Esempio n. 1
0
 public unsafe static void AddPoint(this ConvexHullShape obj, ref OpenTK.Vector3 point, bool recalculateLocalAabb)
 {
     fixed(OpenTK.Vector3 *pointPtr = &point)
     {
         obj.AddPoint(ref *(BulletSharp.Math.Vector3 *)pointPtr, recalculateLocalAabb);
     }
 }
Esempio n. 2
0
 public unsafe static void AddPoint(this ConvexHullShape obj, ref OpenTK.Vector3 point)
 {
     fixed(OpenTK.Vector3 *pointPtr = &point)
     {
         obj.AddPoint(ref *(BulletSharp.Math.Vector3 *)pointPtr);
     }
 }
        public override CollisionShape GetCollisionShape()
        {
            if (collisionShapePtr == null) {

                /*
                btShapeHull* hull = new btShapeHull(originalConvexShape);
                btScalar margin = originalConvexShape->getMargin();
                hull->buildHull(margin);
                btConvexHullShape* simplifiedConvexShape = new btConvexHullShape(hull->getVertexPointer(), hull->numVertices());
                */

                Vector3[] verts = hullMesh.vertices;
                //todo remove duplicate verts
                //todo use vertex reduction utility
                float[] points = new float[verts.Length * 3];
                for (int i = 0; i < verts.Length; i++) {
                    int idx = i * 3;
                    points[idx] = verts[i].x;
                    points[idx + 1] = verts[i].y;
                    points[idx + 2] = verts[i].z;
                }
                collisionShapePtr = new ConvexHullShape(points);
                ((ConvexHullShape)collisionShapePtr).LocalScaling = m_localScaling.ToBullet();
            }
            return collisionShapePtr;
        }
        public static void CreateConvexHull(ConvexHullShape shape, Mesh mesh)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            List<UnityEngine.Vector3> verts = new List<UnityEngine.Vector3>();
            List<int> tris = new List<int>();

            //int vertexCount = hull.NumVertices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            for (int i = 0; i < indices.Count; i+=3)
            {
                verts.Add(points[(int)indices[i]].ToUnity());
                verts.Add(points[(int)indices[i+1]].ToUnity());
                verts.Add(points[(int)indices[i+2]].ToUnity());
                tris.Add(i);
                tris.Add(i + 1);
                tris.Add(i + 2);
            }

            mesh.vertices = verts.ToArray();
            mesh.triangles = tris.ToArray();
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
        }
        protected override void OnInitializePhysics()
        {
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConf);
            World.Gravity = new Vector3(0, -10, 0);

            // ground
            CollisionShape groundShape = new BoxShape(50, 1, 50);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

            // Objects
            //colShape = new BoxShape(1);
            Vector3[] points0 = {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)
            };
            Vector3[] points1 = {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0,0,-1), new Vector3(-1,-1,0)
            };
            colShape0 = new ConvexHullShape(points0);
            colShape1 = new ConvexHullShape(points1);
            CollisionShapes.Add(colShape0);
            CollisionShapes.Add(colShape1);

            body2 = LocalCreateRigidBody(0, body2Position, colShape1);

            rotBody = LocalCreateRigidBody(0, rotBodyPosition, colShape0);
            rotBody.CollisionFlags |= CollisionFlags.KinematicObject;
            rotBody.ActivationState = ActivationState.DisableDeactivation;
        }
 protected override CollisionShape CreateShape()
 {
     ConvexHullShape shape = new ConvexHullShape(this.vertices);
     //BvhTriangleMeshShape bvh = new BvhTriangleMeshShape(
     //StridingMeshInterface smi = new StridingMeshInterface();
     //TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(
     //StridingMeshInterface
     return shape;
 }
        public static ConvexHullShape ConvertToHull(MeshPtr mesh, Vector3 pos, Quaternion orientation, Vector3 scale)
        {
            Launch.Log("[Loading] Converting " + mesh.Name + " to a BulletSharp.ConvexHull");

            uint vertex_count = default(uint);
            Vector3[] vertices = default(Vector3[]);
            uint index_count = default(uint);
            uint[] indices = default(uint[]);

            GetMeshInformation(mesh, ref vertex_count, ref vertices, ref index_count, ref indices, pos, orientation, scale);

