コード例 #1
0
        private void CreateGeneric6DofSpringConstraint()
        {
            RigidBody bodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), cubeShape);

            bodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody bodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), cubeShape);

            bodyB.ActivationState = ActivationState.DisableDeactivation;

            Matrix frameInA = Matrix.Translation(10, 0, 0);
            Matrix frameInB = Matrix.Identity;

            var generic6DofSpring = new Generic6DofSpringConstraint(bodyA, bodyB, frameInA, frameInB, true)
            {
                LinearUpperLimit  = new Vector3(5, 0, 0),
                LinearLowerLimit  = new Vector3(-5, 0, 0),
                AngularLowerLimit = new Vector3(0, 0, -1.5f),
                AngularUpperLimit = new Vector3(0, 0, 1.5f),
                DebugDrawSize     = 5
            };

            generic6DofSpring.EnableSpring(0, true);
            generic6DofSpring.SetStiffness(0, 39.478f);
            generic6DofSpring.SetDamping(0, 0.5f);
            generic6DofSpring.EnableSpring(5, true);
            generic6DofSpring.SetStiffness(5, 39.478f);
            generic6DofSpring.SetDamping(0, 0.3f);
            generic6DofSpring.SetEquilibriumPoint();

            World.AddConstraint(generic6DofSpring, true);
        }
コード例 #2
0
ファイル: ConstraintFactory.cs プロジェクト: AmmRage/mmflex
        /// <summary>
        /// Between rigid and rigid six-axis spring add a constraint
        /// </summary>
        /// <param name="connectedBodyPair">A pair of rigid links</param>
        /// <param name="restriction">6-axis motion limits</param>
        /// <param name="stiffness">6-axis spring.</param>
        public void Add6DofSpringConstraint(Joint6ConnectedBodyPair connectedBodyPair, Joint6Restriction restriction, Joint6Stiffness stiffness)
        {
            var bodyA      = connectedBodyPair.connectedBodyA.rigidBody;
            var bodyB      = connectedBodyPair.connectedBodyB.rigidBody;
            var frameInA   = connectedBodyPair.connectedBodyA.world;
            var frameInB   = connectedBodyPair.connectedBodyB.world;
            var constraint = new Generic6DofSpringConstraint(bodyA, bodyB, frameInA, frameInB, true); // 第五引数の効果は謎。どちらでも同じ様に見える……。

            var c_p1 = restriction.movementRestriction.c_p1;
            var c_p2 = restriction.movementRestriction.c_p2;
            var c_r1 = restriction.rotationRestriction.c_r1;
            var c_r2 = restriction.rotationRestriction.c_r2;

            constraint.LinearLowerLimit  = new Vector3(c_p1.X, c_p1.Y, c_p1.Z); // 型はベクトルだがベクトル量ではないのでZは反転しない。
            constraint.LinearUpperLimit  = new Vector3(c_p2.X, c_p2.Y, c_p2.Z);
            constraint.AngularLowerLimit = new Vector3(c_r1.X, c_r1.Y, c_r1.Z);
            constraint.AngularUpperLimit = new Vector3(c_r2.X, c_r2.Y, c_r2.Z);

            SetStiffness(stiffness.translation.X, 0, constraint);
            SetStiffness(stiffness.translation.Y, 1, constraint);
            SetStiffness(stiffness.translation.Z, 2, constraint);
            SetStiffness(stiffness.rotation.X, 3, constraint);
            SetStiffness(stiffness.rotation.Y, 4, constraint);
            SetStiffness(stiffness.rotation.Z, 5, constraint);

