Row2   = new BM.Vector4(yy.ToBullet(), 0f);
            frameInB.Row3   = new BM.Vector4(zz.ToBullet(), 0f);
            frameInB.Origin = m_otherRigidBody.transform.InverseTransformPoint(transform.TransformPoint(constraintPivotInA)).ToBullet();

            return(true);
        }
Esempio n. 2
0
        //todo(erwincoumans) Quick hack, reference to InvertedPendulumPDControl implementation. Will create a separate header/source file for this.
        public static MultiBody createInvertedPendulumMultiBody(float radius, MultiBodyDynamicsWorld world, Matrix baseWorldTrans, bool fixedBase)
        {
            BulletSharp.Math.Vector4[] colors = new BulletSharp.Math.Vector4[]
            {
                new BulletSharp.Math.Vector4(1, 0, 0, 1),
                new BulletSharp.Math.Vector4(0, 1, 0, 1),
                new BulletSharp.Math.Vector4(0, 1, 1, 1),
                new BulletSharp.Math.Vector4(1, 1, 0, 1),
            };
            int curColor = 0;

            bool damping     = false;
            bool gyro        = false;
            int  numLinks    = 2;
            bool spherical   = false;               //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
            bool canSleep    = false;
            bool selfCollide = false;

            BulletSharp.Math.Vector3 linkHalfExtents = new BulletSharp.Math.Vector3(0.05f, 0.37f, 0.1f);
            BulletSharp.Math.Vector3 baseHalfExtents = new BulletSharp.Math.Vector3(0.04f, 0.35f, 0.08f);


            //mbC.forceMultiDof();							//if !spherical, you can comment this line to check the 1DoF algorithm
            //init the base
            BulletSharp.Math.Vector3 baseInertiaDiag = new BulletSharp.Math.Vector3(0.0f, 0.0f, 0.0f);
            float baseMass = fixedBase ? 0.0f : 10.0f;

            if (baseMass != 0)
            {
                //CollisionShape *shape = new btSphereShape(baseHalfExtents[0]);// btBoxShape(BulletSharp.Math.Vector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
                CollisionShape shape = new BoxShape(new BulletSharp.Math.Vector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
                shape.CalculateLocalInertia(baseMass, out baseInertiaDiag);
                shape.Dispose();
            }


            MultiBody pMultiBody = new MultiBody(numLinks, 0, baseInertiaDiag, fixedBase, canSleep);

            pMultiBody.BaseWorldTransform = baseWorldTrans;
            BulletSharp.Math.Vector3 vel = new BulletSharp.Math.Vector3(0, 0, 0);
            //	pMultiBody.setBaseVel(vel);

            //init the links
            BulletSharp.Math.Vector3 hingeJointAxis = new BulletSharp.Math.Vector3(1, 0, 0);

            //y-axis assumed up
            BulletSharp.Math.Vector3 parentComToCurrentCom    = new BulletSharp.Math.Vector3(0, -linkHalfExtents[1] * 2.0f, 0); //par body's COM to cur body's COM offset
            BulletSharp.Math.Vector3 currentPivotToCurrentCom = new BulletSharp.Math.Vector3(0, -linkHalfExtents[1], 0);        //cur body's COM to cur body's PIV offset
            BulletSharp.Math.Vector3 parentComToCurrentPivot  = parentComToCurrentCom - currentPivotToCurrentCom;               //par body's COM to cur body's PIV offset

            //////
            float q0 = 1.0f * Mathf.PI / 180.0f;

            BulletSharp.Math.Quaternion quat0 = new BulletSharp.Math.Quaternion(new BulletSharp.Math.Vector3(1, 0, 0), q0);
            quat0.Normalize();
            /////

            for (int i = 0; i < numLinks; ++i)
            {
                float linkMass = 1.0f;
                //if (i==3 || i==2)
                //	linkMass= 1000;
                BulletSharp.Math.Vector3 linkInertiaDiag = new BulletSharp.Math.Vector3(0.0f, 0.0f, 0.0f);