            ConvexHullShape hull = new ConvexHullShape(vertices.Distinct().ToArray());

            return hull;
        }
Esempio n. 8
0
        public override void AddConvexVerticesCollider(AlignedVector3Array vertices, bool isEntity, Vector3 entityTargetLocation)
        {
            // perhaps we can do something special with entities (isEntity)
            // like adding a collision Triggering (as example)

            if (vertices.Count == 0)
                return;

            float mass = 0.0f;
            //can use a shift
            Matrix startTransform = Matrix.Translation(0, 0, -10.0f);
            CollisionShape shape = new ConvexHullShape(vertices);
            demo.CollisionShapes.Add(shape);

            demo.LocalCreateRigidBody(mass, startTransform, shape);
        }
 public override CollisionShape GetCollisionShape()
 {
     if (collisionShapePtr == null) {
         Vector3[] verts = hullMesh.vertices;
         //todo remove duplicate verts
         //todo use vertex reduction utility
         float[] points = new float[verts.Length * 3];
         for (int i = 0; i < verts.Length; i++) {
             int idx = i * 3;
             points[idx] = verts[i].x;
             points[idx + 1] = verts[i].y;
             points[idx + 2] = verts[i].z;
         }
         collisionShapePtr = new ConvexHullShape(points);
     }
     return collisionShapePtr;
 }
        public override void AddConvexVerticesCollider(AlignedVector3Array vertices, bool isEntity, Vector3 entityTargetLocation)
        {
            // perhaps we can do something special with entities (isEntity)
            // like adding a collision Triggering (as example)

            if (vertices.Count == 0)
                return;

            const float mass = 0.0f;
            //can use a shift
            Matrix startTransform = Matrix.Translation(0, -10.0f, 0);
            //this create an internal copy of the vertices
            for (int i = 0; i < vertices.Count; i++)
            {
                Vector3 v = vertices[i] * 0.5f;
                vertices[i] = new Vector3(v.X, v.Z * 0.75f, -v.Y);
            }

            CollisionShape shape = new ConvexHullShape(vertices);
            demo.CollisionShapes.Add(shape);

            demo.LocalCreateRigidBody(mass, startTransform, shape);
        }
        public static void CreateConvexHull(ConvexHullShape shape, Mesh mesh)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[vertexCount];
            for (int i = 0; i < vertexCount; i++)
            {
                vertices[i] = points[(int)indices[i]].ToUnity();
            }
            int[] tris = new int[indices.Count];
            for (int i = 0; i < indices.Count; i++)
            {
                tris[i] = (int) indices[i];
            }
            mesh.vertices = vertices;
            mesh.triangles = tris;
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
        }
        public override void ConvexDecompResult(ConvexResult result)
        {
            TriangleMesh trimesh = new TriangleMesh();
            demo.trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6.0f, 6.0f, 6.0f);

            if (output == null)
                return;

            output.WriteLine("## Hull Piece {0} with {1} vertices and {2} triangles.", mHullCount, result.mHullVertices.Length, result.mHullIndices.Length / 3);

            output.WriteLine("usemtl Material{0}", mBaseCount);
            output.WriteLine("o Object{0}", mBaseCount);

            foreach (Vector3 p in result.mHullVertices)
            {
                output.WriteLine(string.Format(floatFormat, "v {0:F9} {1:F9} {2:F9}", p.X, p.Y, p.Z));
            }

            //calc centroid, to shift vertices around center of mass
            demo.centroid = Vector3.Zero;

            AlignedVector3Array vertices = new AlignedVector3Array();
            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    demo.centroid += vertex * localScaling;
                }
            }

            demo.centroid /= (float)result.mHullVertices.Length;

            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    vertices.Add(vertex * localScaling - demo.centroid);
                }
            }

            if (true)
            {
                int[] src = result.mHullIndices;
                for (int i = 0; i < src.Length; i += 3)
                {
                    int index0 = src[i];
                    int index1 = src[i + 1];
                    int index2 = src[i + 2];

                    Vector3 vertex0 = result.mHullVertices[index0] * localScaling - demo.centroid;
                    Vector3 vertex1 = result.mHullVertices[index1] * localScaling - demo.centroid;
                    Vector3 vertex2 = result.mHullVertices[index2] * localScaling - demo.centroid;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);

                    index0 += mBaseCount;
                    index1 += mBaseCount;
                    index2 += mBaseCount;

                    output.WriteLine("f {0} {1} {2}", index0 + 1, index1 + 1, index2 + 1);
                }
            }

