コード例 #1
0
        static Collisions()
        {
            collisionConfig     = new DefaultCollisionConfiguration();
            collisionDispatcher = new CollisionDispatcher(collisionConfig);
            broadphase          = new DbvtBroadphase();
            colWorld            = new DiscreteDynamicsWorld(collisionDispatcher, broadphase, null, collisionConfig);
            colWorld.Gravity    = new BulletSharp.Math.Vector3(0, 0, 0);
            HardCollisionAction = null;
            SoftCollisionAction = null;



            //Prepare simulation parameters, try 25 steps to see the ball mid air
            // var simulationIterations = 125;
            // var simulationTimestep = 1f / 60f;

            // //Step through the desired amount of simulation ticks
            // for (var i = 0; i < simulationIterations; i++)
            // {
            //     Update(simulationTimestep);
            // }

            balls = new List <BallInfo>();
            boxes = new List <BoxInfo>();
        }
コード例 #2
0
 protected virtual void _InitializePhysicsWorld()
 {
     _isDisposed = false;
     CreatePhysicsWorld(out m_world, out CollisionConf, out Dispatcher, out Broadphase, out constraintSolver, out softBodyWorldInfo);
     if (m_world is DiscreteDynamicsWorld)
     {
         _ddWorld = (DiscreteDynamicsWorld)m_world;
     }
     //Add a BPhysicsWorldLateHelper component to call FixedUpdate
     PhysicsWorldHelper = GetComponent <BasePhysicsWorldHelper>();
     if (PhysicsWorldHelper == null)
     {
         if (helperType == HelperType.LateUpdate)
         {
             PhysicsWorldHelper = gameObject.AddComponent <BPhysicsWorldLateHelper>();
         }
         if (helperType == HelperType.Thread)
         {
             PhysicsWorldHelper = gameObject.AddComponent <BThreadedWorldHelper>();
         }
     }
     PhysicsWorldHelper.m_world       = world;
     PhysicsWorldHelper.m_ddWorld     = _ddWorld;
     PhysicsWorldHelper.PhysicsWorld  = this;
     PhysicsWorldHelper.m__frameCount = 0;
 }
コード例 #3
0
        public void Initialize()
        {
            if (World != null) // check if we are already initialized
            {
                return;
            }

            enabled = true;

            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            // Select Brodphase
            Broadphase = new DbvtBroadphase();
            //Broadphase = new AxisSweep3(new Vector3(-1000.0f, -1000.0f, -30.0f), new Vector3(2000.0f, 3000.0f, 1000.0f), 32766);

            DantzigSolver dtsolver = new DantzigSolver();

            Solver = new MlcpSolver(dtsolver);

            //Create a collision world of your choice, for now pass null as the constraint solver
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            var si = World.SolverInfo;

            si.NumIterations = 2;
            si.TimeStep      = 0.001f;

            World.SetGravity(ref _gravityVec);
            ghostPairCallback = new GhostPairCallback();
            World.PairCache.SetInternalGhostPairCallback(ghostPairCallback);
        }
コード例 #4
0
ファイル: MotorDemo.cs プロジェクト: diqost/bullet
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Vector3 worldAabbMin = new Vector3(-10000, -10000, -10000);
            Vector3 worldAabbMax = new Vector3(10000, 10000, 10000);

            Broadphase = new AxisSweep3(worldAabbMin, worldAabbMax);

            Solver = new SequentialImpulseConstraintSolver();

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

            // create the ground
            CollisionShape groundShape = new BoxShape(200, 10, 200);

            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -10, 0), groundShape);

            ground.UserObject = "Ground";

            fCyclePeriod    = 2000.0f;
            fMuscleStrength = 0.5f;
            m_Time          = 0;

            SpawnTestRig(new Vector3(1, 0.5f, 0), false);
            SpawnTestRig(new Vector3(-2, 0.5f, 0), true);
        }
コード例 #5
0
        public void Init(string MediaDir)
        {
            //Creamos el mundo fisico por defecto.
            collisionConfiguration = new DefaultCollisionConfiguration();
            dispatcher             = new CollisionDispatcher(collisionConfiguration);
            GImpactCollisionAlgorithm.RegisterAlgorithm(dispatcher);
            constraintSolver      = new SequentialImpulseConstraintSolver();
            overlappingPairCache  = new DbvtBroadphase(); //AxisSweep3(new BsVector3(-5000f, -5000f, -5000f), new BsVector3(5000f, 5000f, 5000f), 8192);
            dynamicsWorld         = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collisionConfiguration);
            dynamicsWorld.Gravity = new TGCVector3(0, -100f, 0).ToBulletVector3();

            //Creamos el terreno
            var meshRigidBody = BulletRigidBodyFactory.Instance.CreateSurfaceFromHeighMap(triangleDataVB);

            dynamicsWorld.AddRigidBody(meshRigidBody);

            //Creamos la esfera del dragon
            dragonBall = BulletRigidBodyFactory.Instance.CreateBall(30f, 0.75f, new TGCVector3(100f, 500f, 100f));
            dragonBall.SetDamping(0.1f, 0.5f);
            dragonBall.Restitution = 1f;
            dragonBall.Friction    = 1;
            dynamicsWorld.AddRigidBody(dragonBall);
            var textureDragonBall = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + @"Texturas\dragonball.jpg");

            sphereMesh = new TGCSphere(1, textureDragonBall, TGCVector3.Empty);
            sphereMesh.updateValues();
            director = new TGCVector3(1, 0, 0);
        }
コード例 #6
0
        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);

            CreateGround();

            Vector3[] rotatingPoints =
            {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)
            };
            _rotatingShape = new ConvexHullShape(rotatingPoints);
            _rotatingBody  = LocalCreateRigidBody(0, _rotBodyPosition, _rotatingShape);
            _rotatingBody.CollisionFlags |= CollisionFlags.KinematicObject;
            _rotatingBody.ActivationState = ActivationState.DisableDeactivation;

            Vector3[] staticPoints =
            {
                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)
            };
            _staticShape = new ConvexHullShape(staticPoints);

            _staticBody = LocalCreateRigidBody(0, _staticBodyPosition, _staticShape);
        }
コード例 #7
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        public ConstraintDemoSimulation()
        {
            CollisionConfiguration = new DefaultCollisionConfiguration();
            Dispatcher             = new CollisionDispatcher(CollisionConfiguration);
            Broadphase             = new DbvtBroadphase();
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);

            CreateGround();

            _cubeShape = new BoxShape(CubeHalfExtent);

            CreateGears();
            CreateHingedBoxes();
            CreateMotorHinge();
            CreateMotorHinge2();
            CreateSlider();
            CreateD6Slider();
            CreateDoor();
            CreateGeneric6DofConstraint();
            CreateConeTwist();
            CreateUniversalConstraint();
            CreateGeneric6DofSpringConstraint();
            CreateHinge();
            CreateHinge2();
        }
コード例 #8
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        public void Init(TgcSimpleTerrain terrain)
        {
            collisionConfiguration = new DefaultCollisionConfiguration();
            dispatcher             = new CollisionDispatcher(collisionConfiguration);
            GImpactCollisionAlgorithm.RegisterAlgorithm(dispatcher);
            constraintSolver      = new SequentialImpulseConstraintSolver();
            broadphaseInterface   = new DbvtBroadphase();
            dynamicsWorld         = new DiscreteDynamicsWorld(dispatcher, broadphaseInterface, constraintSolver, collisionConfiguration);
            dynamicsWorld.Gravity = gravity;

            var ballShape     = new SphereShape(50);
            var ballTransform = TGCMatrix.Identity;

            ballTransform.Origin = initialPosition;
            var ballMotionState = new DefaultMotionState(ballTransform.ToBsMatrix);
            var ballInertia     = ballShape.CalculateLocalInertia(1f);
            var ballInfo        = new RigidBodyConstructionInfo(1, ballMotionState, ballShape, ballInertia);

            RigidCamera = new RigidBody(ballInfo);
            RigidCamera.SetDamping(0.9f, 0.9f);

            //esto es para que no le afecte la gravedad al inicio de la partida
            //RigidCamera.ActivationState = ActivationState.IslandSleeping;
            dynamicsWorld.AddRigidBody(RigidCamera);

            var heighmapRigid = BulletRigidBodyFactory.Instance.CreateSurfaceFromHeighMap(terrain.getData());

            dynamicsWorld.AddRigidBody(heighmapRigid);
        }
コード例 #9
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        public PhysicsEngine()
        {
            //CreateSchedulers();
            //NextTaskScheduler();
            using (var collisionConfigurationInfo = new DefaultCollisionConstructionInfo
            {
                DefaultMaxPersistentManifoldPoolSize = 800,
                DefaultMaxCollisionAlgorithmPoolSize = 800
            })
            {
                collisionConf = new DefaultCollisionConfiguration(collisionConfigurationInfo);
            };
            dispatcher = new CollisionDispatcher(collisionConf);
            broadphase = new DbvtBroadphase();
            var solver = new SequentialImpulseConstraintSolver();

            //var Solver = new NncgConstraintSolver();
            //DiscreteDynamicsWorldMultiThreaded(dispatcher, broadphase, Solver, collisionConf);
            World = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConf);

            //dispatcher = new CollisionDispatcherMultiThreaded(collisionConf);
            //Solver = new ConstraintSolverPoolMultiThreaded(MaxThreadCount);
            //World = new DiscreteDynamicsWorldMultiThreaded(dispatcher, broadphase, Solver, null, collisionConf);
            //World.SolverInfo.SolverMode = SolverModes.Simd | SolverModes.UseWarmStarting;

            //World = new DiscreteDynamicsWorldMultiThreaded(dispatcher, broadphase, cspm, csM, collisionConf);
            //World.Gravity = new Vector3(0, 0f, 0);
            // CreateFloor();
            //World.LatencyMotionStateInterpolation = false;

            //for character controllers
            broadphase.OverlappingPairCache.SetInternalGhostPairCallback(new GhostPairCallback());

            World.DebugDrawer = new PhysicsDebugDraw(World);
        }
コード例 #10
0
ファイル: Box2DDemo.cs プロジェクト: superowner/BulletSharp
        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);

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

            var 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);

            CreateGround();
            Create2dBodies();
        }
コード例 #11
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        /*
         * void MyContactCallback(object sender, ContactAddedEventArgs e)
         * {
         *  if (e.CollisionObject0Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
         *  {
         *      CompoundShape compound = e.CollisionObject0Wrapper.CollisionObject.CollisionShape as CompoundShape;
         *      CollisionShape childShape = compound.GetChildShape(e.Index0);
         *  }
         *
         *  if (e.CollisionObject1Wrapper.CollisionObject.CollisionShape.ShapeType == BroadphaseNativeType.CompoundShape)
         *  {
         *      CompoundShape compound = e.CollisionObject1Wrapper.CollisionObject.CollisionShape as CompoundShape;
         *      CollisionShape childShape = compound.GetChildShape(e.Index1);
         *  }
         *
         *  e.IsContactModified = true;
         * }
         */

        public void SetupEmptyDynamicsWorld()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;

            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            Broadphase = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            //Broadphase = new SimpleBroadphase();

            Solver = new SequentialImpulseConstraintSolver();
            World  = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);

            // create the ground
            CollisionShape groundShape = new BoxShape(30, 2, 30);

            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix.Translation(0, -4.5f, 0), groundShape);

            ground.UserObject = "Ground";

            // create a few dynamic rigidbodies
            float mass = 1.0f;

            CollisionShape colShape = new BoxShape(1);

            CollisionShapes.Add(colShape);
            Vector3 localInertia = colShape.CalculateLocalInertia(mass);
        }
コード例 #12
0
ファイル: Program.cs プロジェクト: speps/UnityBullet
        static void Main(string[] args)
        {
            {
                var world = new DiscreteDynamicsWorld();
                world.Gravity = new Vector3(0.0f, -10.0f, 0.0f);

                var info0 = new RigidBodyConstructionInfo();
                info0.Mass           = 1.0f;
                info0.CollisionShape = new BulletDotNet.Shapes.BoxShape(Vector3.One);
                info0.CenterOfMass   = Vector3.Zero;
                var rb0 = new RigidBody(info0, OnGetTransform0, OnSetTransform0);

                var info1 = new RigidBodyConstructionInfo();
                info1.Mass           = 0.0f;
                info1.CollisionShape = new BulletDotNet.Shapes.BoxShape(Vector3.One);
                info1.CenterOfMass   = Vector3.Zero;
                var rb1 = new RigidBody(info1, OnGetTransform1, OnSetTransform1);

                world.AddRigidBody(rb0);
                world.AddRigidBody(rb1);

                for (int i = 0; i < 100; i++)
                {
                    rb0.Activate();
                    world.StepSimulation(1.0f / 60.0f);
                }

                world.RemoveRigidBody(rb0);
                world.RemoveRigidBody(rb1);
            }