            this.dynamicsWorld.AddConstraint(constraint);
        }
コード例 #3
0
        public void 剛体と剛体の間に6軸バネ拘束を追加する(六軸ジョイントにつながる剛体のペア つなぐ剛体のペア, 六軸可動制限 六軸可動制限, 六軸バネ剛性 六軸バネ)
        {
            var bodyA    = つなぐ剛体のペア.剛体A.剛体;
            var bodyB    = つなぐ剛体のペア.剛体B.剛体;
            var frameInA = つなぐ剛体のペア.剛体A.ワールド変換行列;
            var frameInB = つなぐ剛体のペア.剛体B.ワールド変換行列;
            var 拘束       = new Generic6DofSpringConstraint(bodyA, bodyB, frameInA.ToBulletSharp(), frameInB.ToBulletSharp(), true);         // 第五引数の効果は謎。どちらでも同じ様に見える……。

            var c_p1 = 六軸可動制限.移動制限.移動制限1;
            var c_p2 = 六軸可動制限.移動制限.移動制限2;
            var c_r1 = 六軸可動制限.回転制限.回転制限1;
            var c_r2 = 六軸可動制限.回転制限.回転制限2;

            拘束.LinearLowerLimit  = new BulletSharp.Math.Vector3(c_p1.X, c_p1.Y, c_p1.Z);              // 型はベクトルだがベクトル量ではないのでZは反転しない。
            拘束.LinearUpperLimit  = new BulletSharp.Math.Vector3(c_p2.X, c_p2.Y, c_p2.Z);
            拘束.AngularLowerLimit = new BulletSharp.Math.Vector3(c_r1.X, c_r1.Y, c_r1.Z);
            拘束.AngularUpperLimit = new BulletSharp.Math.Vector3(c_r2.X, c_r2.Y, c_r2.Z);

            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.平行移動成分.X, 0, 拘束);
            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.平行移動成分.Y, 1, 拘束);
            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.平行移動成分.Z, 2, 拘束);
            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.回転移動成分.X, 3, 拘束);
            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.回転移動成分.Y, 4, 拘束);
            this._拘束にある一つの自由度へのバネを設定する(六軸バネ.回転移動成分.Z, 5, 拘束);

            this._DynamicsWorld.AddConstraint(拘束);
        }
コード例 #4
0
ファイル: ConstraintFactory.cs プロジェクト: AmmRage/mmflex
 /// <summary>
 /// Set the spring to the freedom of a captive one
 /// </summary>
 /// <param name="stiffness">The value of the spring</param>
 /// <param name="index">Index to specify the degrees of freedom (0~5。平行移動X, Y, Z, 回転移動X, Y, Zの順)</param>
 /// <param name="constraint">Captive</param>
 private void SetStiffness(float stiffness, int index, Generic6DofSpringConstraint constraint)
 {
     if (stiffness == 0.0f)
     {
         return;
     }
     constraint.EnableSpring(index, true);
     constraint.SetStiffness(index, stiffness);
 }
コード例 #5
0
        private void _拘束にある一つの自由度へのバネを設定する(float バネの値, int 自由度の種類, Generic6DofSpringConstraint 拘束)
        {
            if (バネの値 == 0.0f)
            {
                return;
            }

            拘束.EnableSpring(自由度の種類, true);
            拘束.SetStiffness(自由度の種類, バネの値);
        }
コード例 #6
0
        public void AddJoint(Physics3DJoint joint, Physics3DRigidBody r1, Physics3DRigidBody r2, Components.JointDesc desc)
        {
            var t0 = MatrixExt.Transform(desc.Position, ToQuaternion(desc.Rotation));

            Matrix4x4.Invert(t0, out var res);
            Matrix4x4.Invert(MatrixExt.Transform(r1.defaultPosition, r1.defaultRotation), out var t1);
            Matrix4x4.Invert(MatrixExt.Transform(r2.defaultPosition, r2.defaultRotation), out var t2);
            t1 = t0 * t1;
            t2 = t0 * t2;

            var j = new Generic6DofSpringConstraint(r1.rigidBody, r2.rigidBody, GetMatrix(t1), GetMatrix(t2), true);

            joint.constraint    = j;
            j.LinearLowerLimit  = GetVector3(desc.PositionMinimum);
            j.LinearUpperLimit  = GetVector3(desc.PositionMaximum);
            j.AngularLowerLimit = GetVector3(desc.RotationMinimum);
            j.AngularUpperLimit = GetVector3(desc.RotationMaximum);