            //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here:
            //#define SHRINK_OBJECT_INWARDS 1
            #if SHRINK_OBJECT_INWARDS

            float collisionMargin = 0.01f;

            btAlignedObjectArray<btVector3> planeEquations;
            btGeometryUtil::getPlaneEquationsFromVertices(vertices,planeEquations);

            btAlignedObjectArray<btVector3> shiftedPlaneEquations;
            for (int p=0;p<planeEquations.size();p++)
            {
                btVector3 plane = planeEquations[p];
                plane[3] += collisionMargin;
                shiftedPlaneEquations.push_back(plane);
            }
            btAlignedObjectArray<btVector3> shiftedVertices;
            btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations,shiftedVertices);

            btConvexHullShape* convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()),shiftedVertices.size());

            #else //SHRINK_OBJECT_INWARDS

            ConvexHullShape convexShape = new ConvexHullShape(vertices);
            #endif

            if (demo.sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            convexShape.Margin = 0.01f;
            convexShapes.Add(convexShape);
            convexCentroids.Add(demo.centroid);
            demo.CollisionShapes.Add(convexShape);
            mBaseCount += result.mHullVertices.Length; // advance the 'base index' counter.
        }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            WavefrontObj wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount > 0)
            {
                TriangleMesh trimesh = new TriangleMesh();
                trimeshes.Add(trimesh);

                Vector3 localScaling = new Vector3(6, 6, 6);
                List<int> indices = wo.Indices;
                List<Vector3> vertices = wo.Vertices;

                int i;
                for (i = 0; i < tcount; i++)
                {
                    int index0 = indices[i * 3];
                    int index1 = indices[i * 3 + 1];
                    int index2 = indices[i * 3 + 2];

                    Vector3 vertex0 = vertices[index0] * localScaling;
                    Vector3 vertex1 = vertices[index1] * localScaling;
                    Vector3 vertex2 = vertices[index2] * localScaling;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);
                }

                ConvexShape tmpConvexShape = new ConvexTriangleMeshShape(trimesh);

                //create a hull approximation
                ShapeHull hull = new ShapeHull(tmpConvexShape);
                float margin = tmpConvexShape.Margin;
                hull.BuildHull(margin);
                tmpConvexShape.UserObject = hull;

                ConvexHullShape convexShape = new ConvexHullShape();
                foreach (Vector3 v in hull.Vertices)
                {
                    convexShape.AddPoint(v);
                }

                if (sEnableSAT)
                {
                    convexShape.InitializePolyhedralFeatures();
                }
                tmpConvexShape.Dispose();
                //hull.Dispose();

                CollisionShapes.Add(convexShape);

                float mass = 1.0f;

                LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

                const bool useQuantization = true;
                CollisionShape concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
                LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

                CollisionShapes.Add(concaveShape);

                // Bullet Convex Decomposition

                FileStream outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
                StreamWriter writer = new StreamWriter(outputFile);

                DecompDesc desc = new DecompDesc
                {
                    mVertices = wo.Vertices.ToArray(),
                    mTcount = tcount,
                    mIndices = wo.Indices.ToArray(),
                    mDepth = 5,
                    mCpercent = 5,
                    mPpercent = 15,
                    mMaxVertices = 16,
                    mSkinWidth = 0.0f
                };

                MyConvexDecomposition convexDecomposition = new MyConvexDecomposition(writer, this);
                desc.mCallback = convexDecomposition;

                // HACD

                Hacd myHACD = new Hacd();
                myHACD.SetPoints(wo.Vertices);
                myHACD.SetTriangles(wo.Indices);
                myHACD.CompacityWeight = 0.1;
                myHACD.VolumeWeight = 0.0;

                // HACD parameters
                // Recommended parameters: 2 100 0 0 0 0
                int nClusters = 2;
                const double concavity = 100;
                //bool invert = false;
                const bool addExtraDistPoints = false;
                const bool addNeighboursDistPoints = false;
                const bool addFacesPoints = false;

                myHACD.NClusters = nClusters;                     // minimum number of clusters
                myHACD.VerticesPerConvexHull = 100;               // max of 100 vertices per convex-hull
                myHACD.Concavity = concavity;                     // maximum concavity
                myHACD.AddExtraDistPoints = addExtraDistPoints;
                myHACD.AddNeighboursDistPoints = addNeighboursDistPoints;
                myHACD.AddFacesPoints = addFacesPoints;

                myHACD.Compute();
                nClusters = myHACD.NClusters;

                myHACD.Save("output.wrl", false);

                if (true)
                {
                    CompoundShape compound = new CompoundShape();
                    CollisionShapes.Add(compound);

                    Matrix trans = Matrix.Identity;

                    for (int c = 0; c < nClusters; c++)
                    {
                        //generate convex result
                        Vector3[] points;
                        int[] triangles;
                        myHACD.GetCH(c, out points, out triangles);