            GC.Collect();
            GC.WaitForPendingFinalizers();
        }
コード例 #13
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        //----------------------------------------------------------------------------------------------


        public void InitialiseWorld(ref DiscreteDynamicsWorld world)
        {
            IndexedVector3       worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3       worldMax = -worldMin;
            IBroadphaseInterface bp       = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol             = new SequentialImpulseConstraintSolver();
            DefaultCollisionConfiguration     collisionConfig = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfig);

            world = new DiscreteDynamicsWorld(dispatcher, bp, sol, collisionConfig);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            world.SetGravity(ref gravity);
            world.SetDebugDrawer(BulletGlobals.gDebugDraw);
        }
コード例 #14
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 public void Initialize()
 {
     dispatcher = new CollisionDispatcher(defaultCollisionConfiguration);
     world      = new DiscreteDynamicsWorld(dispatcher, broadphase, sequentialImpulseConstraintSolver, defaultCollisionConfiguration);
     BulletSharp.Math.Vector3 gravity = new BulletSharp.Math.Vector3(0, -9.81f, 0);
     world.SetGravity(ref gravity);
 }
コード例 #15
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        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(SCALING * 50f);

            //string filename = @"C:\users\man\bullett\xna-largemesh-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(10000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();

            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            m_dynamicsWorld.SetGravity(ref gravity);

            m_profileManager = new BasicProfileManager();
            BulletGlobals.g_profileManager = m_profileManager;
            m_profileIterator = m_profileManager.getIterator();

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            //CollisionShape groundShape = new BoxShape(ref halfExtents);
            CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0, 1, 0), 0);

            LocalCreateRigidBody(0f, IndexedMatrix.Identity, groundShape);
            //CollisionShape groundShape = BuildLargeMesh();
            m_collisionShapes.Add(groundShape);
            CollisionShape sphereShape = new SphereShape(0.2f);
            int            size        = 16;// 5; // 16

            for (int i = 0; i < size; ++i)
            {
                for (int j = 0; j < size; ++j)
                {
                    IndexedMatrix m  = IndexedMatrix.CreateTranslation(new IndexedVector3(i, 1, j));
                    RigidBody     rb = LocalCreateRigidBody(1f, m, sphereShape);
                    rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                }
            }

            ClientResetScene();
        }
コード例 #16
0
ファイル: RagdollDemo.cs プロジェクト: slavslav/BulletSharp
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            Solver     = new SequentialImpulseConstraintSolver();

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

            //World.DispatchInfo.UseConvexConservativeDistanceUtil = true;
            //World.DispatchInfo.ConvexConservativeDistanceThreshold = 0.01f;

            // Setup a big ground box
            CollisionShape groundShape     = new BoxShape(100, 10, 100);
            Matrix         groundTransform = Matrix.Translation(0, -10, 0);

            RigidBody ground = LocalCreateRigidBody(0, groundTransform, groundShape);

            ground.UserObject = "Ground";

            // Spawn one ragdoll
            SpawnRagdoll(new Vector3(1, 0.5f, 0));
            SpawnRagdoll(new Vector3(-1, 0.5f, 0));
        }
コード例 #17
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        public override void InitializeDemo()
        {
            m_maxIterations = 10;
            SetCameraDistance(50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            m_dynamicsWorld.SetForceUpdateAllAabbs(false);

            BuildLevelMap();
        }
コード例 #18
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        protected override void OnInitializePhysics()
        {
            shootBoxInitialSpeed = 4000;

            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();

            Dispatcher = new CollisionDispatcher(CollisionConf);
            //Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeType.BoxShape, BroadphaseNativeType.BoxShape,
            //    CollisionConf.GetCollisionAlgorithmCreateFunc(BroadphaseNativeType.ConvexShape, BroadphaseNativeType.ConvexShape));

            Broadphase = new DbvtBroadphase();

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

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.SolverInfo.SolverMode |= SolverModes.Use2FrictionDirections | SolverModes.RandomizeOrder;
            //World.SolverInfo.SplitImpulse = 0;
            World.SolverInfo.NumIterations = 20;

            World.DispatchInfo.UseContinuous = ccdMode;

            World.Gravity = new Vector3(0, -10, 0);

            CreateGround();
            CreateBoxStack();
        }
コード例 #19
0
        public void Init()
        {
            #region MUNDO //Creamos el mundo fisico por defecto.

            collisionConfiguration = new DefaultCollisionConfiguration();
            dispatcher             = new CollisionDispatcher(collisionConfiguration);

            GImpactCollisionAlgorithm.RegisterAlgorithm(dispatcher);
            constraintSolver     = new SequentialImpulseConstraintSolver();
            overlappingPairCache = new DbvtBroadphase();
            dynamicsWorld        = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collisionConfiguration)
            {
                Gravity = new TGCVector3(0, -20f, 0).ToBsVector
            };

            #endregion

            #region PISO
            var d3dDevice = D3DDevice.Instance.Device;

            //El piso es un plano estatico se dice que si tiene masa 0 es estatico.
            var floorShape       = new StaticPlaneShape(TGCVector3.Up.ToBsVector, 0);
            var floorMotionState = new DefaultMotionState();// Matrix.Translation(0f, 200f, -700f));//esto puede ir sin parametro y funciona
            var floorInfo        = new RigidBodyConstructionInfo(0, floorMotionState, floorShape);
            floorBody = new RigidBody(floorInfo);
            dynamicsWorld.AddRigidBody(floorBody);

            //Cargamos objetos de render del framework.
            //var floorTexture = TgcTexture.createTexture(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\TerrainTexture1.jpg");
            //floorMesh = new TgcPlane(new TGCVector3(0, 0, 0), new TGCVector3(400, 0f, 400), TgcPlane.Orientations.XZplane, floorTexture);
            #endregion
        }
コード例 #20
0
        private void PickRigidBody(RigidBody body, ref Vector3 pickPosition)
        {
            if (body.IsStaticObject || body.IsKinematicObject)
            {
                return;
            }

            _pickedBody = body;
            _pickedBody.ActivationState = ActivationState.DisableDeactivation;

            DiscreteDynamicsWorld world = _demo.Simulation.World;

            Vector3 localPivot = Vector3.TransformCoordinate(pickPosition, Matrix.Invert(body.CenterOfMassTransform));

            if (_demo.Input.KeysDown.Contains(Keys.ShiftKey))
            {
                var dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                {
                    LinearLowerLimit  = Vector3.Zero,
                    LinearUpperLimit  = Vector3.Zero,
                    AngularLowerLimit = Vector3.Zero,
                    AngularUpperLimit = Vector3.Zero
                };

                world.AddConstraint(dof6);
                _rigidBodyPickConstraint = dof6;

                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
            }
            else
            {
                var p2p = new Point2PointConstraint(body, localPivot);
                world.AddConstraint(p2p);
                _rigidBodyPickConstraint = p2p;
                p2p.Setting.ImpulseClamp = 30;
                //very weak constraint for picking
                p2p.Setting.Tau = 0.001f;

                /*
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                 */
            }
        }
コード例 #21
0
        private void PickBody()
        {
            Vector3 rayFrom = _demo.FreeLook.Eye;
            Vector3 rayTo   = _demo.GetCameraRayTo();

            DiscreteDynamicsWorld world = _demo.Simulation.World;

            using (var rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo))
            {
                world.RayTestRef(ref rayFrom, ref rayTo, rayCallback);
                if (rayCallback.HasHit)
                {
                    Vector3 pickPosition = rayCallback.HitPointWorld;
                    var     body         = rayCallback.CollisionObject as RigidBody;
                    if (body != null)
                    {
                        PickRigidBody(body, ref pickPosition);
                    }
                    else
                    {
                        var collider = rayCallback.CollisionObject as MultiBodyLinkCollider;
                        if (collider != null)
                        {
                            PickMultiBody(collider, ref pickPosition);
                        }
                    }
                    _oldPickingDist = (pickPosition - rayFrom).Length;
                }
            }
        }
コード例 #22
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            using (var cci = new DefaultCollisionConstructionInfo()
            {
                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);

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

            _scenes[SceneIndex]();
        }
コード例 #23
0
        public BenchmarkDemoSimulation()
        {
            using (var cci = new DefaultCollisionConstructionInfo()
            {
                DefaultMaxPersistentManifoldPoolSize = 32768
            })
            {
                CollisionConfiguration = new DefaultCollisionConfiguration(cci);
            }

            Dispatcher = new CollisionDispatcher(CollisionConfiguration);
            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
            var worldAabbMin = new Vector3(-1000, -1000, -1000);
            var worldAabbMax = new Vector3(1000, 1000, 1000);

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

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);
            World.SolverInfo.SolverMode   |= SolverModes.EnableFrictionDirectionCaching;
            World.SolverInfo.NumIterations = 5;

            _scenes = new Action[] {
                Create3KBoxes, CreateStructures, CreateTaruStack, CreateShapesGravity, CreateTaruGravity
            };
            _scenes[_scene]();
        }
コード例 #24
0
        public override void InitializeDemo()
        {
        //	std::cerr << "initializing...\n";

            m_nearClip = 1f;
            m_farClip = 1000f;

            m_aspect = m_glutScreenWidth / m_glutScreenHeight;
            m_perspective = IndexedMatrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(40.0f), m_aspect, m_nearClip, m_farClip);


	        // set up basic state
	        m_upAxis = 1;		// start with Y-axis as "up"
	        m_type = PHY_ScalarType.PHY_FLOAT;
	        m_model = eTerrainModel.eRadial;//eFractal;
	        m_isDynamic = true;

	        // set up the physics world
	        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);
            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);

	        // initialize axis- or type-dependent physics from here
            ClientResetScene();
        }
コード例 #25
0
        public void SetUp()
        {
            conf       = new DefaultCollisionConfiguration();
            dispatcher = new CollisionDispatcher(conf);
            broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world      = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            groundShape            = new BoxShape(30, 1, 30);
            ground                 = CreateBody(0, Matrix.Translation(0, -5, 0), groundShape);
            ground.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            compoundShape = new CompoundShape();
            boxShape      = new BoxShape(1, 1, 1);
            compoundShape.AddChildShape(Matrix.Identity, boxShape);
            boxShape2 = new BoxShape(1, 1, 1);
            compoundShape.AddChildShape(Matrix.Translation(0, -1, 0), boxShape2);
            boxShape3 = new BoxShape(1, 1, 1);
            compoundShape.AddChildShape(Matrix.Translation(0, -2, 0), boxShape3);

            compoundShape2 = new CompoundShape();
            compoundShape2.AddChildShape(Matrix.Identity, compoundShape);

            compound = CreateBody(1, Matrix.Translation(0, 0, 0), compoundShape2);

            ManifoldPoint.ContactAdded += ContactAdded;
        }
コード例 #26
0
        /// Bulletの世界を作る
        /// </summary>
        /// <param name="gravity">重力</param>
        /// <returns>Bulletの世界</returns>
        public DiscreteDynamicsWorld CreateDynamicsWorld(SlimDX.Vector3 gravity)
        {
            var dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);

            dynamicsWorld.Gravity = gravity;
            return(dynamicsWorld);
        }
コード例 #27
0
        public DistanceDemoSimulation()
        {
            CollisionConfiguration = new DefaultCollisionConfiguration();
            Dispatcher             = new CollisionDispatcher(CollisionConfiguration);
            Broadphase             = new DbvtBroadphase();
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);

            CreateGround();

            Vector3[] rotatingPoints =
            {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)
            };
            _rotatingShape = new ConvexHullShape(rotatingPoints);
            _rotatingBody  = PhysicsHelper.CreateStaticBody(_rotBodyPosition, _rotatingShape, World);
            _rotatingBody.CollisionFlags |= CollisionFlags.KinematicObject;
            _rotatingBody.ActivationState = ActivationState.DisableDeactivation;

            Vector3[] staticPoints =
            {
                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)
            };
            _staticShape = new ConvexHullShape(staticPoints);
            Matrix staticBodyPosition = Matrix.Translation(0, 5, 0);

            _staticBody = PhysicsHelper.CreateStaticBody(staticBodyPosition, _staticShape, World);
        }
コード例 #28
0
        public ConvexDecompositionDemoSimulation(bool enableSat)
        {
            _enableSat = enableSat;

            CollisionConfiguration = new DefaultCollisionConfiguration();
            Dispatcher             = new CollisionDispatcher(CollisionConfiguration);
            Broadphase             = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);

            CreateGround();

            ManifoldPoint.ContactAdded += MyContactCallback;
            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;

            string path           = Path.Combine("data", "file.obj");
            var    wavefrontModel = WavefrontObj.Load(path);

            if (wavefrontModel.Indices.Count == 0)
            {
                return;
            }

            var localScaling = new Vector3(6, 6, 6);

            _triangleMesh = CreateTriangleMesh(wavefrontModel.Indices, wavefrontModel.Vertices, localScaling);

            // Convex hull approximation
            ConvexHullShape convexShape = CreateHullApproximation(_triangleMesh);
            float           mass        = 1.0f;

            PhysicsHelper.CreateBody(mass, Matrix.Translation(0, 2, 14), convexShape, World);

            // Non-moving body
            var        objectOffset    = new Vector3(10, 0, 0);
            const bool useQuantization = true;
            var        concaveShape    = new BvhTriangleMeshShape(_triangleMesh, useQuantization);