            S(0, desc.PositionSpring.X);
            S(1, desc.PositionSpring.Y);
            S(2, desc.PositionSpring.Z);
            S(3, desc.RotationSpring.X);
            S(4, desc.RotationSpring.Y);
            S(5, desc.RotationSpring.Z);
            void S(int index, float f)
            {
                if (f != 0.0f)
                {
                    j.EnableSpring(index, true);
                    j.SetStiffness(index, f);
                }
                else
                {
                    j.EnableSpring(index, false);
                }
            }

            world.AddConstraint(joint.constraint);
        }
コード例 #7
0
        protected override void OnInitializePhysics()
        {
            SetupEmptyDynamicsWorld();

            CollisionShape groundShape = new BoxShape(50, 1, 50);

            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);

            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));

            CollisionShapes.Add(shape);


            const float THETA = (float)Math.PI / 4.0f;
            float       L_1   = 2 - (float)Math.Tan(THETA);
            float       L_2   = 1 / (float)Math.Cos(THETA);
            float       RATIO = L_2 / L_1;

            RigidBody bodyA;
            RigidBody bodyB;

            CollisionShape cylA = new CylinderShape(0.2f, 0.25f, 0.2f);
            CollisionShape cylB = new CylinderShape(L_1, 0.025f, L_1);
            CompoundShape  cyl0 = new CompoundShape();

            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            float   mass = 6.28f;
            Vector3 localInertia;

            cyl0.CalculateLocalInertia(mass, out localInertia);
            RigidBodyConstructionInfo ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);

            ci.StartWorldTransform = Matrix.Translation(-8, 1, -8);

            body = new RigidBody(ci); //1,0,cyl0,localInertia);
            World.AddRigidBody(body);
            body.LinearFactor  = Vector3.Zero;
            body.AngularFactor = new Vector3(0, 1, 0);
            bodyA = body;

            cylA = new CylinderShape(0.2f, 0.26f, 0.2f);
            cylB = new CylinderShape(L_2, 0.025f, L_2);
            cyl0 = new CompoundShape();
            cyl0.AddChildShape(Matrix.Identity, cylA);
            cyl0.AddChildShape(Matrix.Identity, cylB);

            mass = 6.28f;
            cyl0.CalculateLocalInertia(mass, out localInertia);
            ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia);
            Quaternion orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);

            ci.StartWorldTransform = Matrix.RotationQuaternion(orn) * Matrix.Translation(-10, 2, -8);

            body = new RigidBody(ci);//1,0,cyl0,localInertia);
            body.LinearFactor = Vector3.Zero;
            HingeConstraint hinge = new HingeConstraint(body, Vector3.Zero, new Vector3(0, 1, 0), true);

            World.AddConstraint(hinge);
            bodyB = body;
            body.AngularVelocity = new Vector3(0, 3, 0);

            World.AddRigidBody(body);

            Vector3 axisA = new Vector3(0, 1, 0);
            Vector3 axisB = new Vector3(0, 1, 0);

            orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA);
            Matrix mat = Matrix.RotationQuaternion(orn);

            axisB = new Vector3(mat.M21, mat.M22, mat.M23);

            GearConstraint gear = new GearConstraint(bodyA, bodyB, axisA, axisB, RATIO);

            World.AddConstraint(gear, true);


            mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA  = new Vector3(0, 0, 1);

            Vector3 pivotInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

#if P2P
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0, body1, pivotInA, pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0, body1, pivotInA, pivotInB, axisInA, axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
#else
            {
                hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                const float targetVelocity  = 1.0f;
                const float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }
#endif

            RigidBody pRbA1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbA1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbA1.ActivationState = ActivationState.DisableDeactivation;

            // add dynamic rigid body B1
            RigidBody pRbB1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape);
            //RigidBody pRbB1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape);
            pRbB1.ActivationState = ActivationState.DisableDeactivation;

