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 }
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(); } }
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 }