            PhysicsHelper.CreateStaticBody(Matrix.Translation(objectOffset), concaveShape, World);


            Hacd hacd = ComputeHacd(wavefrontModel);

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

            var compoundShape = CreateCompoundShape(hacd, localScaling);

            mass         = 10.0f;
            objectOffset = new Vector3(-10, 0, -6);
            var body2 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);

            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
        }
コード例 #29
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver     = new SequentialImpulseConstraintSolver();

            World         = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = Freelook.Up * -10.0f;

            var bspLoader = new BspLoader();

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bspLoader.LoadBspFile(Path.Combine("data", "BspDemo.bsp"));
            }
            else
            {
                bspLoader.LoadBspFile(args[1]);
            }
            BspConverter bsp2Bullet = new BspToBulletConverter(this);

            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
コード例 #30
0
        public void SetUp()
        {
            conf       = new DefaultCollisionConfiguration();
            dispatcher = new CollisionDispatcher(conf);
            broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world      = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            // Initialize TriangleIndexVertexArray with float array
            indexVertexArray = new TriangleIndexVertexArray(TorusMesh.Indices, TorusMesh.Vertices);
            gImpactMeshShape = new GImpactMeshShape(indexVertexArray);
            gImpactMeshShape.CalculateLocalInertia(1.0f);
            gImpactMesh = CreateBody(1.0f, gImpactMeshShape, Vector3.Zero);


            // Initialize TriangleIndexVertexArray with Vector3 array
            Vector3[] torusVertices = new Vector3[TorusMesh.Vertices.Length / 3];
            for (int i = 0; i < torusVertices.Length; i++)
            {
                torusVertices[i] = new Vector3(
                    TorusMesh.Vertices[i * 3],
                    TorusMesh.Vertices[i * 3 + 1],
                    TorusMesh.Vertices[i * 3 + 2]);
            }
            indexVertexArray2 = new TriangleIndexVertexArray(TorusMesh.Indices, torusVertices);
            triangleMeshShape = new BvhTriangleMeshShape(indexVertexArray2, true);
            // CalculateLocalInertia must fail for static shapes (shapes based on TriangleMeshShape)
            //triangleMeshShape.CalculateLocalInertia(1.0f);
            triangleMesh = CreateBody(0.0f, triangleMeshShape, Vector3.Zero);
        }
コード例 #31
0
        internal DynamicWorldImp()
        {
            //Debug.WriteLine("DynamicWorldImp");

            //Default
            // collision configuration contains default setup for memory, collision setup
            BtCollisionConf = new DefaultCollisionConfiguration();
            BtDispatcher    = new CollisionDispatcher(BtCollisionConf);
            BtBroadphase    = new DbvtBroadphase();
            BtSolver        = new SequentialImpulseConstraintSolver();
            // BtCollisionShapes = new AlignedCollisionShapeArray();



            BtWorld = new DiscreteDynamicsWorld(BtDispatcher, BtBroadphase, BtSolver, BtCollisionConf)
            {
                Gravity = new Vector3(0, -9.81f, 0)
            };

            BtWorld.SolverInfo.NumIterations = 5;

            BtWorld.PerformDiscreteCollisionDetection();

            //GImpactCollisionAlgorithm.RegisterAlgorithm(BtDispatcher);
            // BtWorld.SetInternalTickCallback(MyTickCallBack);
            //BtWorld.SetInternalTickCallback(TickTack);

            //ManifoldPoint.ContactAdded += OnContactAdded;
            //PersistentManifold.ContactDestroyed += OnContactDestroyed;
            //PersistentManifold.ContactProcessed += OnContactProcessed;
        }
コード例 #32
0
        public FisicaMundo()
        {
            //Implementación Iniciales
            collisionConfiguration = new DefaultCollisionConfiguration();
            dispatcher             = new CollisionDispatcher(collisionConfiguration);
            GImpactCollisionAlgorithm.RegisterAlgorithm(dispatcher);
            constraintSolver     = new SequentialImpulseConstraintSolver();
            overlappingPairCache = new DbvtBroadphase();
            dynamicsWorld        = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collisionConfiguration)
            {
                Gravity = new TGCVector3(0, -10f, 0).ToBulletVector3()
            };


            var cuerpoPiso = new StaticPlaneShape(TGCVector3.Up.ToBulletVector3(), 0)
            {
                LocalScaling = new TGCVector3().ToBulletVector3()
            };
            MotionState movimientoPiso = new DefaultMotionState();

            piso = new RigidBody(new RigidBodyConstructionInfo(0, movimientoPiso, cuerpoPiso))
            {
                RollingFriction = 0.3f,
                Restitution     = 0.4f,
                UserObject      = "floorBody"
            };
            dynamicsWorld.AddRigidBody(piso);
        }
コード例 #33
0
        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(SCALING * 50f);

            //string filename = @"C:\users\man\bullett\xna-largemesh-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(10000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            m_profileManager = new BasicProfileManager();
            BulletGlobals.g_profileManager = m_profileManager;
            m_profileIterator = m_profileManager.getIterator();

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            //CollisionShape groundShape = new BoxShape(ref halfExtents);
            CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 0);
            LocalCreateRigidBody(0f, IndexedMatrix.Identity, groundShape);
            //CollisionShape groundShape = BuildLargeMesh();
            m_collisionShapes.Add(groundShape);
            CollisionShape sphereShape = new SphereShape(0.2f);
            int size = 16;// 5; // 16
            for (int i = 0; i < size; ++i)
            {
                for (int j = 0; j < size; ++j)
                {
                    IndexedMatrix m = IndexedMatrix.CreateTranslation(new IndexedVector3(i, 1, j));
                    RigidBody rb = LocalCreateRigidBody(1f, m, sphereShape);
                    rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                }
            }

            ClientResetScene();

        }
コード例 #34
0
ファイル: PyramidDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            m_maxIterations = 500;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -52, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);

            CreateScene5(20);

            ClientResetScene();
        }
コード例 #35
0
ファイル: BvhBugDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            SetCameraDistance(50f);

            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            //m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            CollisionShape shape = SetupShape();
            IndexedMatrix objTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,2,0));
            LocalCreateRigidBody(mass, ref objTransform, shape);
            //ClientResetScene();
        }
コード例 #36
0
ファイル: Pachinko.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(100f);
            m_cameraTargetPosition = new IndexedVector3();
            m_cameraPosition = new IndexedVector3(0, 0, -m_cameraDistance);


            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

	        ///collision configuration contains default setup for memory, collision setup
	        m_collisionConfiguration = new DefaultCollisionConfiguration();

	        ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);
            m_broadphase = new DbvtBroadphase();

            IndexedVector3 worldAabbMin = new IndexedVector3(-200, -200, -200);
            IndexedVector3 worldAabbMax = -worldAabbMin;
            //m_broadphase = new AxisSweep3Internal(ref worldAabbMin, ref worldAabbMax, 0xfffe, 0xffff, 16384, null, true);

	        ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
	        SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
	        m_dynamicsWorld.SetGravity(ref gravity);

            m_profileManager = new BasicProfileManager();
            BulletGlobals.g_profileManager = m_profileManager;
            m_profileIterator = m_profileManager.getIterator();

			BuildBoard();

        }
コード例 #37
0
ファイル: AndrewDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            base.InitializeDemo();

            SetCameraDistance(50);
            heightFields.Clear();
            //collisionShapes = new ObjectArray<CollisionShape>();
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);
            m_broadphase = new DbvtBroadphase();

            m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());	// Needed once to enable ghost objects inside Bullet

            //broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));  //new DbvtBroadphase();
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.GetDispatchInfo().SetAllowedCcdPenetration(0.0001f);
            //world.DispatchInfo.AllowedCcdPenetration = 0.0001f;
            //world.Gravity = new Vector3(0, gravity, 0);
            mobControllers = new Dictionary<SceneNode, BulletMobState>();

            LoadPlayerController(new Entity(), new SceneNode(), null, Vector3.Zero);

            //IndexedVector3 walkDir = new IndexedVector3(0, 0, -1);
            //playerController.SetWalkDirection(ref walkDir);

            //float[,] heights = new float[128, 128];
            //LoadHeightField(heights, 10, 129, 129, Vector3.Zero, 1);

            float[,] heights = new float[32, 32];
            LoadHeightField(heights, 10, 33, 33, Vector3.Zero, 1);


            ClientResetScene();
        }
コード例 #38
0
ファイル: BSAPIXNA.cs プロジェクト: CassieEllen/opensim
 public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx)
     : base(id, physScene)
 {
     world = xx;
 }
コード例 #39
0
ファイル: BSAPIXNA.cs プロジェクト: CassieEllen/opensim
    private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
                        ConfigurationParameters[] o,
                        int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
                        int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
                        object mDebugLogCallbackHandle)
    {
        CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();

        p.angularDamping = BSParam.AngularDamping;
        p.defaultFriction = o[0].defaultFriction;
        p.defaultFriction = o[0].defaultFriction;
        p.defaultDensity = o[0].defaultDensity;
        p.defaultRestitution = o[0].defaultRestitution;
        p.collisionMargin = o[0].collisionMargin;
        p.gravity = o[0].gravity;

        p.linearDamping = BSParam.LinearDamping;
        p.angularDamping = BSParam.AngularDamping;
        p.deactivationTime = BSParam.DeactivationTime;
        p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
        p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
        p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
        p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
        p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;

        p.terrainImplementation = BSParam.TerrainImplementation;
        p.terrainFriction = BSParam.TerrainFriction;

        p.terrainHitFraction = BSParam.TerrainHitFraction;
        p.terrainRestitution = BSParam.TerrainRestitution;
        p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;

        p.avatarFriction = BSParam.AvatarFriction;
        p.avatarStandingFriction = BSParam.AvatarStandingFriction;
        p.avatarDensity = BSParam.AvatarDensity;
        p.avatarRestitution = BSParam.AvatarRestitution;
        p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
        p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
        p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
        p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;

        p.vehicleAngularDamping = BSParam.VehicleAngularDamping;

        p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
        p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
        p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
        p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
        p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
        p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
        p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
        p.numberOfSolverIterations = o[0].numberOfSolverIterations;

        p.linksetImplementation = BSParam.LinksetImplementation;
        p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset);
        p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor);
        p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
        p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
        p.linkConstraintERP = BSParam.LinkConstraintERP;
        p.linkConstraintCFM = BSParam.LinkConstraintCFM;
        p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
        p.physicsLoggingFrames = o[0].physicsLoggingFrames;
        DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();

        DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
        CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);


        if (p.maxPersistantManifoldPoolSize > 0)
            cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
        if (p.shouldDisableContactPoolDynamicAllocation !=0)
            m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
        //if (p.maxCollisionAlgorithmPoolSize >0 )

        DbvtBroadphase m_broadphase = new DbvtBroadphase();
        //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
        //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);

        //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
        m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());

        SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();

        DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);

        world.LastCollisionDesc = 0;
        world.LastEntityProperty = 0;

        world.WorldSettings.Params = p;
        world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
        world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
        if (p.shouldRandomizeSolverOrder != 0)
            world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;

        world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
        //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port

        if (p.shouldEnableFrictionCaching != 0)
            world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;

        if (p.numberOfSolverIterations > 0)
            world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;


        world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
        world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
        world.GetSolverInfo().m_globalCfm = 0.0f;
        world.GetSolverInfo().m_tau = 0.6f;
        world.GetSolverInfo().m_friction = 0.3f;
        world.GetSolverInfo().m_maxErrorReduction = 20f;
        world.GetSolverInfo().m_numIterations = 10;
        world.GetSolverInfo().m_erp = 0.2f;
        world.GetSolverInfo().m_erp2 = 0.1f;
        world.GetSolverInfo().m_sor = 1.0f;
        world.GetSolverInfo().m_splitImpulse = false;
        world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
        world.GetSolverInfo().m_linearSlop = 0.0f;
        world.GetSolverInfo().m_warmstartingFactor = 0.85f;
        world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
        world.SetForceUpdateAllAabbs(true);

        //BSParam.TerrainImplementation = 0;
        world.SetGravity(new IndexedVector3(0,0,p.gravity));

        // Turn off Pooling since globals and pooling are bad for threading.
        BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false);
        BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false);
        BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false);
        BulletGlobals.CastResultPool.SetPoolingEnabled(false);
        BulletGlobals.SphereShapePool.SetPoolingEnabled(false);
        BulletGlobals.DbvtNodePool.SetPoolingEnabled(false);
        BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false);
        BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false);
        BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false);
        BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false);
        BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false);
        BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false);
        BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false);

        BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false);
        BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false);
        BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false);
        BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false);
        BulletGlobals.GJKPool.SetPoolingEnabled(false);
        BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false);
        BulletGlobals.TriangleShapePool.SetPoolingEnabled(false);
        BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false);
        BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false);
        BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false);
        BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false);

        return world;
    }
コード例 #40
0
        public override void InitializeDemo()

        {
	        // Setup the basic world

	        SetTexturing(true);
	        SetShadows(true);

	        SetCameraDistance(5.0f);

	        m_collisionConfiguration = new DefaultCollisionConfiguration();