                        ConvexResult r = new ConvexResult(points, triangles);
                        convexDecomposition.ConvexDecompResult(r);
                    }

                    for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
                    {
                        Vector3 centroid = convexDecomposition.convexCentroids[i];
                        trans = Matrix.Translation(centroid);
                        ConvexHullShape convexShape2 = convexDecomposition.convexShapes[i] as ConvexHullShape;
                        compound.AddChildShape(trans, convexShape2);

                        RigidBody body = LocalCreateRigidBody(1.0f, trans, convexShape2);
                    }

            #if true
                    mass = 10.0f;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    RigidBody body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = 6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = -6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
                }

                writer.Dispose();
                outputFile.Dispose();
            }
        }
Esempio n. 14
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();

            // Use the default collision dispatcher. For parallel processing you can use a diffent dispatcher.
            Dispatcher = new CollisionDispatcher(CollisionConf);

            VoronoiSimplexSolver simplex = new VoronoiSimplexSolver();
            MinkowskiPenetrationDepthSolver pdSolver = new MinkowskiPenetrationDepthSolver();

            Convex2DConvex2DAlgorithm.CreateFunc convexAlgo2d = new Convex2DConvex2DAlgorithm.CreateFunc(simplex, pdSolver);

            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Convex2DShape, BroadphaseNativeType.Convex2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Box2DShape, BroadphaseNativeType.Convex2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Convex2DShape, BroadphaseNativeType.Box2DShape, convexAlgo2d);
            Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.Box2DShape, BroadphaseNativeType.Box2DShape, new Box2DBox2DCollisionAlgorithm.CreateFunc());

            Broadphase = new DbvtBroadphase();

            // the default constraint solver.
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = new Vector3(0, -10, 0);

            // create a few basic rigid bodies
            CollisionShape groundShape = new BoxShape(150, 7, 150);
            CollisionShapes.Add(groundShape);
            RigidBody ground = LocalCreateRigidBody(0, Matrix.Identity, groundShape);
            ground.UserObject = "Ground";

            // create a few dynamic rigidbodies
            // Re-using the same collision is better for memory usage and performance
            float u = 0.96f;
            Vector3[] points = { new Vector3(0, u, 0), new Vector3(-u, -u, 0), new Vector3(u, -u, 0) };
            ConvexShape childShape0 = new BoxShape(1, 1, Depth);
            ConvexShape colShape = new Convex2DShape(childShape0);
            ConvexShape childShape1 = new ConvexHullShape(points);
            ConvexShape colShape2 = new Convex2DShape(childShape1);
            ConvexShape childShape2 = new CylinderShapeZ(1, 1, Depth);
            ConvexShape colShape3 = new Convex2DShape(childShape2);

            CollisionShapes.Add(colShape);
            CollisionShapes.Add(colShape2);
            CollisionShapes.Add(colShape3);

            CollisionShapes.Add(childShape0);
            CollisionShapes.Add(childShape1);
            CollisionShapes.Add(childShape2);

            colShape.Margin = 0.03f;

            float mass = 1.0f;
            Vector3 localInertia = colShape.CalculateLocalInertia(mass);

            Matrix startTransform;

            Vector3 x = new Vector3(-ArraySizeX, 8, -20);
            Vector3 y = Vector3.Zero;
            Vector3 deltaX = new Vector3(1, 2, 0);
            Vector3 deltaY = new Vector3(2, 0, 0);

            int i, j;
            for (i = 0; i < ArraySizeY; i++)
            {
                y = x;
                for (j = 0; j < ArraySizeX; j++)
                {
                    startTransform = Matrix.Translation(y - new Vector3(-10, 0, 0));

                    //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                    DefaultMotionState myMotionState = new DefaultMotionState(startTransform);

                    RigidBodyConstructionInfo rbInfo;
                    switch (j % 3)
                    {
                        case 0:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            break;
                        case 1:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape3, localInertia);
                            break;
                        default:
                            rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape2, localInertia);
                            break;
                    }
                    RigidBody body = new RigidBody(rbInfo);
                    rbInfo.Dispose();
                    //body.ActivationState = ActivationState.IslandSleeping;
                    body.LinearFactor = new Vector3(1, 1, 0);
                    body.AngularFactor = new Vector3(0, 0, 1);

                    World.AddRigidBody(body);

                    y += deltaY;
                }
                x += deltaX;
            }
        }
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            DefaultCollisionConstructionInfo cci = new DefaultCollisionConstructionInfo();
            cci.DefaultMaxPersistentManifoldPoolSize = 32768;
            CollisionConf = new DefaultCollisionConfiguration(cci);

