コード例 #1
0
        internal void DoDamping()
        {
            if (bodyID == dBodyID.Zero)
            {
                return;
            }

            Ode.dMass mass = new Ode.dMass();
            Ode.dBodyGetMass(bodyID, ref mass);

            // Linear damping
            if (LinearDamping != 0)
            {
                // The damping force depends on the damping amount, mass, and velocity
                // (i.e. damping amount and momentum).
                float factor = -LinearDamping * mass.mass;
                Vec3  force  = LinearVelocity * factor;

                // Add a global force opposite to the global linear velocity.
                Ode.dBodyAddForce(bodyID, force.X, force.Y, force.Z);
            }

            // Angular damping
            if (AngularDamping != 0)
            {
                Vec3 localVelocity;
                {
                    Ode.dVector3 aVelLocal = new Ode.dVector3();
                    Ode.dBodyVectorFromWorld(bodyID, AngularVelocity.X, AngularVelocity.Y,
                                             AngularVelocity.Z, ref aVelLocal);
                    localVelocity = Convert.ToNet(aVelLocal);
                }

                // The damping force depends on the damping amount, mass, and velocity
                // (i.e. damping amount and momentum).
                float factor = -AngularDamping;

                Vec3 momentum = new Vec3(
                    Vec3.Dot(new Vec3(mass.I.M00, mass.I.M01, mass.I.M02), localVelocity),
                    Vec3.Dot(new Vec3(mass.I.M10, mass.I.M11, mass.I.M12), localVelocity),
                    Vec3.Dot(new Vec3(mass.I.M20, mass.I.M21, mass.I.M22), localVelocity));

                Vec3 torque = momentum * factor;

                // Add a local torque opposite to the local angular velocity.
                Ode.dBodyAddRelTorque(bodyID, torque.X, torque.Y, torque.Z);
            }
        }
コード例 #2
0
        //public override Mat3 GetInertiaTensor()
        //{
        //   if( Static )
        //      return Mat3.Identity;
        //   if( bodyID == dBodyID.Zero )
        //      return Mat3.Zero;

        //   Ode.dMass mass = new Ode.dMass();
        //   Ode.dBodyGetMass( bodyID, ref mass );

        //   return new Mat3(
        //      mass.I.M00, mass.I.M01, mass.I.M02,
        //      mass.I.M10, mass.I.M11, mass.I.M12,
        //      mass.I.M20, mass.I.M21, mass.I.M22 );
        //}

        protected override void ApplyForce(ForceType type, ref Vec3 vector, ref Vec3 pos)
        {
            if (bodyID == dBodyID.Zero)
            {
                return;
            }

            Ode.dBodyEnable(bodyID);

            switch (type)
            {
            case ForceType.Local:
                Ode.dBodyAddRelForce(bodyID, vector.X, vector.Y, vector.Z);
                break;

            case ForceType.Global:
                Ode.dBodyAddForce(bodyID, vector.X, vector.Y, vector.Z);
                break;

            case ForceType.LocalTorque:
                Ode.dBodyAddRelTorque(bodyID, vector.X, vector.Y, vector.Z);
                break;

            case ForceType.GlobalTorque:
                Ode.dBodyAddTorque(bodyID, vector.X, vector.Y, vector.Z);
                break;

            case ForceType.LocalAtLocalPos:
                Ode.dBodyAddRelForceAtRelPos(bodyID, vector.X, vector.Y, vector.Z, pos.X, pos.Y, pos.Z);
                break;

            case ForceType.LocalAtGlobalPos:
                Ode.dBodyAddRelForceAtPos(bodyID, vector.X, vector.Y, vector.Z, pos.X, pos.Y, pos.Z);
                break;

            case ForceType.GlobalAtLocalPos:
                Ode.dBodyAddForceAtRelPos(bodyID, vector.X, vector.Y, vector.Z, pos.X, pos.Y, pos.Z);
                break;

            case ForceType.GlobalAtGlobalPos:
                Ode.dBodyAddForceAtPos(bodyID, vector.X, vector.Y, vector.Z, pos.X, pos.Y, pos.Z);
                break;
            }