	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

	        IndexedVector3 worldAabbMin = new IndexedVector3(-10000,-10000,-10000);
	        IndexedVector3 worldAabbMax = new IndexedVector3(10000,10000,10000);
            //m_broadphase = new AxisSweep3Internal(ref worldAabbMin, ref worldAabbMax, 0xfffe, 0xffff, 16384, null, true);
            m_broadphase = new SimpleBroadphase(1000, null);
	        m_constraintSolver = new SequentialImpulseConstraintSolver();

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
	        //m_dynamicsWorld.getDispatchInfo().m_useConvexConservativeDistanceUtil = true;
	        //m_dynamicsWorld.getDispatchInfo().m_convexConservativeDistanceThreshold = 0.01f;



	        // Setup a big ground box
	        {
		        CollisionShape groundShape = new BoxShape(new IndexedVector3(200.0f,10.0f,200.0f));
		        m_collisionShapes.Add(groundShape);
		        IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(0,-10,0);

		        CollisionObject fixedGround = new CollisionObject();
		        fixedGround.SetCollisionShape(groundShape);
		        fixedGround.SetWorldTransform(ref groundTransform);
                fixedGround.SetUserPointer("Ground");
		        m_dynamicsWorld.AddCollisionObject(fixedGround);
	        }

	        // Spawn one ragdoll
	        IndexedVector3 startOffset = new IndexedVector3(1,0.5f,0);


            //string filename = @"c:\users\man\bullet\xna-ragdoll-constraints-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);


			SpawnRagdoll(ref startOffset, BulletGlobals.g_streamWriter);
            //startOffset = new IndexedVector3(-1,0.5f,0);
            //spawnRagdoll(ref startOffset);

	        ClientResetScene();		
        }
コード例 #41
0
ファイル: MultiWorldDemo.cs プロジェクト: ousttrue/bullet-xna
        //----------------------------------------------------------------------------------------------

        protected virtual void RenderScenePassMultiWorld(int pass, GameTime gameTime,DiscreteDynamicsWorld world)
        {
            IndexedMatrix m = IndexedMatrix.Identity;
            IndexedBasisMatrix rot = IndexedBasisMatrix.Identity;
            int numObjects = world.GetNumCollisionObjects();
            IndexedVector3 wireColor = new IndexedVector3(1, 0, 0);

            for (int i = 0; i < numObjects; i++)
            {
                CollisionObject colObj = world.GetCollisionObjectArray()[i];
                RigidBody body = RigidBody.Upcast(colObj);
                if (body != null && body.GetMotionState() != null)
                {
                    DefaultMotionState myMotionState = (DefaultMotionState)body.GetMotionState();
                    //myMotionState.m_graphicsWorldTrans.getOpenGLMatrix(m);
                    m = myMotionState.m_graphicsWorldTrans;
                    rot = myMotionState.m_graphicsWorldTrans._basis;
                }
                else
                {
                    //colObj.getWorldTransform().getOpenGLMatrix(m);
                    m = colObj.GetWorldTransform();
                    rot = colObj.GetWorldTransform()._basis;
                }
                wireColor = new IndexedVector3(1.0f, 1.0f, 0.5f); //wants deactivation
                if ((i & 1) != 0) wireColor = new IndexedVector3(0f, 0f, 1f);
                ///color differently for active, sleeping, wantsdeactivation states
                if (colObj.GetActivationState() == ActivationState.ACTIVE_TAG) //active
                {
                    if ((i & 1) != 0)
                    {
                        wireColor += new IndexedVector3(1f, 0f, 0f);
                    }
                    else
                    {
                        wireColor += new IndexedVector3(.5f, 0f, 0f);
                    }
                }
                if (colObj.GetActivationState() == ActivationState.ISLAND_SLEEPING) //ISLAND_SLEEPING
                {
                    if ((i & 1) != 0)
                    {
                        wireColor += new IndexedVector3(0f, 1f, 0f);
                    }
                    else
                    {
                        wireColor += new IndexedVector3(0f, 05f, 0f);
                    }
                }

                IndexedVector3 min, max;
                world.GetBroadphase().GetBroadphaseAabb(out min, out max);

                min -= MathUtil.MAX_VECTOR;
                max += MathUtil.MAX_VECTOR;
                //		printf("aabbMin=(%f,%f,%f)\n",aabbMin.getX(),aabbMin.getY(),aabbMin.getZ());
                //		printf("aabbMax=(%f,%f,%f)\n",aabbMax.getX(),aabbMax.getY(),aabbMax.getZ());
                //		m_dynamicsWorld.getDebugDrawer().drawAabb(aabbMin,aabbMax,btVector3(1,1,1));

                switch (pass)
                {
                    case 0:
                        {
                            m_shapeDrawer.DrawXNA(ref m, colObj.GetCollisionShape(), ref wireColor, m_debugDraw.GetDebugMode(), ref min, ref max, ref m_lookAt, ref m_perspective);
                            break;
                        }
                    case 1:
                        {
                            IndexedVector3 shadow = rot * m_lightDirection;
                            m_shapeDrawer.DrawShadow(ref m, ref shadow, colObj.GetCollisionShape(), ref min, ref max);
                            break;
                        }
                    case 2:
                        {
                            IndexedVector3 adjustedWireColor = wireColor * 0.3f;
                            m_shapeDrawer.DrawXNA(ref m, colObj.GetCollisionShape(), ref adjustedWireColor, 0, ref min, ref max, ref m_lookAt, ref m_perspective);
                            break;
                        }
                }
            }
        }
コード例 #42
0
ファイル: BSAPIXNA.cs プロジェクト: justasabc/opensim75grid
    private static object Initialize2(Vector3 worldExtent, 
                        ConfigurationParameters[] o,
                        int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray,
                        int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, 
                        object mDebugLogCallbackHandle)
    {
        CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();

        p.angularDamping = o[0].XangularDamping;
        p.defaultFriction = o[0].defaultFriction;
        p.defaultFriction = o[0].defaultFriction;
        p.defaultDensity = o[0].defaultDensity;
        p.defaultRestitution = o[0].defaultRestitution;
        p.collisionMargin = o[0].collisionMargin;
        p.gravity = o[0].gravity;

        p.linearDamping = o[0].XlinearDamping;
        p.angularDamping = o[0].XangularDamping;
        p.deactivationTime = o[0].XdeactivationTime;
        p.linearSleepingThreshold = o[0].XlinearSleepingThreshold;
        p.angularSleepingThreshold = o[0].XangularSleepingThreshold;
        p.ccdMotionThreshold = o[0].XccdMotionThreshold;
        p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius;
        p.contactProcessingThreshold = o[0].XcontactProcessingThreshold;

        p.terrainImplementation = o[0].XterrainImplementation;
        p.terrainFriction = o[0].XterrainFriction;

        p.terrainHitFraction = o[0].XterrainHitFraction;
        p.terrainRestitution = o[0].XterrainRestitution;
        p.terrainCollisionMargin = o[0].XterrainCollisionMargin;

        p.avatarFriction = o[0].XavatarFriction;
        p.avatarStandingFriction = o[0].XavatarStandingFriction;
        p.avatarDensity = o[0].XavatarDensity;
        p.avatarRestitution = o[0].XavatarRestitution;
        p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth;
        p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth;
        p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight;
        p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold;
       
        p.vehicleAngularDamping = o[0].XvehicleAngularDamping;
        
        p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
        p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
        p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
        p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
        p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
        p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
        p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
        p.numberOfSolverIterations = o[0].numberOfSolverIterations;

        p.linksetImplementation = o[0].XlinksetImplementation;
        p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset;
        p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor;
        p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel;
        p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce;
        p.linkConstraintERP = o[0].XlinkConstraintERP;
        p.linkConstraintCFM = o[0].XlinkConstraintCFM;
        p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations;
        p.physicsLoggingFrames = o[0].XphysicsLoggingFrames;
        DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
        
        DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
        CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);


        if (p.maxPersistantManifoldPoolSize > 0)
            cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
        if (p.shouldDisableContactPoolDynamicAllocation !=0)
            m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
        //if (p.maxCollisionAlgorithmPoolSize >0 )

        DbvtBroadphase m_broadphase = new DbvtBroadphase();
        //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
        //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);

        //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
        m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());

        SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();

        DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
        world.UpdatedObjects = updateArray;
        world.UpdatedCollisions = collisionArray;
        world.WorldSettings.Params = p;
        world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
        world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
        if (p.shouldRandomizeSolverOrder != 0)
            world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;

        world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
        //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port

        if (p.shouldEnableFrictionCaching != 0)
            world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;

        if (p.numberOfSolverIterations > 0)
            world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;


        world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
        world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
        world.GetSolverInfo().m_globalCfm = 0.0f;
        world.GetSolverInfo().m_tau = 0.6f;
        world.GetSolverInfo().m_friction = 0.3f;
        world.GetSolverInfo().m_maxErrorReduction = 20f;
        world.GetSolverInfo().m_numIterations = 10;
        world.GetSolverInfo().m_erp = 0.2f;
        world.GetSolverInfo().m_erp2 = 0.1f;
        world.GetSolverInfo().m_sor = 1.0f;
        world.GetSolverInfo().m_splitImpulse = false;
        world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
        world.GetSolverInfo().m_linearSlop = 0.0f;
        world.GetSolverInfo().m_warmstartingFactor = 0.85f;
        world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
        world.SetForceUpdateAllAabbs(true);


        world.SetGravity(new IndexedVector3(0,0,p.gravity));

        return world;
    }
コード例 #43
0
		public override void InitializeDemo()
		{
			base.InitializeDemo();
			SetCameraDistance(SCALING * 50f);

            //string filename = @"e:\users\man\bullet\xna-largemesh-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

			///collision configuration contains default setup for memory, collision setup
			m_collisionConfiguration = new DefaultCollisionConfiguration();

			///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
			m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

			m_broadphase = new DbvtBroadphase();
			IOverlappingPairCache pairCache = null;
			//pairCache = new SortedOverlappingPairCache();

			m_broadphase = new SimpleBroadphase(1000, pairCache);

			///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
			SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
			m_constraintSolver = sol;

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

			IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
			m_dynamicsWorld.SetGravity(ref gravity);

			///create a few basic rigid bodies
			IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
			//IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
			//CollisionShape groundShape = new BoxShape(ref halfExtents);
			//CollisionShape groundShape = new StaticPlaneShape(IndexedVector3.Up, 50);
			CollisionShape groundShape = BuildLargeMesh();
			m_collisionShapes.Add(groundShape);

			IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 0, 0));
			//IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            //IndexedMatrix rotateMatrix = IndexedMatrix.CreateFromYawPitchRoll(0, MathUtil.SIMD_PI / 2.0f, 0);
            //IndexedMatrix rotateMatrix = IndexedMatrix.Identity;
            IndexedMatrix rotateMatrix = IndexedMatrix.Identity;
            rotateMatrix._basis.SetEulerZYX(0, 0, MathUtil.SIMD_PI * 0.7f);


            rotateMatrix._origin = IndexedVector3.Zero;
			float mass = 0f;
			LocalCreateRigidBody(mass, ref rotateMatrix, groundShape);


            CollisionShape boxShape = new BoxShape(new IndexedVector3(0.2f, 0.2f, 0.2f));
            //CollisionShape boxShape = new SphereShape(0.2f);
            //CollisionShape boxShape = new CylinderShapeX(new IndexedVector3(0.2f, 0.4f, 0.2f));
            //CollisionShape boxShape = new CapsuleShape(0.2f, 0.4f);
            IndexedMatrix boxTransform = IndexedMatrix.Identity;
            boxTransform._basis.SetEulerZYX(MathUtil.SIMD_PI * 0.2f, MathUtil.SIMD_PI * 0.4f, MathUtil.SIMD_PI * 0.7f);
			boxTransform._origin = new IndexedVector3(0.0f, 5.0f, 0.0f);


            LocalCreateRigidBody(1.25f, boxTransform, boxShape);

            ClientResetScene();

		}
コード例 #44
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);

        }
コード例 #45
0
        protected override void Initialize()
        {
            base.Initialize();
            SetCameraDistance(50.0f);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();
            //m_collisionConfiguration.setConvexConvexMultipointIterations();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            m_constraintSolver = new SequentialImpulseConstraintSolver();

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);


            // NEW => btGhostPairCallback =================================
            m_ghostPairCallback = new GhostPairCallback();
            m_dynamicsWorld.GetBroadphase().GetOverlappingPairCache().SetInternalGhostPairCallback(m_ghostPairCallback);	// Needed once to enable ghost objects inside Bullet

            // NEW => btGhostObject =======================================
            m_ghostObject = new GhostObject();
            CollisionShape shape = new BoxShape(new IndexedVector3(5f));	// As far as I know only the world aabb of the shape will be used (i.e. a box always parallel to the x,y,z axis of variable size)
            m_collisionShapes.Add(shape);
            m_ghostObject.SetCollisionShape(shape);
            m_ghostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE);		// We can choose to make it "solid" if we want...
            m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger);
            //m_ghostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,-15)));
            IndexedMatrix im = IndexedMatrix.CreateFromQuaternion(quatDeg45Y);
            im._origin = new IndexedVector3(0, 5, -15);
            m_ghostObject.SetWorldTransform(im);