            Dispatcher = new CollisionDispatcher(CollisionConf);
            Dispatcher.DispatcherFlags = DispatcherFlags.DisableContactPoolDynamicAllocation;

            // the maximum size of the collision world. Make sure objects stay within these boundaries
            // Don't make the world AABB size too large, it will harm simulation quality and performance
            Vector3 worldAabbMin = new Vector3(-1000, -1000, -1000);
            Vector3 worldAabbMax = new Vector3(1000, 1000, 1000);

            HashedOverlappingPairCache pairCache = new HashedOverlappingPairCache();
            Broadphase = new AxisSweep3(worldAabbMin, worldAabbMax, 3500, pairCache);
            //Broadphase = new DbvtBroadphase();

            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = new Vector3(0, -10, 0);
            World.SolverInfo.SolverMode |= SolverModes.EnableFrictionDirectionCaching;
            World.SolverInfo.NumIterations = 5;

            if (benchmark < 5)
            {
                // create the ground
                CollisionShape groundShape = new BoxShape(250, 50, 250);
                CollisionShapes.Add(groundShape);
                CollisionObject ground = base.LocalCreateRigidBody(0, Matrix.Translation(0, -50, 0), groundShape);
                ground.UserObject = "Ground";
            }

            float cubeSize = 1.0f;
            float spacing = cubeSize;
            float mass = 1.0f;
            int size = 8;
            Vector3 pos = new Vector3(0.0f, cubeSize * 2, 0.0f);
            float offset = -size * (cubeSize * 2.0f + spacing) * 0.5f;

            switch (benchmark)
            {
                case 1:
                    // 3000

                    BoxShape blockShape = new BoxShape(cubeSize - collisionRadius);
                    mass = 2.0f;

                    for (int k = 0; k < 47; k++)
                    {
                        for (int j = 0; j < size; j++)
                        {
                            pos[2] = offset + (float)j * (cubeSize * 2.0f + spacing);
                            for (int i = 0; i < size; i++)
                            {
                                pos[0] = offset + (float)i * (cubeSize * 2.0f + spacing);
                                RigidBody cmbody = LocalCreateRigidBody(mass, Matrix.Translation(pos), blockShape);
                            }
                        }
                        offset -= 0.05f * spacing * (size - 1);
                        // spacing *= 1.01f;
                        pos[1] += (cubeSize * 2.0f + spacing);
                    }
                    break;

                case 2:
                    CreatePyramid(new Vector3(-20, 0, 0), 12, new Vector3(cubeSize));
                    CreateWall(new Vector3(-2.0f, 0.0f, 0.0f), 12, new Vector3(cubeSize));
                    CreateWall(new Vector3(4.0f, 0.0f, 0.0f), 12, new Vector3(cubeSize));
                    CreateWall(new Vector3(10.0f, 0.0f, 0.0f), 12, new Vector3(cubeSize));
                    CreateTowerCircle(new Vector3(25.0f, 0.0f, 0.0f), 8, 24, new Vector3(cubeSize));
                    break;

                case 3:
                    // TODO: Ragdolls
                    break;

                case 4:
                    cubeSize = 1.5f;

                    ConvexHullShape convexHullShape = new ConvexHullShape();

                    float scaling = 1;

                    convexHullShape.LocalScaling = new Vector3(scaling);

                    for (int i = 0; i < Taru.Vtx.Length / 3; i++)
                    {
                        Vector3 vtx = new Vector3(Taru.Vtx[i * 3], Taru.Vtx[i * 3 + 1], Taru.Vtx[i * 3 + 2]);
                        convexHullShape.AddPoint(vtx * (1.0f / scaling));
                    }

                    //this will enable polyhedral contact clipping, better quality, slightly slower
                    convexHullShape.InitializePolyhedralFeatures();

                    for (int k = 0; k < 15; k++)
                    {
                        for (int j = 0; j < size; j++)
                        {
                            pos[2] = offset + (float)j * (cubeSize * 2.0f + spacing);
                            for (int i = 0; i < size; i++)
                            {
                                pos[0] = offset + (float)i * (cubeSize * 2.0f + spacing);
                                LocalCreateRigidBody(mass, Matrix.Translation(pos), convexHullShape);
                            }
                        }
                        offset -= 0.05f * spacing * (size - 1);
                        spacing *= 1.01f;
                        pos[1] += (cubeSize * 2.0f + spacing);
                    }
                    break;

                case 5:
                    Vector3 boxSize = new Vector3(1.5f);
                    float boxMass = 1.0f;
                    float sphereRadius = 1.5f;
                    float sphereMass = 1.0f;
                    float capsuleHalf = 2.0f;
                    float capsuleRadius = 1.0f;
                    float capsuleMass = 1.0f;

                    size = 10;
                    int height = 10;

                    cubeSize = boxSize[0];
                    spacing = 2.0f;
                    pos = new Vector3(0.0f, 20.0f, 0.0f);
                    offset = -size * (cubeSize * 2.0f + spacing) * 0.5f;

                    int numBodies = 0;

