コード例 #1
0
ファイル: Model.cs プロジェクト: Algoryx/AGXUnity
        private RigidBody CreateRigidBody(GameObject gameObject, Link link)
        {
            var rb = GetOrCreateComponent <RigidBody>(gameObject);

            GetOrCreateComponent <ElementComponent>(gameObject).SetElement(link);
            if (link.IsStatic)
            {
                rb.MotionControl = agx.RigidBody.MotionControl.STATIC;
                return(rb);
            }

            // Note: When <inertial> isn't defined the collision shapes defines
            //       the mass properties.

            // <inertial> defined with required <mass> and <inertia>. Create
            // a native rigid body with the given properties and read the
            // values back to our rigid body component.
            if (link.Inertial != null)
            {
                var native = new agx.RigidBody();
                native.getMassProperties().setMass(link.Inertial.Mass, false);
                // Inertia tensor is given in the inertia frame. The rotation of the
                // CM frame can't be applied to the CM frame so we transform the inertia
                // CM frame and rotate the game object.
                var rotationMatrix = link.Inertial.Rpy.RadEulerToRotationMatrix();
                var inertia3x3     = (agx.Matrix3x3)link.Inertial.Inertia;
                inertia3x3 = rotationMatrix.transpose().Multiply(inertia3x3).Multiply(rotationMatrix);
                native.getMassProperties().setInertiaTensor(new agx.SPDMatrix3x3(inertia3x3));
                native.getCmFrame().setLocalTranslate(link.Inertial.Xyz.ToVec3());

                rb.RestoreLocalDataFrom(native);
            }

            return(rb);
        }
コード例 #2
0
ファイル: MassProperties.cs プロジェクト: Algoryx/AGXUnity
        /// <summary>
        /// Reads values from native instance.
        /// </summary>
        /// <param name="native">Source native instance.</param>
        public void RestoreLocalDataFrom(agx.RigidBody native)
        {
            Mass.UserValue = Convert.ToSingle(native.getMassProperties().getMass());

            var nativeInertia = native.getMassProperties().getInertiaTensor();

            InertiaDiagonal.UserValue    = nativeInertia.getDiagonal().ToVector3();
            InertiaOffDiagonal.UserValue = GetNativeOffDiagonal(nativeInertia).ToVector3();

            CenterOfMassOffset.UserValue = native.getCmFrame().getLocalTranslate().ToHandedVector3();

            Mass.UseDefault               = false;
            InertiaDiagonal.UseDefault    = false;
            InertiaOffDiagonal.UseDefault = false;
            CenterOfMassOffset.UseDefault = false;
        }
コード例 #3
0
ファイル: MassProperties.cs プロジェクト: Algoryx/AGXUnity
        /// <summary>
        /// Callback from RigidBody when mass properties has been calculated for a native instance.
        /// </summary>
        /// <param name="nativeRb">Native rigid body instance.</param>
        public void SetDefaultCalculated(agx.RigidBody nativeRb)
        {
            if (nativeRb == null)
            {
                return;
            }

            Mass.DefaultValue = Convert.ToSingle(nativeRb.getMassProperties().getMass());
            CenterOfMassOffset.DefaultValue = nativeRb.getCmFrame().getLocalTranslate().ToHandedVector3();

            float inertiaScale = 1.0f;

            if (!Mass.UseDefault)
            {
                inertiaScale = Mass.UserValue / Mass.DefaultValue;
            }

            InertiaDiagonal.DefaultValue    = inertiaScale * nativeRb.getMassProperties().getPrincipalInertiae().ToVector3();
            InertiaOffDiagonal.DefaultValue = inertiaScale * GetNativeOffDiagonal(nativeRb.getMassProperties().getInertiaTensor()).ToVector3();
        }