            // NEW => btPairCachingGhostObject ============================
            m_pairCachingGhostObject = new PairCachingGhostObject();
            shape = new ConeShape(7.0f, 14.0f);
            m_collisionShapes.Add(shape);
            m_pairCachingGhostObject.SetCollisionShape(shape);
            m_pairCachingGhostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE);	// We can choose to make it "solid" if we want...
            m_dynamicsWorld.AddCollisionObject(m_pairCachingGhostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger);
            //m_pairCachingGhostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,15)));
            im._origin = new IndexedVector3(0, 7, 15);
            m_pairCachingGhostObject.SetWorldTransform(im);
            //=============================================================

            ///create a few basic rigid bodies
            CollisionShape groundShape = new BoxShape(new IndexedVector3(50));

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.Identity;
            groundTransform._origin = new IndexedVector3(0, -50, 0);

            float mass = 0.0f;
            LocalCreateRigidBody(mass, groundTransform, groundShape);

            // spawn some cubes (code pasted from appBasicDemo...)
            if(true)
            {
                //create a few dynamic rigidbodies
                CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING));
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }
                float start_x = START_POS_X - ARRAY_SIZE_X / 2;
                float start_y = START_POS_Y;
                float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;

                for (int k = 0; k < ARRAY_SIZE_Y; k++)
                {
                    for (int i = 0; i < ARRAY_SIZE_X; i++)
                    {
                        for (int j = 0; j < ARRAY_SIZE_Z; j++)
                        {
                            startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING);

                            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);
                            RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            //body.setContactProcessingThreshold(colShape.getContactBreakingThreshold());
                            body.SetActivationState(ActivationState.ISLAND_SLEEPING);

                            m_dynamicsWorld.AddRigidBody(body);
                            body.SetActivationState(ActivationState.ISLAND_SLEEPING);
                            body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j));
                        }
                    }
                }
            }

            ClientResetScene();

        }
コード例 #46
0
ファイル: CornerDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();
            pairCache = new HashedOverlappingPairCache();

            m_broadphase = new DbvtBroadphase(pairCache);


            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            float mass = 0f;

            float topY = 2.5f;
            float bottomY = 0.5f;

            float diff = 10f;
            float left = -(diff / 2f);
            float right = -left;


            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 0f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;


                RigidBody rb = null;

                //startTransform._origin = new IndexedVector3(left, topY, 0);
                //collisionTopLeftCorner = BuildCorner(vertices, topLeft);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopLeftCorner);
                //rb.SetUserPointer("TopLeftCorner");

                //startTransform._origin = new IndexedVector3(right, topY, 0);
                //collisionTopRightCorner = BuildCorner(vertices, topRight);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopRightCorner);
                //rb.SetUserPointer("TopRightCorner");

                startTransform._origin = new IndexedVector3(left, bottomY, 0);
                collisionBottomLeftCorner = BuildCorner(vertices, bottomLeft);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomLeftCorner);
                rb.SetUserPointer("BottomLeftCorner");

                startTransform._origin = new IndexedVector3(right, bottomY, 0);
                collisionBottomRightCorner = BuildCorner(vertices, bottomRight);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomRightCorner);
                rb.SetUserPointer("BottomRightCorner");


                startTransform._origin = IndexedVector3.Zero;

                m_playerSphere = LocalCreateRigidBody(1f, startTransform, new SphereShape(0.25f));
                m_playerSphere.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
            }



            BulletGlobals.gDebugDraw.SetDebugMode(BulletXNA.LinearMath.DebugDrawModes.DBG_DrawAabb | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawNormals | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawContactPoints);
            m_dynamicsWorld.SetDebugDrawer(BulletGlobals.gDebugDraw);

            //ClientResetScene();
        }
コード例 #47
0
        public override void InitializeDemo()
        {
            //string filename = @"E:\users\man\bullet\xna-concaveray-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

			m_cameraDistance = 400f;
			m_farClip = 1500f;
            m_perspective = IndexedMatrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(40.0f), m_aspect, m_nearClip, m_farClip);


            m_animatedMesh = true;
			base.InitializeDemo();
			int totalTriangles = 2 * (NUM_VERTS_X - 1) * (NUM_VERTS_Y - 1);

			gVertices = new ObjectArray<IndexedVector3>(totalVerts);
			int indicesTotal = totalTriangles * 3;
            gIndices = new ObjectArray<int>(indicesTotal);

			BulletGlobals.gContactAddedCallback = null;

			SetVertexPositions(waveheight,0f);

			int vertStride = 1;
			int indexStride = 3;

			int index=0;
            //for (int i=0;i<NUM_VERTS_X-1;i++)
            //{
            //    for (int j=0;j<NUM_VERTS_Y-1;j++)
            //    {
            //        gIndices[index++] = j * NUM_VERTS_X + i;
            //        gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;
            //        gIndices[index++] = j * NUM_VERTS_X + i + 1;

            //        gIndices[index++] = j * NUM_VERTS_X + i;
            //        gIndices[index++] = (j + 1) * NUM_VERTS_X + i;
            //        gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;

            //    }
            //}

            for (int i = 0; i < NUM_VERTS_X - 1; i++)
            {
                for (int j = 0; j < NUM_VERTS_Y - 1; j++)
                {
                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = j * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;

                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i;
                }
            }

			TriangleIndexVertexArray indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
				gIndices,indexStride,totalVerts,gVertices,vertStride);

			bool useQuantizedAabbCompression = true;

			float minX = NUM_VERTS_X * TRIANGLE_SIZE * 0.5f;
			float minZ = NUM_VERTS_Y * TRIANGLE_SIZE * 0.5f;

			//OptimizedBvh bvh = new OptimizedBvh();
	        IndexedVector3 aabbMin = new IndexedVector3(-minX,-5,-minZ);
	        IndexedVector3 aabbMax = new IndexedVector3(minX,5,minZ);




            m_trimeshShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression, ref aabbMin, ref aabbMax, true);
            //m_trimeshShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression,true);
	        IndexedVector3 scaling = IndexedVector3.One;
			CollisionShape groundShape = m_trimeshShape;
            //groundShape = new TriangleMeshShape(indexVertexArrays);
			//groundShape = new StaticPlaneShape(IndexedVector3.Up, 0f);
            IndexedVector3 up = new IndexedVector3(0.4f,1,0);
            up.Normalize();
			//groundShape = new StaticPlaneShape(up, 0f);
			//groundShape = new BoxShape(new IndexedVector3(1000, 10, 1000));
			m_collisionConfiguration = new DefaultCollisionConfiguration();
			m_dispatcher = new	CollisionDispatcher(m_collisionConfiguration);

			IndexedVector3 worldMin = aabbMin;
			IndexedVector3 worldMax = aabbMax;

			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);

			float mass = 0f;
			IndexedMatrix startTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(2,-2,0));


			startTransform = IndexedMatrix.Identity;
			staticBody = LocalCreateRigidBody(mass, ref startTransform,groundShape);

			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

			//enable custom material callback
			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);

			//m_raycastBar = new btRaycastBar (m_debugDraw,4000.0f, 0.0f,-1000,30);
			m_raycastBar = new btRaycastBar(m_debugDraw, 300.0f, 0.0f, -1000, 200,worldMin.X,worldMax.X);
			m_raycastBar.min_x = -100;
			m_raycastBar.max_x = -100;

            ClientResetScene();

        }
コード例 #48
0
        public override void InitializeDemo()
        {
            SetCameraDistance(30f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                int numBlocksTall = 10;//18; //How many 'stories' tall.
                float blockWidth = 6f; //Total width/length of the tower.
                float blockHeight = 2f;


                //create a few dynamic rigidbodies
                IndexedVector3 extents = new IndexedVector3(blockWidth/3, blockHeight, blockWidth);
                IndexedVector3 boxHalfExtents = extents * 0.5f;

                CollisionShape colShape = new BoxShape(boxHalfExtents);
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                //m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }



                //The default number of iterations is 10, which works fine, but this demo
                //is all about stability (it's jenga!).  Increase the iterations a bit.
                //Even though it's using twice as many iterations, it will early-out
                //before reaching the limit MOST of the time.
                //It's still pretty playable at around 7-8 max iterations, though.

                IndexedMatrix transform = IndexedMatrix.Identity;
                for (int i = 0; i < numBlocksTall; i++)
                {
                    if (i % 2 == 0)
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            transform = IndexedMatrix.Identity;
                            IndexedVector3 position = new IndexedVector3(j * (blockWidth/3) - blockWidth/3,
                                                blockHeight / 2 + i * (blockHeight),
                                                0);
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                    else
                    {
                        transform = IndexedMatrix.CreateRotationY(MathUtil.SIMD_HALF_PI);
                        for (int j = 0; j < 3; j++)
                        {
                            IndexedVector3 position = new IndexedVector3(0,
                                            blockHeight / 2 + (i) * (blockHeight),
                                            j * (blockWidth / 3) - blockWidth / 3f);
                            transform._origin = position;
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                }
                //game.Camera.Position = new Vector3(0, 5, 15);


            }

            ClientResetScene();
        }
コード例 #49
0
		public override void InitializeDemo()
		{
            //string filename = @"C:\users\man\bullet\xna-motor-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);


			m_Time = 0;
			m_fCyclePeriod = 2000.0f; // in milliseconds

			// new SIMD solver for joints clips accumulated impulse, so the new limits for the motor
			// should be (numberOfsolverIterations * oldLimits)
			// currently solver uses 10 iterations, so:
			m_fMuscleStrength = 0.5f;

			SetCameraDistance(5.0f);

			m_collisionConfiguration = new DefaultCollisionConfiguration();

			m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

			m_broadphase = new DbvtBroadphase();
			IOverlappingPairCache pairCache = null;


			m_broadphase = new SimpleBroadphase(1000, pairCache);

			SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
			m_constraintSolver = sol;

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

			IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
			m_dynamicsWorld.SetGravity(ref gravity);

			m_dynamicsWorld.SetInternalTickCallback(new MotorPreTickCallback(),this,true);


			// Setup a big ground box
			{
				CollisionShape groundShape = new BoxShape(new IndexedVector3(200.0f,10.0f,200.0f));
				m_collisionShapes.Add(groundShape);
				IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(0,-10,0);
				LocalCreateRigidBody(0f,ref groundTransform,groundShape);
			}

			// Spawn one ragdoll
			IndexedVector3 startOffset = new IndexedVector3(1,0.5f,0);
			SpawnTestRig(ref startOffset, false);
			startOffset = new IndexedVector3(-2, 0.5f, 0);
            SpawnTestRig(ref startOffset, true);

			ClientResetScene();
		}
コード例 #50
0
ファイル: ConstraintDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            //string filename = @"E:\users\man\bullet\xna-constraint-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            //maxiterations = 100;

	        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);
            m_dynamicsWorld.SetDebugDrawer(m_debugDraw);

            SetCameraDistance(26f);

            //CollisionShape groundShape = new BoxShape(new IndexedVector3(50f, 40f, 50f));
            CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0, 1, 0), 40);

            m_collisionShapes.Add(groundShape);
            IndexedMatrix groundTransform = IndexedMatrix.Identity;
            groundTransform._origin = new IndexedVector3(0, -56, 0);
            RigidBody groundBody = LocalCreateRigidBody(0, ref groundTransform, groundShape);

            CollisionShape shape = new BoxShape(new IndexedVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS));
            m_collisionShapes.Add(shape);
            IndexedMatrix trans = IndexedMatrix.Identity;
            trans._origin = new IndexedVector3(0, 20, 0);

	        float mass = 1f;

#if true
	    //point to point constraint with a breaking threshold
	    {
		    trans = IndexedMatrix.Identity;
		    trans._origin = new IndexedVector3(1,30,-5);
		    LocalCreateRigidBody( mass,trans,shape);
		    trans._origin = new IndexedVector3(0,0,-5);

		    RigidBody body0 = LocalCreateRigidBody( mass,trans,shape);
		    
            trans._origin = new IndexedVector3(2*CUBE_HALF_EXTENTS,20,0);
		    mass = 1.0f;
		    RigidBody body1 = null;//localCreateRigidBody( mass,trans,shape);
		    IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,0);
		    TypedConstraint p2p = new Point2PointConstraint(body0,ref pivotInA);
		    m_dynamicsWorld.AddConstraint(p2p);
		    p2p.SetBreakingImpulseThreshold(10.2f);
		    p2p.SetDbgDrawSize(5.0f);
	    }
#endif



#if true
        //point to point constraint (ball socket)
			//SEEMS OK
	        {
                //trans = IndexedMatrix.Identity;
		        RigidBody body0 = LocalCreateRigidBody( mass,ref trans,shape);
		        trans._origin = new IndexedVector3(2*CUBE_HALF_EXTENTS,20,0);

		        mass = 1f;
		        RigidBody body1 = null;//localCreateRigidBody( mass,trans,shape);

		        IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS);
		        IndexedVector3 axisInA = new IndexedVector3(0,0,1);