            // create slider constraint between A1 and B1 and add it to world
            SliderConstraint spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, true);
            //spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, false);
            spSlider1.LowerLinearLimit = -15.0f;
            spSlider1.UpperLinearLimit = -5.0f;
            spSlider1.LowerLinearLimit = 5.0f;
            spSlider1.UpperLinearLimit = 15.0f;
            spSlider1.LowerLinearLimit = -10.0f;
            spSlider1.UpperLinearLimit = -10.0f;

            spSlider1.LowerAngularLimit = -(float)Math.PI / 3.0f;
            spSlider1.UpperAngularLimit = (float)Math.PI / 3.0f;

            World.AddConstraint(spSlider1, true);
            spSlider1.DebugDrawSize = 5.0f;


            //create a slider, using the generic D6 constraint
            Vector3     sliderWorldPos = new Vector3(0, 10, 0);
            Vector3     sliderAxis     = Vector3.UnitX;
            const float angle          = 0; //SIMD_RADS_PER_DEG * 10.f;
            Matrix      trans          = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);
            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);
            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(0, 5, 0);

            //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits
            const bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits
            spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA)
            {
                LinearLowerLimit = lowerSliderLimit,
                LinearUpperLimit = hiSliderLimit,

                //range should be small, otherwise singularities will 'explode' the constraint
                //AngularLowerLimit = new Vector3(-1.5f,0,0),
                //AngularUpperLimit = new Vector3(1.5f,0,0),
                //AngularLowerLimit = new Vector3(0,0,0),
                //AngularUpperLimit = new Vector3(0,0,0),
                AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0),
                AngularUpperLimit = new Vector3(1.5f, 0, 0)
            };

            //spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce  = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;



            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);
            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);
            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA  = Vector3.UnitY;                          // pointing upwards, aka Y-axis

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

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);



            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);
            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);
            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);
            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);



            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;



            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);
            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 pivotA = new Vector3(10.0f, 0.0f, 0.0f);
            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, pivotA, btAxisA);
            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;



            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis  = new Vector3(0, 0, 1);
            Vector3 anchor     = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;



            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true)
            {
                LinearUpperLimit  = new Vector3(5, 0, 0),
                LinearLowerLimit  = new Vector3(-5, 0, 0),
                AngularLowerLimit = new Vector3(0, 0, -1.5f),
                AngularUpperLimit = new Vector3(0, 0, 1.5f),
                DebugDrawSize     = 5
            };
            World.AddConstraint(pGen6DOFSpring, true);

            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();



            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis  = new Vector3(1, 0, 0);
            anchor     = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);
            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;



            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            axisA = new Vector3(0, 1, 0);
            axisB = new Vector3(0, 1, 0);
            Vector3 pivotA2 = new Vector3(-5, 0, 0);
            Vector3 pivotB  = new Vector3(5, 0, 0);
            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA2, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }
コード例 #8
0
        internal override bool _BuildConstraint()
        {
            BPhysicsWorld world = BPhysicsWorld.Get();

            if (m_constraintPtr != null)
            {
                if (m_isInWorld && world != null)
                {
                    m_isInWorld = false;
                    world.RemoveConstraint(m_constraintPtr);
                }
            }
            BRigidBody targetRigidBodyA = GetComponent <BRigidBody>();

            if (targetRigidBodyA == null)
            {
                Debug.LogError("BGeneric6DofSpringConstraint needs to be added to a component with a BRigidBody.");
                return(false);
            }
            if (!targetRigidBodyA.isInWorld)
            {
                world.AddRigidBody(targetRigidBodyA);
            }
            if (m_localConstraintAxisX == Vector3.zero)
            {
                Debug.LogError("Constaint axis cannot be zero vector");
                return(false);
            }
            RigidBody rba = (RigidBody)targetRigidBodyA.GetCollisionObject();