                    Random random = new Random();

                    for (int k = 0; k < height; k++)
                    {
                        for (int j = 0; j < size; j++)
                        {
                            pos[2] = offset + (float)j * (cubeSize * 2.0f + spacing);
                            for (int i = 0; i < size; i++)
                            {
                                pos[0] = offset + (float)i * (cubeSize * 2.0f + spacing);
                                Vector3 bpos = new Vector3(0, 25, 0) + new Vector3(5.0f * pos.X, pos.Y, 5.0f * pos.Z);
                                int idx = random.Next(10);
                                Matrix trans = Matrix.Translation(bpos);

                                switch (idx)
                                {
                                    case 0:
                                    case 1:
                                    case 2:
                                        {
                                            float r = 0.5f * (idx + 1);
                                            BoxShape boxShape = new BoxShape(boxSize * r);
                                            LocalCreateRigidBody(boxMass * r, trans, boxShape);
                                        }
                                        break;

                                    case 3:
                                    case 4:
                                    case 5:
                                        {
                                            float r = 0.5f * (idx - 3 + 1);
                                            SphereShape sphereShape = new SphereShape(sphereRadius * r);
                                            LocalCreateRigidBody(sphereMass * r, trans, sphereShape);
                                        }
                                        break;

                                    case 6:
                                    case 7:
                                    case 8:
                                        {
                                            float r = 0.5f * (idx - 6 + 1);
                                            CapsuleShape capsuleShape = new CapsuleShape(capsuleRadius * r, capsuleHalf * r);
                                            LocalCreateRigidBody(capsuleMass * r, trans, capsuleShape);
                                        }
                                        break;
                                }

                                numBodies++;
                            }
                        }
                        offset -= 0.05f * spacing * (size - 1);
                        spacing *= 1.1f;
                        pos[1] += (cubeSize * 2.0f + spacing);
                    }

                    //CreateLargeMeshBody();

                    break;

                case 6:
                    boxSize = new Vector3(1.5f, 1.5f, 1.5f);

                    convexHullShape = new ConvexHullShape();

                    for (int i = 0; i < Taru.Vtx.Length / 3; i++)
                    {
                        Vector3 vtx = new Vector3(Taru.Vtx[i * 3], Taru.Vtx[i * 3 + 1], Taru.Vtx[i * 3 + 2]);
                        convexHullShape.AddPoint(vtx);
                    }

                    size = 10;
                    height = 10;

                    cubeSize = boxSize[0];
                    spacing = 2.0f;
                    pos = new Vector3(0.0f, 20.0f, 0.0f);
                    offset = -size * (cubeSize * 2.0f + spacing) * 0.5f;

                    for (int k = 0; k < height; k++)
                    {
                        for (int j = 0; j < size; j++)
                        {
                            pos[2] = offset + (float)j * (cubeSize * 2.0f + spacing);
                            for (int i = 0; i < size; i++)
                            {
                                pos[0] = offset + (float)i * (cubeSize * 2.0f + spacing);
                                Vector3 bpos = new Vector3(0, 25, 0) + new Vector3(5.0f * pos.X, pos.Y, 5.0f * pos.Z);

                                LocalCreateRigidBody(mass, Matrix.Translation(bpos), convexHullShape);
                            }
                        }
                        offset -= 0.05f * spacing * (size - 1);
                        spacing *= 1.1f;
                        pos[1] += (cubeSize * 2.0f + spacing);
                    }

                    //CreateLargeMeshBody();

                    break;

                case 7:
                    // TODO
                    //CreateTest6();
                    //InitRays();
                    break;
            }
        }
Esempio n. 16
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        ShapeData CreateConvexHullShape(ConvexHullShape shape)
        {
            ConvexPolyhedron poly = shape.ConvexPolyhedron;
            if (poly != null)
            {
                throw new NotImplementedException();
            }

            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int indexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            ShapeData shapeData = new ShapeData();
            shapeData.VertexCount = indexCount;