                IndexedVector3 pivotInB = body1 != null ? body1.GetCenterOfMassTransform().Inverse() * (body0.GetCenterOfMassTransform() * (pivotInA)) : pivotInA;
                IndexedVector3 axisInB = body1 != null ? (body1.GetCenterOfMassTransform()._basis.Inverse() * (body1.GetCenterOfMassTransform()._basis * axisInA)) :
                body0.GetCenterOfMassTransform()._basis * axisInA;
#if P2P
		TypedConstraint p2p = new Point2PointConstraint(body0,ref pivotInA);
		//btTypedConstraint* p2p = new btPoint2PointConstraint(*body0,*body1,pivotInA,pivotInB);
		//btTypedConstraint* hinge = new btHingeConstraint(*body0,*body1,pivotInA,pivotInB,axisInA,axisInB);
		m_dynamicsWorld.AddConstraint(p2p);
		p2p.SetDbgDrawSize(5.0f);
#else

		        HingeConstraint hinge = new HingeConstraint(body0,ref pivotInA,ref axisInA,false);
        		
		        float	targetVelocity = 1f;
		        float	maxMotorImpulse = 1.0f;
		        hinge.EnableAngularMotor(true,targetVelocity,maxMotorImpulse);

		        m_dynamicsWorld.AddConstraint(hinge);//p2p);
		        hinge.SetDbgDrawSize(5f);
        #endif
	        }
#endif

#if true
            //create a slider, using the generic D6 constraint
			// SEEMS OK
	        {
		        mass = 1f;
		        IndexedVector3 sliderWorldPos = new IndexedVector3(0,10,0);
		        IndexedVector3 sliderAxis = new IndexedVector3(1,0,0);
		        float angle=0f;//SIMD_RADS_PER_DEG * 10.f;
		        IndexedBasisMatrix sliderOrientation = new IndexedBasisMatrix(new IndexedQuaternion(sliderAxis,angle));
		        trans = IndexedMatrix.Identity;
		        trans._origin = sliderWorldPos;
		        //trans.setBasis(sliderOrientation);
		        sliderTransform = trans;

		        d6body0 = LocalCreateRigidBody( mass,ref trans,shape);
		        d6body0.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        RigidBody fixedBody1 = LocalCreateRigidBody(0,ref trans,null);
		        m_dynamicsWorld.AddRigidBody(fixedBody1);

		        IndexedMatrix frameInA, frameInB;
		        frameInA = IndexedMatrix.Identity;
		        frameInB = IndexedMatrix.Identity;
                frameInA._origin = new IndexedVector3(0, 5, 0);
                frameInB._origin = new IndexedVector3(0, 5, 0);

        //		bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
		        bool useLinearReferenceFrameA = true;//use fixed frame A for linear llimits
		        spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0,ref frameInA,ref frameInB,useLinearReferenceFrameA);
                spSlider6Dof.SetLinearLowerLimit(ref lowerSliderLimit);
                spSlider6Dof.SetLinearUpperLimit(ref hiSliderLimit);

		        //range should be small, otherwise singularities will 'explode' the constraint
                IndexedVector3 angularLower = new IndexedVector3(-1.5f,0,0);
                IndexedVector3 angularUpper = -angularLower;
                spSlider6Dof.SetAngularLowerLimit(ref angularLower);
                spSlider6Dof.SetAngularUpperLimit(ref angularUpper);
        //		slider.setAngularLowerLimit(IndexedVector3(0,0,0));
        //		slider.setAngularUpperLimit(IndexedVector3(0,0,0));
                spSlider6Dof.SetAngularLowerLimit(new IndexedVector3(-MathUtil.SIMD_PI, 0, 0));
                spSlider6Dof.SetAngularUpperLimit(new IndexedVector3(1.5f, 0, 0));

                spSlider6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true;
                spSlider6Dof.GetTranslationalLimitMotor().m_targetVelocity.X = -5.0f;
                spSlider6Dof.GetTranslationalLimitMotor().m_maxMotorForce.X = 0.1f;


                m_dynamicsWorld.AddConstraint(spSlider6Dof);
                spSlider6Dof.SetDbgDrawSize(5f);

	        }
#endif
#if true
	        { // create a door using hinge constraint attached to the world
		        CollisionShape pDoorShape = new BoxShape(new IndexedVector3(2.0f, 5.0f, 0.2f));
		        m_collisionShapes.Add(pDoorShape);
		        IndexedMatrix doorTrans = IndexedMatrix.Identity;
		        doorTrans._origin = new IndexedVector3(-5.0f, -2.0f, 0.0f);
		        RigidBody pDoorBody = LocalCreateRigidBody( 1.0f, ref doorTrans, pDoorShape);
		        pDoorBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        IndexedVector3 btPivotA = new IndexedVector3( 10f+2.1f, -2.0f, 0.0f ); // right next to the door slightly outside
		        IndexedVector3 btAxisA = new IndexedVector3( 0.0f, 1.0f, 0.0f ); // pointing upwards, aka Y-axis

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

                spDoorHinge.SetLimit(-MathUtil.SIMD_PI * 0.25f, MathUtil.SIMD_PI * 0.25f);
		        m_dynamicsWorld.AddConstraint(spDoorHinge);
		        spDoorHinge.SetDbgDrawSize(5.0f);

	        }
#endif
#if true
            { // create a generic 6DOF constraint
				// SEEMS OK - But debug draw a bit wrong?
		        IndexedMatrix tr = IndexedMatrix.Identity;
		        tr._origin = new IndexedVector3(10f, 6f, 0f);
                //tr.getBasis().setEulerZYX(0,0,0);
        //		RigidBody pBodyA = localCreateRigidBody( mass, tr, shape);
		        RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
        //		RigidBody pBodyA = localCreateRigidBody( 0.0, tr, 0);
		        pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

                tr = IndexedMatrix.Identity;
		        tr._origin = new IndexedVector3(0f, 6f, 0f);		        
                //tr.getBasis().setEulerZYX(0,0,0);
		        RigidBody pBodyB = LocalCreateRigidBody(mass, ref tr, shape);
		        pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

		        IndexedMatrix frameInA, frameInB;
		        frameInA = IndexedMatrix.CreateTranslation(-5,0,0);
		        frameInB = IndexedMatrix.CreateTranslation(5,0,0);

		        Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
        //		btGeneric6DofConstraint* pGen6DOF = new btGeneric6DofConstraint(*pBodyA, *pBodyB, frameInA, frameInB, false);
		        IndexedVector3 linearLower = new IndexedVector3(-10, -2, -1);
                pGen6DOF.SetLinearLowerLimit(ref linearLower);
                IndexedVector3 linearUpper = new IndexedVector3(10,2,1);
		        pGen6DOF.SetLinearUpperLimit(ref linearUpper);
                // ? why again?
                //linearLower = new IndexedVector3(-10,0,0);
                //pGen6DOF.setLinearLowerLimit(ref linearLower);
        //		pGen6DOF.setLinearUpperLimit(IndexedVector3(10., 0., 0.));
        //		pGen6DOF.setLinearLowerLimit(IndexedVector3(0., 0., 0.));
        //		pGen6DOF.setLinearUpperLimit(IndexedVector3(0., 0., 0.));

        //		pGen6DOF.getTranslationalLimitMotor().m_enableMotor[0] = true;
        //		pGen6DOF.getTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
        //		pGen6DOF.getTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f;


        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., SIMD_HALF_PI*0.9, 0.));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., -SIMD_HALF_PI*0.9, 0.));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0., 0., -SIMD_HALF_PI));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0., 0., SIMD_HALF_PI));

                IndexedVector3 angularLower = new IndexedVector3(-MathUtil.SIMD_HALF_PI * 0.5f, -0.75f, -MathUtil.SIMD_HALF_PI * 0.8f);
                IndexedVector3 angularUpper = -angularLower;
		        pGen6DOF.SetAngularLowerLimit(ref angularLower);
		        pGen6DOF.SetAngularUpperLimit(ref angularUpper);
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -0.75, SIMD_HALF_PI * 0.8f));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, 0.75, -SIMD_HALF_PI * 0.8f));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -SIMD_HALF_PI * 0.8f, SIMD_HALF_PI * 1.98f));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, SIMD_HALF_PI * 0.8f,  -SIMD_HALF_PI * 1.98f));

        		
        		
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,-0.5, -0.5));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0.5, 0.5));
        //		pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,0., 0.));
        //		pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0., 0.));

		        m_dynamicsWorld.AddConstraint(pGen6DOF, true);
		        pGen6DOF.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            { // create a ConeTwist constraint

		        IndexedMatrix tr = IndexedMatrix.CreateTranslation(-10,5,0);

		        RigidBody pBodyA = LocalCreateRigidBody( 1.0f, ref tr, shape);
		        pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

		        tr = IndexedMatrix.CreateTranslation(-10,-5,0);

		        RigidBody pBodyB = LocalCreateRigidBody(0.0f, ref tr, shape);

		        IndexedMatrix frameInA, frameInB;
                frameInA = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInA._origin = new IndexedVector3(0, -5, 0);
				frameInB = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                frameInB._origin = new IndexedVector3(0, 5, 0);

		        ConeTwistConstraint pCT = new ConeTwistConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB);
		        pCT.SetLimit(MathUtil.SIMD_QUARTER_PI * 0.6f, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_PI * 0.8f, 0.5f); // soft limit == hard limit
		        m_dynamicsWorld.AddConstraint(pCT, true);
		        pCT.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            { // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)
				// WORKS OK
		        IndexedMatrix tr = IndexedMatrix.Identity;
		        RigidBody pBody = LocalCreateRigidBody( 1.0f, ref tr, shape);
		        pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		        IndexedVector3 btPivotA = new IndexedVector3( 10.0f, 0.0f, 0.0f );
		        IndexedVector3 btAxisA = new IndexedVector3( 0.0f, 0.0f, 1.0f );

		        HingeConstraint pHinge = new HingeConstraint(pBody, ref btPivotA, ref btAxisA,false);
        //		pHinge.enableAngularMotor(true, -1.0, 0.165); // use for the old solver
		        pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
		        m_dynamicsWorld.AddConstraint(pHinge);
		        pHinge.SetDbgDrawSize(5.0f);
	        }
#endif
#if true
            {
		// WORKS OK
		// create a universal joint using generic 6DOF constraint
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(20,4,0);
		RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB (child) below it :
		tr = IndexedMatrix.CreateTranslation(20,0,0);
		RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some (arbitrary) data to build constraint frames
		IndexedVector3 parentAxis = new IndexedVector3(1.0f, 0.0f, 0.0f); 
		IndexedVector3 childAxis = new IndexedVector3(0.0f, 0.0f, 1.0f);
        IndexedVector3 anchor = new IndexedVector3(20.0f, 2.0f, 0.0f);

		UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
        pUniv.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f, -MathUtil.SIMD_HALF_PI * 0.5f);
        pUniv.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(pUniv, true);
		// draw constraint frames and limits for debugging
		pUniv.SetDbgDrawSize(5.0f);
	}
#endif

#if true
            // WORKS OK
	{ // create a generic 6DOF constraint with springs 

		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,16f,0f);
        //tr.setIdentity();
        //tr.setOrigin(btVector3(btScalar(-20.), btScalar(16.), btScalar(0.)));
        //tr.getBasis().setEulerZYX(0,0,0);
		RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

        //tr.setIdentity();
        //tr.setOrigin(btVector3(btScalar(-10.), btScalar(16.), btScalar(0.)));
        //tr.getBasis().setEulerZYX(0,0,0);
        tr = IndexedMatrix.CreateTranslation(-10,16,0);
		RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);

        IndexedMatrix frameInA = IndexedMatrix.CreateTranslation(10f,0f,0f);
        IndexedMatrix frameInB = IndexedMatrix.CreateTranslation(0f,0f,0f);

		Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true);
		pGen6DOFSpring.SetLinearUpperLimit(new IndexedVector3(5f, 0f, 0f));
		pGen6DOFSpring.SetLinearLowerLimit(new IndexedVector3(-5f, 0f, 0f));

		pGen6DOFSpring.SetAngularLowerLimit(new IndexedVector3(0f, 0f, -1.5f));
		pGen6DOFSpring.SetAngularUpperLimit(new IndexedVector3(0f, 0f, 1.5f));

		m_dynamicsWorld.AddConstraint(pGen6DOFSpring, true);
		pGen6DOFSpring.SetDbgDrawSize(5.0f);
		
		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();
	}
#endif
#if true
    {
		// WORKS OK
		// create a Hinge2 joint
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,4f,0f);
        