            if (rba == null)
            {
                Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                return(false);
            }
            if (m_constraintType == ConstraintType.constrainToAnotherBody)
            {
                if (m_otherRigidBody == null)
                {
                    Debug.LogError("Other rigid body must not be null");
                    return(false);
                }
                if (!m_otherRigidBody.isInWorld)
                {
                    world.AddRigidBody(m_otherRigidBody);
                }
                RigidBody rbb = (RigidBody)m_otherRigidBody.GetCollisionObject();
                if (rbb == null)
                {
                    Debug.LogError("Constraint could not get bullet RigidBody from target rigid body");
                    return(false);
                }
                BM.Matrix frameInA, frameInOther;
                string    errormsg = "";
                if (CreateFramesA_B(m_localConstraintAxisX, m_localConstraintAxisY, m_localConstraintPoint, out frameInA, out frameInOther, ref errormsg))
                {
                    m_constraintPtr = new Generic6DofSpringConstraint(rba, rbb, frameInA, frameInOther, true);
                }
                else
                {
                    Debug.LogError(errormsg);
                    return(false);
                }
            }
            else
            {
                // TODO
                //   m_constraintPtr = new Generic6DofSpringConstraint(rba, m_localConstraintPoint.ToBullet(), m_localConstraintAxisX.ToBullet(), false);
            }
            if (m_setLimit)
            {
                ((Generic6DofSpringConstraint)m_constraintPtr).SetLimit((int)m_springAxis, m_lowLimit, m_highLimit);
            }
            ((Generic6DofSpringConstraint)m_constraintPtr).EnableSpring((int)m_springAxis, true);
            ((Generic6DofSpringConstraint)m_constraintPtr).SetStiffness((int)m_springAxis, m_stiffness);
            ((Generic6DofSpringConstraint)m_constraintPtr).SetDamping((int)m_springAxis, m_damping);
            m_constraintPtr.Userobject                  = this;
            m_constraintPtr.DebugDrawSize               = m_debugDrawSize;
            m_constraintPtr.BreakingImpulseThreshold    = m_breakingImpulseThreshold;
            m_constraintPtr.OverrideNumSolverIterations = m_overrideNumSolverIterations;
            return(true);
        }
コード例 #9
0
        public override void AddPoser(Poser poser)
        {
            var model = poser.Model;

            if (_rigidBodies.ContainsKey(poser))
            {
                return;
            }
            poser.ResetPosing();
            var motionStates = new List <PoserMotionState>();

            _motionStates.Add(poser, motionStates);
            var rigidBodies = new List <RigidBody>();

            _rigidBodies.Add(poser, rigidBodies);
            var constraints = new List <Generic6DofSpringConstraint>();

            _constraints.Add(poser, constraints);

            foreach (var body in model.Rigidbodies)
            {
                var bodyDimension = body.Dimemsions;

                CollisionShape btShape = null;

                var btMass         = 0.0f;
                var btLocalInertia = new Vector3(0.0f, 0.0f, 0.0f);

                switch (body.Shape)
                {
                case MmdRigidBody.RigidBodyShape.RigidShapeSphere:
                    btShape = new SphereShape(bodyDimension.x);
                    break;

                case MmdRigidBody.RigidBodyShape.RigidShapeBox:
                    btShape = new BoxShape(new Vector3(bodyDimension.x, bodyDimension.y,
                                                       bodyDimension.z));
                    break;

                case MmdRigidBody.RigidBodyShape.RigidShapeCapsule:
                    btShape = new CapsuleShape(bodyDimension.x, bodyDimension.y);
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                if (body.Type != MmdRigidBody.RigidBodyType.RigidTypeKinematic)
                {
                    btMass = body.Mass;
                    btShape.CalculateLocalInertia(btMass, out btLocalInertia);
                }

                var bodyTransform = MathUtil.QuaternionToMatrix4X4(MathUtil.YxzToQuaternion(body.Rotation));
                MathUtil.SetTransToMatrix4X4(body.Position, ref bodyTransform);
                var btBodyTransform = new Matrix();
                MathUtil.UnityMatrixToBulletMatrix(bodyTransform, ref btBodyTransform);