                CollisionShape shape = null;
                if (i == 0)
                {
                    shape = new BoxShape(new BulletSharp.Math.Vector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));//
                }
                else
                {
                    shape = new SphereShape(radius);
                }
                shape.CalculateLocalInertia(linkMass, out linkInertiaDiag);
                shape.Dispose();


                if (!spherical)
                {
                    //pMultiBody.setupRevolute(i, linkMass, linkInertiaDiag, i - 1, BulletSharp.Math.Quaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, false);

                    if (i == 0)
                    {
                        pMultiBody.SetupRevolute(i, linkMass, linkInertiaDiag, i - 1,
                                                 new BulletSharp.Math.Quaternion(0.0f, 0.0f, 0.0f, 1.0f),
                                                 hingeJointAxis,
                                                 parentComToCurrentPivot,
                                                 currentPivotToCurrentCom, false);
                    }
                    else
                    {
                        parentComToCurrentCom    = new BulletSharp.Math.Vector3(0, -radius * 2.0f, 0); //par body's COM to cur body's COM offset
                        currentPivotToCurrentCom = new BulletSharp.Math.Vector3(0, -radius, 0);        //cur body's COM to cur body's PIV offset
                        parentComToCurrentPivot  = parentComToCurrentCom - currentPivotToCurrentCom;   //par body's COM to cur body's PIV offset


                        pMultiBody.SetupFixed(i, linkMass, linkInertiaDiag, i - 1,
                                              new BulletSharp.Math.Quaternion(0.0f, 0.0f, 0.0f, 1.0f),
                                              parentComToCurrentPivot,
                                              currentPivotToCurrentCom);
                    }
                }
                else
                {
                    //pMultiBody.setupPlanar(i, linkMass, linkInertiaDiag, i - 1, BulletSharp.Math.Quaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, BulletSharp.Math.Vector3(1, 0, 0), parentComToCurrentPivot*2, false);
                    pMultiBody.SetupSpherical(i, linkMass, linkInertiaDiag, i - 1, new BulletSharp.Math.Quaternion(0.0f, 0.0f, 0.0f, 1.0f), parentComToCurrentPivot, currentPivotToCurrentCom, false);
                }
            }

            pMultiBody.FinalizeMultiDof();
            world.AddMultiBody(pMultiBody);
            MultiBody mbC = pMultiBody;

            mbC.CanSleep         = (canSleep);
            mbC.HasSelfCollision = (selfCollide);
            mbC.UseGyroTerm      = (gyro);
            //
            if (!damping)
            {
                mbC.LinearDamping  = (0.0f);
                mbC.AngularDamping = (0.0f);
            }
            else
            {
                mbC.LinearDamping  = (0.1f);
                mbC.AngularDamping = (0.9f);
            }


            if (numLinks > 0)
            {
                q0 = 180.0f * Mathf.PI / 180.0f;
                if (!spherical)
                {
                    mbC.SetJointPosMultiDof(0, new float[] { q0 });
                }
                else
                {
                    BulletSharp.Math.Vector3 vv = new BulletSharp.Math.Vector3(1, 1, 0);
                    vv.Normalize();
                    quat0 = new BulletSharp.Math.Quaternion(vv, q0);
                    quat0.Normalize();
                    float[] quat0fs = new float[] { quat0.X, quat0.Y, quat0.Z, quat0.W };
                    mbC.SetJointPosMultiDof(0, quat0fs);
                }
            }
            ///
            BulletSharp.Math.Quaternion[] world_to_local; //btAlignedObjectArray<BulletSharp.Math.Quaternion>
            world_to_local = new BulletSharp.Math.Quaternion[pMultiBody.NumLinks + 1];

            BulletSharp.Math.Vector3[] local_origin; //btAlignedObjectArray<BulletSharp.Math.Vector3>
            local_origin      = new BulletSharp.Math.Vector3[pMultiBody.NumLinks + 1];
            world_to_local[0] = pMultiBody.WorldToBaseRot;
            local_origin[0]   = pMultiBody.BasePosition;
            //  double friction = 1;
            {
                if (true)
                {
                    CollisionShape shape = new BoxShape(new BulletSharp.Math.Vector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2])); //new btSphereShape(baseHalfExtents[0]);
                                                                                                                                                   // guiHelper.createCollisionShapeGraphicsObject(shape);