        RigidBody pBodyA = LocalCreateRigidBody( 0.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB (child) below it :
		tr = IndexedMatrix.CreateTranslation(-20f,0f,0f);
        RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some data to build constraint frames
		IndexedVector3 parentAxis = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 childAxis = new IndexedVector3(1.0f, 0.0f, 0.0f);
        IndexedVector3 anchor = new IndexedVector3(-20.0f, 0.0f, 0.0f);
		Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis);
		pHinge2.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f);
        pHinge2.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(pHinge2, true);
		// draw constraint frames and limits for debugging
		pHinge2.SetDbgDrawSize(5.0f);
	}
#endif
#if true
    { 
			// WORKS OK
		// create a Hinge joint between two dynamic bodies
		// create two rigid bodies
		// static bodyA (parent) on top:
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f,-2f,0f);
		RigidBody pBodyA = LocalCreateRigidBody( 1.0f, ref tr, shape);
		pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// dynamic bodyB:
		tr = IndexedMatrix.CreateTranslation(-30f,-2f,0f);
		RigidBody pBodyB = LocalCreateRigidBody(10.0f, ref tr, shape);
		pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		// add some data to build constraint frames
		IndexedVector3 axisA = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 axisB = new IndexedVector3(0.0f, 1.0f, 0.0f); 
		IndexedVector3 pivotA = new IndexedVector3(-5.0f, 0.0f, 0.0f);
        IndexedVector3 pivotB = new IndexedVector3(5.0f, 0.0f, 0.0f);
		
        spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, ref pivotA, ref pivotB, ref axisA, ref axisB);
        spHingeDynAB.SetLimit(-MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld.AddConstraint(spHingeDynAB, true);
		// draw constraint frames and limits for debugging
		spHingeDynAB.SetDbgDrawSize(5.0f);
	}
#endif

#if true
    { // 6DOF connected to the world, with motor
		IndexedMatrix tr = IndexedMatrix.CreateTranslation(10,-15,0);
		RigidBody pBody = LocalCreateRigidBody( 1.0f, ref tr, shape);
		pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
		IndexedMatrix frameB = IndexedMatrix.Identity;
		Generic6DofConstraint pGen6Dof = new Generic6DofConstraint(pBody, ref frameB, false );
		m_dynamicsWorld.AddConstraint(pGen6Dof);
		pGen6Dof.SetDbgDrawSize(5.0f);

		pGen6Dof.SetAngularLowerLimit(new IndexedVector3(0,0,0));
		pGen6Dof.SetAngularUpperLimit(new IndexedVector3(0,0,0));
		pGen6Dof.SetLinearLowerLimit(new IndexedVector3(-10.0f, 0, 0));
		pGen6Dof.SetLinearUpperLimit(new IndexedVector3(10.0f, 0, 0));

		pGen6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true;
		pGen6Dof.GetTranslationalLimitMotor().m_targetVelocity[0] = 5.0f;
		pGen6Dof.GetTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f;
	}
#endif
        }
コード例 #51
0
        public override void InitializeDemo()
        {
            SetCameraDistance(50);
            int totalTriangles = 2 * (NUM_VERTS_X - 1) * (NUM_VERTS_Y - 1);

            int vertStride = 1;
            int indexStride = 3;

            BulletGlobals.gContactAddedCallback = new CustomMaterialCombinerCallback();


            gVertices = new ObjectArray<IndexedVector3>(totalVerts);
            gIndices = new ObjectArray<int>(totalTriangles * 3);

            SetVertexPositions(waveheight, 0.0f);
            
            gVertices.GetRawArray()[1].Y = 0.1f;


	int index=0;
    int i, j;
	for (i=0;i<NUM_VERTS_X-1;i++)
	{
		for (j=0;j<NUM_VERTS_Y-1;j++)
		{

#if SWAP_WINDING
#if SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			
#else
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;

			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
#endif //SHIFT_INDICES
#else //SWAP_WINDING

#if SHIFT_INDICES
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;

#if TEST_INCONSISTENT_WINDING
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

#else //TEST_INCONSISTENT_WINDING
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
#endif //TEST_INCONSISTENT_WINDING
			
			
			
#else //SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
#endif //SHIFT_INDICES

#endif //SWAP_WINDING
        }
    }

            m_indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
                gIndices,
                indexStride,
                totalVerts, gVertices, vertStride);

            bool useQuantizedAabbCompression = true;

             IndexedVector3  aabbMin = new IndexedVector3 (-1000,-1000,-1000);
             IndexedVector3 aabbMax = new IndexedVector3(1000, 1000, 1000);
	
            trimeshShape  = new BvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,ref aabbMin,ref aabbMax,true);

            CollisionShape groundShape = trimeshShape;

            TriangleInfoMap triangleInfoMap = new TriangleInfoMap();

            InternalEdgeUtility.GenerateInternalEdgeInfo(trimeshShape, triangleInfoMap);


            m_collisionConfiguration = new DefaultCollisionConfiguration();


            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);



            m_broadphase = new DbvtBroadphase();
            m_constraintSolver = new SequentialImpulseConstraintSolver();
            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.SetDebugDrawer(m_debugDraw);

            IndexedVector3 gravity = new IndexedVector3(0,-10,0);
	        m_dynamicsWorld.SetGravity(ref gravity);

	
	        float mass = 0.0f;
	        IndexedMatrix startTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-2,0));

            ConvexHullShape colShape = new ConvexHullShape(new List<IndexedVector3>(), 0);
	        for (int k=0;k<DemoMeshes.TaruVtxCount;k++)
	        {
                IndexedVector3 vtx = DemoMeshes.TaruVtx[k];
		        colShape.AddPoint(ref vtx);
	        }
	        //this will enable polyhedral contact clipping, better quality, slightly slower
            //colShape.InitializePolyhedralFeatures();

	        //the polyhedral contact clipping can use either GJK or SAT test to find the separating axis
	        m_dynamicsWorld.GetDispatchInfo().m_enableSatConvex=false;


            {
                //for (int i2 = 0; i2 < 1; i2++)
                //{
                //    startTransform._origin = new IndexedVector3(-10.0f + i2 * 3.0f, 2.2f + i2 * 0.1f, -1.3f);
                //    RigidBody body = LocalCreateRigidBody(10, startTransform, colShape);
                //    body.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                //    body.SetLinearVelocity(new IndexedVector3(0, 0, -1));
                //    //body->setContactProcessingThreshold(0.f);
                //}
            }
            {
                BoxShape colShape2 = new BoxShape(new IndexedVector3(1, 1, 1));
                //colShape.InitializePolyhedralFeatures();
                m_collisionShapes.Add(colShape2);
                startTransform._origin = new IndexedVector3(-16.0f + i * 3.0f, 1.0f + i * 0.1f, -1.3f);
                RigidBody body = LocalCreateRigidBody(10, startTransform, colShape2);
                body.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
                body.SetLinearVelocity(new IndexedVector3(0, 0, -1));
            }

            startTransform = IndexedMatrix.Identity;

            staticBody = LocalCreateRigidBody(mass, startTransform,groundShape);
	        //staticBody->setContactProcessingThreshold(-0.031f);
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

	        //enable custom material callback
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()  | CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
            m_debugDraw.SetDebugMode(DebugDrawModes.DBG_DrawText | DebugDrawModes.DBG_NoHelpText | DebugDrawModes.DBG_DrawWireframe | DebugDrawModes.DBG_DrawContactPoints);



            //base.InitializeDemo();
            //ClientResetScene();

        }
コード例 #52
0
        // Portable static method: prerequisite call: m_dynamicsWorld.getBroadphase().getOverlappingPairCache().setInternalGhostPairCallback(new btGhostPairCallback()); 
        public static void GetCollidingObjectsInsidePairCachingGhostObject(DiscreteDynamicsWorld m_dynamicsWorld, PairCachingGhostObject m_pairCachingGhostObject, ObjectArray<CollisionObject> collisionArrayOut)
        {
            bool addOnlyObjectsWithNegativeDistance = true;	// With "false" things don't change much, and the code is a bit faster and cleaner...


            collisionArrayOut.Resize(0);
            if (m_pairCachingGhostObject == null || m_dynamicsWorld == null) return;

            //#define USE_PLAIN_COLLISION_WORLD // We dispatch all collision pairs of the ghost object every step (slow)
#if USE_PLAIN_COLLISION_WORLD
	//======================================================================================================
	// I thought this line was no longer needed, but it seems to be necessary (and I believe it's an expensive call):
	m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(m_pairCachingGhostObject.getOverlappingPairCache(), m_dynamicsWorld.getDispatchInfo(), m_dynamicsWorld.getDispatcher());
	// Maybe the call can be automatically triggered by some other Bullet call (I'm almost sure I could comment it out in another demo I made long ago...)
	// So by now the general rule is: in real projects, simply comment it out and see if it works!
	//======================================================================================================
	// UPDATE: in dynamic worlds, the line above can be commented out and the broadphase pair can be retrieved through the call to findPair(...) below.
	// In collision worlds probably the above line is needed only if collision detection for all the bodies hasn't been made... This is something
	// I'm still not sure of... the general rule is to try to comment out the line above and try to use findPair(...) and see if it works whenever possible....
	//======================================================================================================
#endif //USE_PLAIN_COLLISION_WORLD

            ObjectArray<BroadphasePair> collisionPairs = m_pairCachingGhostObject.GetOverlappingPairCache().GetOverlappingPairArray();
            int numObjects = collisionPairs.Count;
            PersistentManifoldArray m_manifoldArray = new PersistentManifoldArray();
            bool added;
            for (int i = 0; i < numObjects; i++)
            {
                m_manifoldArray.Resize(0);

#if USE_PLAIN_COLLISION_WORLD
		const btBroadphasePair& collisionPair = collisionPairs[i];
		if (collisionPair.m_algorithm) collisionPair.m_algorithm.getAllContactManifolds(m_manifoldArray);
		else {	// THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above...
			printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n");	
		}	
#else // USE_PLAIN_COLLISION_WORLD
                BroadphasePair cPair = collisionPairs[i];
                //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache:
                BroadphasePair collisionPair = m_dynamicsWorld.GetPairCache().FindPair(cPair.m_pProxy0, cPair.m_pProxy1);
                if (collisionPair == null)
                {
                    continue;

                }
                if (collisionPair.m_algorithm != null)
                {
                    collisionPair.m_algorithm.GetAllContactManifolds(m_manifoldArray);
                }
                else
                {	// THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above...
                    //printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n");	
                }
#endif //USE_PLAIN_COLLISION_WORLD

                added = false;
                for (int j = 0; j < m_manifoldArray.Count; j++)
                {
                    PersistentManifold manifold = m_manifoldArray[j];
                    // Here we are in the narrowphase, but can happen that manifold.getNumContacts()==0:
                    if (addOnlyObjectsWithNegativeDistance)
                    {
                        for (int p = 0, numContacts = manifold.GetNumContacts(); p < numContacts; p++)
                        {
                            ManifoldPoint pt = manifold.GetContactPoint(p);
                            if (pt.GetDistance() < 0.0)
                            {
                                // How can I be sure that the colObjs are all distinct ? I use the "added" flag.
                                collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0()));
                                added = true;
                                break;
                            }
                        }
                        if (added)
                        {
                            break;
                        }
                    }
                    else if (manifold.GetNumContacts() > 0)
                    {
                        collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0()));
                        break;
                    }
                }
            }
        }
コード例 #53
0
        public override void InitializeDemo()
        {
            m_cameraDistance = 10.0f;
            //string filename = @"e:\users\man\bullet\gimpact-demo-xna.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            /// Init Bullet
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);
            //btOverlappingPairCache* broadphase = new btSimpleBroadphase();
            //m_broadphase = new btSimpleBroadphase();

            int maxProxies = 1024;
            IndexedVector3 worldAabbMin = new IndexedVector3(-10000, -10000, -10000);
            IndexedVector3 worldAabbMax = new IndexedVector3(10000, 10000, 10000);
            m_broadphase = new AxisSweep3Internal(ref worldAabbMin, ref worldAabbMax, 0xfffe, 0xffff, 16384, null, false);  
            //m_broadphase = new SimpleBroadphase(16384,null);
            m_constraintSolver = new SequentialImpulseConstraintSolver();

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

            //create trimesh model and shape
            InitGImpactCollision();



            /// Create Scene
            float mass = 0.0f;
            IndexedMatrix startTransform = IndexedMatrix.Identity;


            CollisionShape staticboxShape1 = new BoxShape(new IndexedVector3(200, 1, 200));//floor
            staticboxShape1.SetUserPointer("Floor");
            CollisionShape staticboxShape2 = new BoxShape(new IndexedVector3(1, 50, 200));//left wall
            staticboxShape1.SetUserPointer("LeftWall");
            CollisionShape staticboxShape3 = new BoxShape(new IndexedVector3(1, 50, 200));//right wall
            staticboxShape1.SetUserPointer("RightWall");
            CollisionShape staticboxShape4 = new BoxShape(new IndexedVector3(200, 50, 1));//front wall
            staticboxShape1.SetUserPointer("FrontWall");
            CollisionShape staticboxShape5 = new BoxShape(new IndexedVector3(200, 50, 1));//back wall
            staticboxShape1.SetUserPointer("BackWall");

            CompoundShape staticScenario = new CompoundShape();//static scenario

            startTransform._origin = new IndexedVector3(0, 0, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape1);
            startTransform._origin = new IndexedVector3(-200, 25, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape2);
            startTransform._origin = new IndexedVector3(200, 25, 0);
            staticScenario.AddChildShape(ref startTransform, staticboxShape3);
            startTransform._origin = new IndexedVector3(0, 25, 200);
            staticScenario.AddChildShape(ref startTransform, staticboxShape4);
            startTransform._origin = new IndexedVector3(0, 25, -200);
            staticScenario.AddChildShape(ref startTransform, staticboxShape5);

            startTransform._origin = new IndexedVector3(0, 0, 0);