                var btMotionState = new PoserMotionState(poser, body, btBodyTransform);
                var btInfo        =
                    new RigidBodyConstructionInfo(btMass, btMotionState, btShape, btLocalInertia)
                {
                    LinearDamping  = body.TranslateDamp,
                    AngularDamping = body.RotateDamp,
                    Restitution    = body.Restitution,
                    Friction       = body.Friction
                };

                var btRigidBody = new RigidBody(btInfo)
                {
                    ActivationState = ActivationState.DisableDeactivation
                };

                if (body.Type == MmdRigidBody.RigidBodyType.RigidTypeKinematic)
                {
                    btRigidBody.CollisionFlags = btRigidBody.CollisionFlags | CollisionFlags.KinematicObject;
                }
                _world.AddRigidBody(btRigidBody, (short)(1 << body.CollisionGroup), (short)body.CollisionMask);
#if MMD_PHYSICS_DEBUG
                CreateUnityCollisionObjectProxy(btRigidBody, body.Name);
#endif
                motionStates.Add(btMotionState);
                rigidBodies.Add(btRigidBody);
            }

            foreach (var constraint in model.Constraints)
            {
                var btBody1 = rigidBodies[constraint.AssociatedRigidBodyIndex[0]];
                var btBody2 = rigidBodies[constraint.AssociatedRigidBodyIndex[1]];

                var positionLowLimit = constraint.PositionLowLimit;
                var positionHiLimit  = constraint.PositionHiLimit;
                var rotationLoLimit  = constraint.RotationLowLimit;
                var rotationHiLimit  = constraint.RotationHiLimit;

                var constraintTransform = MathUtil.QuaternionToMatrix4X4(MathUtil.YxzToQuaternion(constraint.Rotation));
                MathUtil.SetTransToMatrix4X4(constraint.Position, ref constraintTransform);

                var btConstraintTransform = new Matrix();
                MathUtil.UnityMatrixToBulletMatrix(constraintTransform, ref btConstraintTransform);

                var btLocalizationTransform1 = btConstraintTransform * Matrix.Invert(btBody1.WorldTransform);  //TODO 验证这个和mmdlib里算出来的是否一样
                var btLocalizationTransform2 = btConstraintTransform * Matrix.Invert(btBody2.WorldTransform);

                var btConstraint = new Generic6DofSpringConstraint(btBody1, btBody2, btLocalizationTransform1,
                                                                   btLocalizationTransform2, true)
                {
                    LinearLowerLimit =
                        new Vector3(positionLowLimit.x, positionLowLimit.y, positionLowLimit.z),
                    LinearUpperLimit =
                        new Vector3(positionHiLimit.x, positionHiLimit.y, positionHiLimit.z),
                    AngularLowerLimit =
                        new Vector3(rotationLoLimit.x, rotationLoLimit.y, rotationLoLimit.z),
                    AngularUpperLimit =
                        new Vector3(rotationHiLimit.x, rotationHiLimit.y, rotationHiLimit.z)
                };

                for (var j = 0; j < 3; ++j)
                {
                    btConstraint.SetStiffness(j, constraint.SpringTranslate[j]);
                    btConstraint.EnableSpring(j, true);
                    btConstraint.SetStiffness(j + 3, constraint.SpringRotate[j]);
                    btConstraint.EnableSpring(j + 3, true);
                }

                _world.AddConstraint(btConstraint);
                constraints.Add(btConstraint);
            }
        }
コード例 #10
0
        public override void InitializeDemo()
        {
            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 (ball socket)
            //SEEMS OK
            {
                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;

                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

#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(Quaternion.CreateFromAxisAngle(sliderAxis.ToVector3(), 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.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, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_PI * 0.8f, 1.0f, 0.3f, 1.0f);       // 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
        }
コード例 #11
0
ファイル: Physics.cs プロジェクト: diqost/bullet
        public Physics()
        {
            SetupEmptyDynamicsWorld();