            //// Invalidate the "freely-spinning" parameter.
            //freelySpinning = false;
        }
コード例 #3
0
        public BodyBox(World hostWorld, Space space, Vector3f position, Vector3f size, Vector3f force)
        {
            this.hostWorld = hostWorld;
            this.space     = space;

            bodyID = Ode.dBodyCreate(hostWorld.getID());

            // create a mass object, in this case a box of size 50 x 0.2 x 50
            Ode.dMass mass = new Ode.dMass();
            //Ode.dMassSetBox(ref mass, 200.0f, radius, radius, radius);
            Ode.dMassSetBoxTotal(ref mass, 200.0f, size.x, size.y, size.z);
            // set it's mass to 1000.0f. If this value is too low,
            // you'll get some wierd collisions
            //mass.mass = 1000.0f;

            // set the mass object on the body
            Ode.dBodySetMass(bodyID, ref mass);

            // Set the body's position
            Ode.dBodySetPosition(bodyID, position.x, position.y, position.z);

            // Set an initial force on the body. This will be
            // wiped to zero after the first frame.
            Ode.dBodyAddForce(bodyID, force.x, force.y, force.z);

            // create a collion geometry to go with our rigid body.
            // without this, the rigid body will not collide with anything.
            geomID = Ode.dCreateBox(space.getSpaceID(), size.x, size.y, size.z);

            // assign a rigid body to the collision geometry. If we didn't do this,
            // the object would be a static object much like our ground plane.
            Ode.dGeomSetBody(geomID, bodyID);

            this.position    = position.copy();
            this.rotationOGL = new Color4f(0.0f, 0.0f, 0.0f, 0.0f);
        }
コード例 #4
0
 public void addForce(Vector3f force)
 {
     Ode.dBodyAddForce(bodyID, force.x, force.y, force.z);
 }
コード例 #5
0
ファイル: Basic.cs プロジェクト: retahc/old-code
        /// <summary>
        ///     Application's entry point.
        /// </summary>
        public static void Main()
        {
            // Create a world
            IntPtr world = Ode.dWorldCreate();

            // Add gravity to the world (pull down on the Y axis 9.81 meters/second
            Ode.dWorldSetGravity(world, 0, -9.81f, 0);

            // Create a rigid body (in the world)
            IntPtr body = Ode.dBodyCreate(world);

            // Create some mass, we're creating a sphere with a radius of 0.05 centimeters
            // and a constant density of 2500 (about that of glass)
            Ode.dMass mass = new Ode.dMass();
            Ode.dMassSetSphere(ref mass, 2500, 0.05f);

            // If you printed the values of mass now, you'd see the mass would be about 1.3 kilograms
            // We'll change that to 1 kilogram here
            mass.mass = 1;
            // If you printed the values of mass now, you'd notice that the inertia tensions values
            // were also updated

            // We'll set the body's mass to the mass we just created
            Ode.dBodySetMass(body, ref mass);

            // Set the body's position (in the world) to 2 meters above the 'ground'
            Ode.dBodySetPosition(body, 0, 2, 0);

            // Apply a force to the body, we're sending it vertical, up the Y axis
            // This force is only applied for the first step, forces will be reset to zero
            // at the end of each step
            Ode.dBodyAddForce(body, 0, 200, 0);

            // The simulation loop's 'time', in seconds
            float time = 0;

            // The 'time' increment, in seconds
            float deltaTime = 0.04f;

            // Run the simulation loop for 2 seconds
            while (time < 2)
            {
                // Get the body's current position
                Ode.dVector3 position = Ode.dBodyGetPosition(body);

                // Get the body's current linear velocity
                Ode.dVector3 velocity = Ode.dBodyGetLinearVel(body);

                // Print out the 'time', the body's position, and its velocity
                Console.WriteLine("{0:0.00} sec: pos=({1:0.00}, {2:0.00}, {3:0.00})  vel={4:0.00}, {5:0.00}, {6:0.00})",
                                  time, position[0], position[1], position[2], velocity[0], velocity[1], velocity[2]);

                // Move the bodies in the world
                Ode.dWorldStep(world, deltaTime);

                // Increment the time
                time += deltaTime;
            }

            Console.WriteLine();
            Console.WriteLine("Press Enter to exit...");
            Console.ReadLine();
        }