            //RigidBody staticBody = LocalCreateRigidBody(mass, startTransform, staticScenario);
            RigidBody staticBody = LocalCreateRigidBody(mass, startTransform, staticboxShape1);


	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()|CollisionFlags.CF_STATIC_OBJECT);

	        //enable custom material callback
	        staticBody.SetCollisionFlags(staticBody.GetCollisionFlags()|CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);

	        //static plane
	        IndexedVector3 normal = new IndexedVector3(0.4f,1.5f,-0.4f);
	        normal.Normalize();
	        CollisionShape staticplaneShape6 = new StaticPlaneShape(ref normal,0.0f);// A plane

	        startTransform._origin = IndexedVector3.Zero;

            RigidBody staticBody2 = LocalCreateRigidBody(mass, startTransform, staticplaneShape6);

	        staticBody2.SetCollisionFlags(staticBody2.GetCollisionFlags()|CollisionFlags.CF_STATIC_OBJECT);

            startTransform = IndexedMatrix.Identity;

            /// Create Dynamic Boxes
            {
                int numBoxes = 1;
                for (int i = 0; i < numBoxes; i++)
                {
                    CollisionShape boxShape = new BoxShape(new IndexedVector3(1, 1, 1));
                    //CollisionShape mesh = new BvhTriangleMeshShape(m_indexVertexArrays2,true,true);
                    startTransform._origin = new IndexedVector3(2 * i - (numBoxes-1), 2, -3);
                    //startTransform._origin = new IndexedVector3(2 * i - 5, 10, -3);
                    //LocalCreateRigidBody(1, startTransform, m_trimeshShape2);
                    LocalCreateRigidBody(1, startTransform, boxShape);
                }
            }
        }
コード例 #54
0
ファイル: MultiWorldDemo.cs プロジェクト: ousttrue/bullet-xna
        //----------------------------------------------------------------------------------------------


        public void InitialiseWorld(ref DiscreteDynamicsWorld world)
        {
            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            IBroadphaseInterface bp = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            DefaultCollisionConfiguration collisionConfig = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfig);

            world = new DiscreteDynamicsWorld(dispatcher, bp, sol, collisionConfig);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            world.SetGravity(ref gravity);
            world.SetDebugDrawer(BulletGlobals.gDebugDraw);

        }
コード例 #55
0
ファイル: ConcaveDemo.cs プロジェクト: ousttrue/bullet-xna
		//-----------------------------------------------------------------------------------------------

		public override void InitializeDemo()
		{
			//string filename = @"C:\users\man\bullett\xna-concave-output.txt";
			//FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
			//BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            
            m_animatedMesh = true;
			base.InitializeDemo();
			int totalTriangles = 2 * (NUM_VERTS_X - 1) * (NUM_VERTS_Y - 1);

            gVertices = new ObjectArray<IndexedVector3>(totalVerts);
			int indicesTotal = totalTriangles * 3;
            gIndices = new ObjectArray<int>(indicesTotal);

            //BulletGlobals.gContactAddedCallback = new CustomMaterialCombinerCallback();

			SetVertexPositions(waveheight,0f);

			int vertStride = 1;
			int indexStride = 3;

			int index=0;
			for (int i=0;i<NUM_VERTS_X-1;i++)
			{
				for (int j=0;j<NUM_VERTS_Y-1;j++)
				{
                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = j * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;

                    gIndices[index++] = j * NUM_VERTS_X + i;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i + 1;
                    gIndices[index++] = (j + 1) * NUM_VERTS_X + i;
				}
			}

            if (BulletGlobals.g_streamWriter != null)
            {
                index = 0;
                BulletGlobals.g_streamWriter.WriteLine("setIndexPositions");
                for (int i = 0; i < gIndices.Count; i++)
                {
                    BulletGlobals.g_streamWriter.WriteLine(String.Format("{0} {1}", i, gIndices[i]));
                }
            }


			TriangleIndexVertexArray indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
				gIndices,indexStride,totalVerts,gVertices,vertStride);

			bool useQuantizedAabbCompression = true;


            OptimizedBvh bvh = new OptimizedBvh();
	        IndexedVector3 aabbMin = new IndexedVector3(-1000,-1000,-1000);
	        IndexedVector3 aabbMax = new IndexedVector3(1000,1000,1000);

            m_trimeshShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression, ref aabbMin, ref aabbMax, true);
            //CollisionShape trimeshShape = new TriangleMeshShape(indexVertexArrays);

            IndexedVector3 scaling = IndexedVector3.One;
            //m_trimeshShape.SetOptimizedBvh(bvh, ref scaling);
            
			//BulletWorldImporter import = new BulletWorldImporter(0);//don't store info into the world
			//if (import.loadFile("myShape.bullet"))
			//{
			//    int numBvh = import.getNumBvhs();
			//    if (numBvh != 0)
			//    {
			//        OptimizedBvh bvh = import.getBvhByIndex(0);
			//        IndexedVector3 aabbMin = new IndexedVector3(-1000,-1000,-1000);
			//        IndexedVector3 aabbMax = new IndexedVector3(1000,1000,1000);
			
			//        trimeshShape = new indexVertexArrays,useQuantizedAabbCompression,ref aabbMin,ref aabbMax,false);
			//        IndexedVector3 scaling = IndexedVector3.One;
			//        trimeshShape.setOptimizedBvh(bvh, ref scaling);
			//        //trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax);
			//        //trimeshShape.setOptimizedBvh(bvh);
			
			//    }
			//    int numShape = import.getNumCollisionShapes();
			//    if (numShape != 0)
			//    {
			//        trimeshShape = (BvhTriangleMeshShape)import.getCollisionShapeByIndex(0);
					
			//        //if you know the name, you can also try to get the shape by name:
			//        String meshName = import.getNameForPointer(trimeshShape);
			//        if (meshName != null)
			//        {
			//            trimeshShape = (BvhTriangleMeshShape)import.getCollisionShapeByName(meshName);
			//        }
					
			//    }
			//}


            //CollisionShape groundShape = trimeshShape;//m_trimeshShape;
            CollisionShape groundShape = m_trimeshShape;//m_trimeshShape;

            //groundShape = new TriangleShape(new IndexedVector3(0,` 0, 100), new IndexedVector3(100, 0, 0),new IndexedVector3(-100, 0, -100));
            //groundShape = new StaticPlaneShape(IndexedVector3.Up, 0f);
            //groundShape = new BoxShape(new IndexedVector3(100f, 0.1f, 100f));
            IndexedVector3 up = new IndexedVector3(0.4f,1,0);
            up.Normalize();
            //groundShape = new StaticPlaneShape(up, 0f);
            //groundShape = new TriangleMeshShape(indexVertexArrays);
            
			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 DbvtBroadphase();
			m_constraintSolver = new SequentialImpulseConstraintSolver();
			m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

			float mass = 0f;
			IndexedMatrix startTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(2,-2,0));

            //CompoundShape colShape = new CompoundShape();
            //IndexedVector3 halfExtents = new IndexedVector3(4, 1, 1);
            //CollisionShape cylinderShape = new CylinderShapeX(ref halfExtents);
            //CollisionShape boxShape = new BoxShape(new IndexedVector3(4, 1, 1));
            //IndexedMatrix localTransform = IndexedMatrix.Identity;
            //colShape.addChildShape(ref localTransform, boxShape);
            //Quaternion orn = Quaternion.CreateFromYawPitchRoll(MathUtil.SIMD_HALF_PI, 0f, 0f);
            //localTransform = IndexedMatrix.CreateFromQuaternion(orn);
            //colShape.addChildShape(ref localTransform, cylinderShape);

            ////BoxShape colShape = new BoxShape(new IndexedVector3(1, 1, 1));


            //int numCollideObjects = 1;
            //m_collisionShapes.Add(colShape);
            //{
            //    for (int i = 0; i < numCollideObjects; i++)
            //    {
            //        startTransform._origin = new IndexedVector3(4,10+i*2,1);
            //        localCreateRigidBody(1, ref startTransform,colShape);
            //    }
            //}

			CollisionShape boxShape = new BoxShape(new IndexedVector3(1, 1, 1));
			//CollisionShape boxShape = new SphereShape(1);
            //CollisionShape boxShape = new SphereShape(1);
            //CollisionShape boxShape = new CapsuleShapeZ(0.5f, 1);
            m_collisionShapes.Add(boxShape);
            for (int i = 0; i < 1; i++)
            {
                startTransform._origin = new IndexedVector3(2f * i, 5, 1);
                LocalCreateRigidBody(1, ref startTransform, boxShape);
            }


			startTransform = IndexedMatrix.Identity;
			staticBody = LocalCreateRigidBody(mass, ref startTransform,groundShape);

			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

			//enable custom material callback
			staticBody.SetCollisionFlags(staticBody.GetCollisionFlags() | CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);

            //clientResetScene();
		}
コード例 #56
0
ファイル: MultiWorldDemo.cs プロジェクト: ousttrue/bullet-xna
        //----------------------------------------------------------------------------------------------

        public RigidBody LocalCreateRigidBodyMultiWorld(float mass, ref IndexedMatrix startTransform, CollisionShape shape, DiscreteDynamicsWorld world)
        {

            Debug.Assert((shape == null || shape.GetShapeType() != BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE));

            //rigidbody is dynamic if and only if mass is non zero, otherwise static
            bool isDynamic = !MathUtil.CompareFloat(mass, 0f);

            IndexedVector3 localInertia = IndexedVector3.Zero;
            if (isDynamic)
            {
                shape.CalculateLocalInertia(mass, out localInertia);
            }
            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects

            //#define USE_MOTIONSTATE 1
            //#ifdef USE_MOTIONSTATE
            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);

            RigidBodyConstructionInfo cInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);

            RigidBody body = new RigidBody(cInfo);

            if (BulletGlobals.g_streamWriter != null && true)
            {
                BulletGlobals.g_streamWriter.WriteLine("localCreateRigidBody [{0}] startTransform", body.m_debugBodyId);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, startTransform);
                BulletGlobals.g_streamWriter.WriteLine("");
            }

            world.AddRigidBody(body);

            return body;
        }
コード例 #57
0
ファイル: CharacterDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            IndexedVector3 worldMin = new IndexedVector3 (-1000,-1000,-1000);
	        IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.GetDispatchInfo().SetAllowedCcdPenetration(0.0001f);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);



            #region CharacterController
	        IndexedMatrix startTransform = IndexedMatrix.Identity;
	        //startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
	        startTransform._origin = new IndexedVector3(10.210098f,-1.6433364f,16.453260f);
	        
            m_ghostObject = new PairCachingGhostObject();
	        m_ghostObject.SetWorldTransform(startTransform);
	        m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
	        float characterHeight=1.75f;
	        float characterWidth =1.75f;
	        ConvexShape capsule = new CapsuleShape(characterWidth,characterHeight);
	        m_ghostObject.SetCollisionShape (capsule);
	        m_ghostObject.SetCollisionFlags (CollisionFlags.CF_CHARACTER_OBJECT);

	        float stepHeight = 0.35f;
            int upAxis = 1;
	        m_character = new KinematicCharacterController (m_ghostObject,capsule,stepHeight,upAxis);

            m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter);
	        m_dynamicsWorld.AddAction(m_character);

            #endregion














        }
コード例 #58
0
ファイル: BasicDemo.cs プロジェクト: ousttrue/bullet-xna
        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

	        ///collision configuration contains default setup for memory, collision setup
	        m_collisionConfiguration = new DefaultCollisionConfiguration();

	        ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
	        m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

	        ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
	        SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

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

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
	        m_dynamicsWorld.SetGravity(ref gravity);

	        ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);
        	
	        m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
	        float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
	        {
		        //create a few dynamic rigidbodies
                CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING));
                //CollisionShape colShape = BuildCorner();
		        //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
		        m_collisionShapes.Add(colShape);

		        /// Create Dynamic Objects
		        IndexedMatrix startTransform = IndexedMatrix.Identity;

		        mass = 1f;

		        //rigidbody is dynamic if and only if mass is non zero, otherwise static
		        bool isDynamic = mass != 0f;

		        IndexedVector3 localInertia = IndexedVector3.Zero;
		        if (isDynamic)
                {
			        colShape.CalculateLocalInertia(mass, out localInertia);
                }
		        float start_x = START_POS_X - ARRAY_SIZE_X/2;
		        float start_y = START_POS_Y;
		        float start_z = START_POS_Z - ARRAY_SIZE_Z/2;

		        for (int k=0;k<ARRAY_SIZE_Y;k++)
		        {
			        for (int i=0;i<ARRAY_SIZE_X;i++)
			        {
				        for(int j = 0;j<ARRAY_SIZE_Z;j++)
				        {
                            startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING);

                            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);
                            RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            //body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);

                            m_dynamicsWorld.AddRigidBody(body);
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);
                            body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j));
				        }
			        }
		        }
	        }

            //ClientResetScene();
        }