                    MultiBodyLinkCollider col = new MultiBodyLinkCollider(pMultiBody, -1);
                    col.CollisionShape = shape;

                    Matrix tr = new Matrix();
                    tr.ScaleVector = BulletSharp.Math.Vector3.One;
                    //if we don't set the initial pose of the btCollisionObject, the simulator will do this
                    //when syncing the btMultiBody link transforms to the btMultiBodyLinkCollider

                    tr.Origin = local_origin[0];
                    BulletSharp.Math.Quaternion orn = new BulletSharp.Math.Quaternion(new BulletSharp.Math.Vector3(0, 0, 1), 0.25f * 3.1415926538f);

                    tr.Rotation        = (orn);
                    col.WorldTransform = (tr);

                    bool isDynamic = (baseMass > 0 && !fixedBase);
                    CollisionFilterGroups collisionFilterGroup = isDynamic ? CollisionFilterGroups.DefaultFilter : CollisionFilterGroups.StaticFilter;
                    CollisionFilterGroups collisionFilterMask  = isDynamic ? CollisionFilterGroups.AllFilter : CollisionFilterGroups.AllFilter ^ CollisionFilterGroups.StaticFilter;


                    world.AddCollisionObject(col, collisionFilterGroup, collisionFilterMask);//, 2,1+2);

                    BulletSharp.Math.Vector4 color = new BulletSharp.Math.Vector4(0.0f, 0.0f, 0.5f, 1f);
                    //guiHelper.createCollisionObjectGraphicsObject(col, color);

                    //                col.setFriction(friction);
                    pMultiBody.BaseCollider = (col);
                }
            }


            for (int i = 0; i < pMultiBody.NumLinks; ++i)
            {
                int parent = pMultiBody.GetParent(i);
                world_to_local[i + 1] = pMultiBody.GetParentToLocalRot(i) * world_to_local[parent + 1];
                BulletSharp.Math.Vector3 vv = world_to_local[i + 1].Inverse.Rotate(pMultiBody.GetRVector(i));
                local_origin[i + 1] = local_origin[parent + 1] + vv;
            }


            for (int i = 0; i < pMultiBody.NumLinks; ++i)
            {
                BulletSharp.Math.Vector3 posr = local_origin[i + 1];
                //	float pos[4]={posr.x(),posr.y(),posr.z(),1};

                float[]        quat  = new float[] { -world_to_local[i + 1].X, -world_to_local[i + 1].Y, -world_to_local[i + 1].Z, world_to_local[i + 1].W };
                CollisionShape shape = null;

                if (i == 0)
                {
                    shape = new BoxShape(new BulletSharp.Math.Vector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));//btSphereShape(linkHalfExtents[0]);
                }
                else
                {
                    shape = new SphereShape(radius);
                }

                //guiHelper.createCollisionShapeGraphicsObject(shape);
                MultiBodyLinkCollider col = new MultiBodyLinkCollider(pMultiBody, i);
                col.CollisionShape = (shape);
                Matrix tr = new Matrix();
                tr.ScaleVector     = new BulletSharp.Math.Vector3();
                tr.Origin          = (posr);
                tr.Rotation        = (new BulletSharp.Math.Quaternion(quat[0], quat[1], quat[2], quat[3]));
                col.WorldTransform = (tr);
                //       col.setFriction(friction);
                bool isDynamic = true;//(linkMass > 0);
                CollisionFilterGroups collisionFilterGroup = isDynamic ? CollisionFilterGroups.DefaultFilter : CollisionFilterGroups.StaticFilter;
                CollisionFilterGroups collisionFilterMask  = isDynamic ? CollisionFilterGroups.AllFilter : CollisionFilterGroups.AllFilter ^ CollisionFilterGroups.StaticFilter;

                //if (i==0||i>numLinks-2)
                {
                    world.AddCollisionObject(col, collisionFilterGroup, collisionFilterMask);//,2,1+2);
                    BulletSharp.Math.Vector4 color = colors[curColor];
                    curColor++;
                    curColor &= 3;
                    //guiHelper.createCollisionObjectGraphicsObject(col, color);


                    pMultiBody.GetLink(i).Collider = col;
                }
            }

            return(pMultiBody);
        }