            CollisionShape groundShape = new BoxShape(50, 1, 50);

            //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40);
            CollisionShapes.Add(groundShape);
            RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape);

            body.UserObject = "Ground";

            CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents));

            CollisionShapes.Add(shape);


            float mass = 1.0f;

            RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape);

            RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape);
            //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null);
            //body1.ActivationState = ActivationState.DisableDeactivation;
            //body1.SetDamping(0.3f, 0.3f);

            Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents);
            Vector3 axisInA  = new Vector3(0, 0, 1);

            Vector3 pivotInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform;
                pivotInB = Vector3.TransformCoordinate(pivotInA, transform);
            }
            else
            {
                pivotInB = pivotInA;
            }

            Vector3 axisInB;

            if (body1 != null)
            {
                Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform;
                axisInB = Vector3.TransformCoordinate(axisInA, transform);
            }
            else
            {
                axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform);
            }

            if (P2P)
            {
                TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA);
                //TypedConstraint p2p = new Point2PointConstraint(body0,body1,pivotInA,pivotInB);
                //TypedConstraint hinge = new HingeConstraint(body0,body1,pivotInA,pivotInB,axisInA,axisInB);
                World.AddConstraint(p2p);
                p2p.DebugDrawSize = 5;
            }
            else
            {
                HingeConstraint hinge = new HingeConstraint(body0, pivotInA, axisInA);

                //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction
                //float	targetVelocity = 0.f;
                //float	maxMotorImpulse = 0.01;
                float targetVelocity  = 1.0f;
                float maxMotorImpulse = 1.0f;
                hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse);
                World.AddConstraint(hinge);
                hinge.DebugDrawSize = 5;
            }



            //create a slider, using the generic D6 constraint
            Vector3 sliderWorldPos = new Vector3(0, 10, 0);
            Vector3 sliderAxis     = Vector3.UnitX;
            float   angle          = 0;//SIMD_RADS_PER_DEG * 10.f;
            Matrix  trans          = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos);

            d6body0 = LocalCreateRigidBody(mass, trans, shape);
            d6body0.ActivationState = ActivationState.DisableDeactivation;

            RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null);

            World.AddRigidBody(fixedBody1);

            Matrix frameInA = Matrix.Translation(0, 5, 0);
            Matrix frameInB = Matrix.Translation(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, frameInA, frameInB, useLinearReferenceFrameA);
            spSlider6Dof.LinearLowerLimit = lowerSliderLimit;
            spSlider6Dof.LinearUpperLimit = hiSliderLimit;

            //range should be small, otherwise singularities will 'explode' the constraint
            //spSlider6Dof.AngularLowerLimit = new Vector3(-1.5f,0,0);
            //spSlider6Dof.AngularUpperLimit = new Vector3(1.5f,0,0);
            //spSlider6Dof.AngularLowerLimit = new Vector3(0,0,0);
            //spSlider6Dof.AngularUpperLimit = new Vector3(0,0,0);
            spSlider6Dof.AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0);
            spSlider6Dof.AngularUpperLimit = new Vector3(1.5f, 0, 0);

            spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true;
            spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0);
            spSlider6Dof.TranslationalLimitMotor.MaxMotorForce  = new Vector3(0.1f, 0, 0);

            World.AddConstraint(spSlider6Dof);
            spSlider6Dof.DebugDrawSize = 5;



            // create a door using hinge constraint attached to the world

            CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f);

            CollisionShapes.Add(pDoorShape);
            RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape);

            pDoorBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside
            Vector3 btAxisA  = Vector3.UnitY;                          // pointing upwards, aka Y-axis

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

            //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2);
            // test problem values
            //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f);

            //spDoorHinge.SetLimit(1, -1);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f);
            //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits"
            spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f);
            //spDoorHinge.SetLimit(0, 0);
            World.AddConstraint(spDoorHinge);
            spDoorHinge.DebugDrawSize = 5;

            RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape);



            // create a generic 6DOF constraint

            //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape);
            RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape);

            //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape);

            //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(-5, 0, 0);
            frameInB = Matrix.Translation(5, 0, 0);

            Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true);

            //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false);
            pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1);
            pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1);
            //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0);
            //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0);
            //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0);

            //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true;
            //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0);
            //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0);

            //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI);

            pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f);
            pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f);

            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f);
            //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0);
            //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0);
            //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0);



            // create a ConeTwist constraint

            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape);
            //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape);
            //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape);

            frameInA  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInA *= Matrix.Translation(0, -5, 0);
            frameInB  = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2);
            frameInB *= Matrix.Translation(0, 5, 0);

            coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB);
            //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f);
            //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit
            coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f);
            World.AddConstraint(coneTwist, true);
            coneTwist.DebugDrawSize = 5;



            // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver)

            RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape);

            pBody.ActivationState = ActivationState.DisableDeactivation;
            Vector3 PivotA = new Vector3(10.0f, 0.0f, 0.0f);

            btAxisA = new Vector3(0.0f, 0.0f, 1.0f);

            HingeConstraint pHinge = new HingeConstraint(pBody, btPivotA, btAxisA);

            //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver
            pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver
            World.AddConstraint(pHinge);
            pHinge.DebugDrawSize = 5;



            // create a universal joint using generic 6DOF constraint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some (arbitrary) data to build constraint frames
            Vector3 parentAxis = new Vector3(1, 0, 0);
            Vector3 childAxis  = new Vector3(0, 0, 1);
            Vector3 anchor     = new Vector3(20, 2, 0);

            UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);

            pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4);
            pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pUniv, true);
            // draw constraint frames and limits for debugging
            pUniv.DebugDrawSize = 5;

            World.AddConstraint(pGen6DOF, true);
            pGen6DOF.DebugDrawSize = 5;



            // create a generic 6DOF constraint with springs

            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;

            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;

            frameInA = Matrix.Translation(10, 0, 0);
            frameInB = Matrix.Identity;

            Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true);

            pGen6DOFSpring.LinearUpperLimit = new Vector3(5, 0, 0);
            pGen6DOFSpring.LinearLowerLimit = new Vector3(-5, 0, 0);

            pGen6DOFSpring.AngularLowerLimit = new Vector3(0, 0, -1.5f);
            pGen6DOFSpring.AngularUpperLimit = new Vector3(0, 0, 1.5f);

            World.AddConstraint(pGen6DOFSpring, true);
            pGen6DOFSpring.DebugDrawSize = 5;

            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();



            // create a Hinge2 joint
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB (child) below it :
            pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            parentAxis = new Vector3(0, 1, 0);
            childAxis  = new Vector3(1, 0, 0);
            anchor     = new Vector3(-20, 0, 0);
            Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis);

            pHinge2.SetLowerLimit(-(float)Math.PI / 4);
            pHinge2.SetUpperLimit((float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(pHinge2, true);
            // draw constraint frames and limits for debugging
            pHinge2.DebugDrawSize = 5;



            // create a Hinge joint between two dynamic bodies
            // create two rigid bodies
            // static bodyA (parent) on top:
            pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape);
            pBodyA.ActivationState = ActivationState.DisableDeactivation;
            // dynamic bodyB:
            pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape);
            pBodyB.ActivationState = ActivationState.DisableDeactivation;
            // add some data to build constraint frames
            Vector3 axisA  = new Vector3(0, 1, 0);
            Vector3 axisB  = new Vector3(0, 1, 0);
            Vector3 pivotA = new Vector3(-5, 0, 0);
            Vector3 pivotB = new Vector3(5, 0, 0);

            spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA, pivotB, axisA, axisB);
            spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4);
            // add constraint to world
            World.AddConstraint(spHingeDynAB, true);
            // draw constraint frames and limits for debugging
            spHingeDynAB.DebugDrawSize = 5;
        }