            Vector3[] vertices = new Vector3[indexCount * 2];

            int v = 0, i;
            for (i = 0; i < indexCount; i += 3)
            {
                Vector3 v0 = points[(int)indices[i]];
                Vector3 v1 = points[(int)indices[i + 1]];
                Vector3 v2 = points[(int)indices[i + 2]];

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            shapeData.SetVertexBuffer(device, vertices);

            return shapeData;
        }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NumVerticesPerConvexHull = 100;     // max of 100 vertices per convex-hull

            hacd.Compute();
            hacd.Save("output.wrl", false);

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                Vector3[] points;
                int[] triangles;
                hacd.GetCH(c, out points, out triangles);

                convexDecomposition.ConvexDecompResult(points, triangles);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }
Esempio n. 18
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 public ConvexHullShape GetConvexHull(float scale = 1.0f)
 {
     //if (CachedBvhTriangleMeshShape != null) return CachedBvhTriangleMeshShape;
     List<Vector3> vectors = GetRawVertexList();
     var convex = new ConvexHullShape(vectors.ToArray());
     return convex;
 }
Esempio n. 19
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        public static UnityEngine.Vector3[] CreateConvexHull(ConvexHullShape shape)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[vertexCount * 2];

            int v = 0, i;
            for (i = 0; i < vertexCount; i += 3)
            {
                UnityEngine.Vector3 v0 = points[(int)indices[i]].ToUnity();
                UnityEngine.Vector3 v1 = points[(int)indices[i + 1]].ToUnity();
                UnityEngine.Vector3 v2 = points[(int)indices[i + 2]].ToUnity();

                UnityEngine.Vector3 v01 = v0 - v1;
                UnityEngine.Vector3 v02 = v0 - v2;
                UnityEngine.Vector3 normal;
                normal = UnityEngine.Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            return vertices;
        }
        Mesh CreateConvexHullShape(ConvexHullShape shape)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            UIntArray hullIndices = hull.Indices;
            Vector3Array points = hull.Vertices;


            int vertexCount = hull.NumIndices;
            int faceCount = hull.NumTriangles;

            bool index32 = vertexCount > 65536;

            Mesh mesh = new Mesh(device, faceCount, vertexCount,
                MeshFlags.SystemMemory | (index32 ? MeshFlags.Use32Bit : 0), VertexFormat.Position | VertexFormat.Normal);


            SlimDX.DataStream indices = mesh.LockIndexBuffer(LockFlags.Discard);
            int i;
            if (index32)
            {
                for (i = 0; i < vertexCount; i++)
                    indices.Write(i);
            }
            else
            {
                for (i = 0; i < vertexCount; i++)
                    indices.Write((short)i);
            }
            mesh.UnlockIndexBuffer();

            SlimDX.DataStream verts = mesh.LockVertexBuffer(LockFlags.Discard);
            Vector3 scale = Vector3.Multiply(shape.LocalScaling, 1.0f + shape.Margin);
            for (i = 0; i < vertexCount; i += 3)
            {
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i]], scale));
                verts.Position += 12;
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i+1]], scale));
                verts.Position += 12;
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i+2]], scale));
                verts.Position += 12;
            }
            mesh.UnlockVertexBuffer();

            mesh.ComputeNormals();
            shapes.Add(shape, mesh);

            return mesh;
        }
        public void ConvexDecompResult(Vector3[] hullVertices, int[] hullIndices)
        {
            if (output == null)
                return;

            output.WriteLine("## Hull Piece {0} with {1} vertices and {2} triangles.", convexShapes.Count, hullVertices.Length, hullIndices.Length / 3);

            output.WriteLine("usemtl Material{0}", mBaseCount);
            output.WriteLine("o Object{0}", mBaseCount);

            foreach (Vector3 p in hullVertices)
            {
                output.WriteLine(string.Format(floatFormat, "v {0:F9} {1:F9} {2:F9}", p.X, p.Y, p.Z));
            }

            // Calc centroid, to shift vertices around center of mass
            Vector3 centroid = Vector3.Zero;
            foreach (Vector3 vertex in hullVertices)
            {
                centroid += vertex * LocalScaling;
            }
            centroid /= (float)hullVertices.Length;

            List<Vector3> outVertices = new List<Vector3>();
            foreach (Vector3 vertex in hullVertices)
            {
                outVertices.Add(vertex * LocalScaling - centroid);
            }

            // Create TriangleMesh
            var trimesh = new TriangleMesh();
            for (int i = 0; i < hullIndices.Length; i += 3)
            {
                int index0 = hullIndices[i];
                int index1 = hullIndices[i + 1];
                int index2 = hullIndices[i + 2];

                Vector3 vertex0 = hullVertices[index0] * LocalScaling - centroid;
                Vector3 vertex1 = hullVertices[index1] * LocalScaling - centroid;
                Vector3 vertex2 = hullVertices[index2] * LocalScaling - centroid;

                index0 += mBaseCount;
                index1 += mBaseCount;
                index2 += mBaseCount;

                output.WriteLine("f {0} {1} {2}", index0 + 1, index1 + 1, index2 + 1);
            }

            //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here:
            //#define SHRINK_OBJECT_INWARDS 1
            #if SHRINK_OBJECT_INWARDS

            float collisionMargin = 0.01f;

            AlignedVector3Array planeEquations;
            GeometryUtil.GetPlaneEquationsFromVertices(hullVertices, planeEquations);

            AlignedVector3Array shiftedPlaneEquations;
            for (int p=0;p<planeEquations.Count;p++)
            {
                Vector3 plane = planeEquations[p];
                plane[3] += collisionMargin;
                shiftedPlaneEquations.Add(plane);
            }
            AlignedVector3Array shiftedVertices;
            GeometryUtil.GetVerticesFromPlaneEquations(shiftedPlaneEquations, shiftedVertices);
            ConvexHullShape convexShape = new ConvexHullShape(shiftedVertices);
            #else //SHRINK_OBJECT_INWARDS

            ConvexHullShape convexShape = new ConvexHullShape(outVertices);
            #endif

            convexShape.Margin = 0.01f;
            convexShapes.Add(convexShape);
            convexCentroids.Add(centroid);
            mBaseCount += hullVertices.Length; // advance the 'base index' counter.
        }
Esempio n. 22
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        public static Vector3[] CreateConvexHull(ConvexHullShape shape)
        {
            ConvexPolyhedron poly = shape.ConvexPolyhedron;
            if (poly != null)
            {
                throw new NotImplementedException();
            }

            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            Vector3[] vertices = new Vector3[vertexCount * 2];

            int v = 0, i;
            for (i = 0; i < vertexCount; i += 3)
            {
                Vector3 v0 = points[(int)indices[i]];
                Vector3 v1 = points[(int)indices[i + 1]];
                Vector3 v2 = points[(int)indices[i + 2]];

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            return vertices;
        }
Esempio n. 23
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 public ConvexHullShape GetConvexHull(float scale = 1.0f)
 {
     //if (CachedBvhTriangleMeshShape != null) return CachedBvhTriangleMeshShape;
     List<Vector3> vectors = new List<Vector3>();
     for(int i = 0; i < Indices.Count; i++)
     {
         int vboIndex = i * 8;
         vectors.Add(new Vector3(VBO[vboIndex] * scale, VBO[vboIndex + 1] * scale, VBO[vboIndex + 2] * scale));
     }
     var convex = new ConvexHullShape(vectors.ToArray());
     return convex;
 }
 public ConvexHullShape CreateConvexHullShape()
 {
     ConvexHullShape shape = new ConvexHullShape();
     _allocatedCollisionShapes.Add(shape);
     return shape;
 }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            //string filename = UnityEngine.Application.dataPath + "/BulletUnity/Examples/Scripts/BulletSharpDemos/ConvexDecompositionDemo/data/file.obj";
            UnityEngine.TextAsset bytes = (UnityEngine.TextAsset)UnityEngine.Resources.Load("file.obj");
            System.IO.Stream byteStream = new System.IO.MemoryStream(bytes.bytes);

            int tcount = wo.LoadObj(byteStream);
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NVerticesPerCH = 100;     // max of 100 vertices per convex-hull

            hacd.Compute();
            hacd.Save("output.wrl", false);

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                int nVertices = hacd.GetNPointsCH(c);
                int trianglesLen = hacd.GetNTrianglesCH(c) * 3;
                double[] points = new double[nVertices * 3];
                long[] triangles = new long[trianglesLen];
                hacd.GetCH(c, points, triangles);

                if (trianglesLen == 0)
                {
                    continue;
                }

                Vector3[] verticesArray = new Vector3[nVertices];
                int vi3 = 0;
                for (int vi = 0; vi < nVertices; vi++)
                {
                    verticesArray[vi] = new Vector3(
                        (float)points[vi3], (float)points[vi3 + 1], (float)points[vi3 + 2]);
                    vi3 += 3;
                }

                int[] trianglesInt = new int[trianglesLen];
                for (int ti = 0; ti < trianglesLen; ti++)
                {
                    trianglesInt[ti] = (int)triangles[ti];
                }

                convexDecomposition.ConvexDecompResult(verticesArray, trianglesInt);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }