/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public MoreConstraintsTestDemo(DemosGame game) : base(game) { Box boxA = new Box(new Vector3(0, 5, 0), 1, 2, 1, 10); Box boxB = new Box(new Vector3(0, 8, 0), 1, 2, 1, 10); boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0); boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0); WeldJoint weld = new WeldJoint(boxA, boxB); Space.Add(boxA); Space.Add(boxB); Space.Add(weld); boxA = new Box(new Vector3(3, 5, 0), 1, 2, 1, 10); boxB = new Box(new Vector3(3, 8, 0), 1, 2, 1, 10); boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0); boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0); BallSocketJoint ballSocket = new BallSocketJoint(boxA, boxB, (boxA.Position + boxB.Position) / 2); AngularMotor angularMotor = new AngularMotor(boxA, boxB); angularMotor.Settings.Mode = MotorMode.Servomechanism; Space.Add(boxA); Space.Add(boxB); Space.Add(ballSocket); Space.Add(angularMotor); Box ground = new Box(new Vector3(0, 0, 0), 10, 1, 10); Space.Add(ground); game.Camera.Position = new Vector3(0, 6, 15); }
/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public ActionFigureDemo(DemosGame game) : base(game) { //Make a simple, poseable action figure. This isn't a full featured 'ragdoll' really; //ragdolls usually have specific joint limits and appropriate kinds of joints rather than all //ball socket joints. This demo could be modified into a 'proper' ragdoll. Entity body = new Box(new Vector3(0, 5, 0), 1.5f, 2, 1, 10); Space.Add(body); Entity head = new Sphere(body.Position + new Vector3(0, 2, 0), .5f, 5); Space.Add(head); //Connect the head to the body. Space.Add(new BallSocketJoint(body, head, head.Position + new Vector3(0, -.9f, 0))); //Angular motors can be used to simulate friction when their goal velocity is 0. var angularMotor = new AngularMotor(body, head); angularMotor.Settings.MaximumForce = 150; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Make the first arm. var upperLimb = new Box(body.Position + new Vector3(-1.6f, .8f, 0), 1, .5f, .5f, 5); Space.Add(upperLimb); var lowerLimb = new Box(upperLimb.Position + new Vector3(-1.4f, 0, 0), 1, .5f, .5f, 5); Space.Add(lowerLimb); //Connect the body to the upper arm. Space.Add(new BallSocketJoint(body, upperLimb, upperLimb.Position + new Vector3(.7f, 0, 0))); angularMotor = new AngularMotor(body, upperLimb); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Connect the upper arm to the lower arm. Space.Add(new BallSocketJoint(upperLimb, lowerLimb, upperLimb.Position + new Vector3(-.7f, 0, 0))); angularMotor = new AngularMotor(upperLimb, lowerLimb); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Make the second arm. upperLimb = new Box(body.Position + new Vector3(1.6f, .8f, 0), 1, .5f, .5f, 5); Space.Add(upperLimb); lowerLimb = new Box(upperLimb.Position + new Vector3(1.4f, 0, 0), 1, .5f, .5f, 5); Space.Add(lowerLimb); //Connect the body to the upper arm. Space.Add(new BallSocketJoint(body, upperLimb, upperLimb.Position + new Vector3(-.7f, 0, 0))); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperLimb); angularMotor.Settings.MaximumForce = 250; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper arm to the lower arm. Space.Add(new BallSocketJoint(upperLimb, lowerLimb, upperLimb.Position + new Vector3(.7f, 0, 0))); angularMotor = new AngularMotor(upperLimb, lowerLimb); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Make the first leg. upperLimb = new Box(body.Position + new Vector3(-.6f, -2.1f, 0), .5f, 1.3f, .5f, 8); Space.Add(upperLimb); lowerLimb = new Box(upperLimb.Position + new Vector3(0, -1.7f, 0), .5f, 1.3f, .5f, 8); Space.Add(lowerLimb); //Connect the body to the upper leg. Space.Add(new BallSocketJoint(body, upperLimb, upperLimb.Position + new Vector3(0, .9f, 0))); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperLimb); angularMotor.Settings.MaximumForce = 350; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper leg to the lower leg. Space.Add(new BallSocketJoint(upperLimb, lowerLimb, upperLimb.Position + new Vector3(0, -.9f, 0))); angularMotor = new AngularMotor(upperLimb, lowerLimb); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Make the second leg. upperLimb = new Box(body.Position + new Vector3(.6f, -2.1f, 0), .5f, 1.3f, .5f, 8); Space.Add(upperLimb); lowerLimb = new Box(upperLimb.Position + new Vector3(0, -1.7f, 0), .5f, 1.3f, .5f, 8); Space.Add(lowerLimb); //Connect the body to the upper leg. Space.Add(new BallSocketJoint(body, upperLimb, upperLimb.Position + new Vector3(0, .9f, 0))); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperLimb); angularMotor.Settings.MaximumForce = 350; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper leg to the lower leg. Space.Add(new BallSocketJoint(upperLimb, lowerLimb, upperLimb.Position + new Vector3(0, -.9f, 0))); angularMotor = new AngularMotor(upperLimb, lowerLimb); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Add some ground. Space.Add(new Box(new Vector3(0, -3.5f, 0), 40f, 1, 40f)); game.Camera.Position = new Vector3(0, 5, 25); }
void BuildRoboArmThing(Vector3 position) { //Make the IK representation Bone baseBone = new Bone(position, Quaternion.Identity, 1, 3); Bone upperArm = new Bone(baseBone.Position + new Vector3(0, 1.5f + 2, 0), Quaternion.Identity, .4f, 4); Bone lowerArm = new Bone(upperArm.Position + new Vector3(0, 2 + 1, 0), Quaternion.Identity, .7f, 2); Bone bonkDevice = new Bone(lowerArm.Position + new Vector3(0, 5, 0), Quaternion.Identity, .6f, 1.2f); joints.Add(new IKBallSocketJoint(baseBone, upperArm, baseBone.Position + new Vector3(0, 1.5f, 0))); joints.Add(new IKSwingLimit(baseBone, upperArm, Vector3.Up, Vector3.Up, MathHelper.PiOver4)); joints.Add(new IKBallSocketJoint(upperArm, lowerArm, upperArm.Position + new Vector3(0, 2f, 0))); joints.Add(new IKRevoluteJoint(upperArm, lowerArm, Vector3.Forward)); joints.Add(new IKSwingLimit(upperArm, lowerArm, Vector3.Up, Vector3.Up, MathHelper.PiOver4)); joints.Add(new IKPointOnLineJoint(lowerArm, bonkDevice, lowerArm.Position, Vector3.Up, bonkDevice.Position)); joints.Add(new IKAngularJoint(lowerArm, bonkDevice)); joints.Add(new IKLinearAxisLimit(lowerArm, bonkDevice, lowerArm.Position, Vector3.Up, bonkDevice.Position, 1.6f, 5)); //Make the dynamics representation Entity baseEntity = new Cylinder(baseBone.Position, baseBone.Height, baseBone.Radius, 10); Entity upperArmEntity = new Cylinder(upperArm.Position, upperArm.Height, upperArm.Radius, 7); Entity lowerArmEntity = new Cylinder(lowerArm.Position, lowerArm.Height, lowerArm.Radius, 5); Entity bonkDeviceEntity = new Cylinder(bonkDevice.Position, bonkDevice.Height, bonkDevice.Radius, 3); bonkDeviceEntity.Orientation = bonkDevice.Orientation; Space.Add(baseEntity); Space.Add(upperArmEntity); Space.Add(lowerArmEntity); Space.Add(bonkDeviceEntity); Space.Add(new BallSocketJoint(baseEntity, upperArmEntity, baseBone.Position + new Vector3(0, 1.5f, 0))); Space.Add(new SwingLimit(baseEntity, upperArmEntity, Vector3.Up, Vector3.Up, MathHelper.PiOver4)); Space.Add(new BallSocketJoint(upperArmEntity, lowerArmEntity, upperArm.Position + new Vector3(0, 2f, 0))); Space.Add(new RevoluteAngularJoint(upperArmEntity, lowerArmEntity, Vector3.Forward)); Space.Add(new SwingLimit(upperArmEntity, lowerArmEntity, Vector3.Up, Vector3.Up, MathHelper.PiOver4)); Space.Add(new PointOnLineJoint(lowerArmEntity, bonkDeviceEntity, lowerArm.Position, Vector3.Up, bonkDevice.Position)); var motor = new AngularMotor(lowerArmEntity, bonkDeviceEntity); motor.Settings.Mode = MotorMode.Servomechanism; Space.Add(motor); Space.Add(new LinearAxisLimit(lowerArmEntity, bonkDeviceEntity, lowerArm.Position, bonkDevice.Position, Vector3.Up, 1.6f, 5)); CollisionRules.AddRule(baseEntity, upperArmEntity, CollisionRule.NoBroadPhase); CollisionRules.AddRule(upperArmEntity, lowerArmEntity, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerArmEntity, bonkDeviceEntity, CollisionRule.NoBroadPhase); //Relate the two! bones.Add(new BoneRelationship(baseBone, baseEntity)); bones.Add(new BoneRelationship(upperArm, upperArmEntity)); bones.Add(new BoneRelationship(lowerArm, lowerArmEntity)); bones.Add(new BoneRelationship(bonkDevice, bonkDeviceEntity)); }
void BuildChain(Vector3 position) { //Set up a bone chain. int linkCount = 100; var previousBoneEntity = new Cylinder(position, 1, .2f, 10); var previousBone = new Bone(previousBoneEntity.Position, previousBoneEntity.Orientation, previousBoneEntity.Radius, previousBoneEntity.Height); bones.Add(new BoneRelationship(previousBone, previousBoneEntity)); Space.Add(previousBoneEntity); for (int i = 1; i < linkCount; i++) { var boneEntity = new Cylinder(previousBone.Position + new Vector3(0, 1, 0), 1, .2f, 10); var bone = new Bone(boneEntity.Position, boneEntity.Orientation, boneEntity.Radius, boneEntity.Height); bones.Add(new BoneRelationship(bone, boneEntity)); Space.Add(boneEntity); //Make a relationship between the two bones and entities. CollisionRules.AddRule(previousBoneEntity, boneEntity, CollisionRule.NoBroadPhase); Vector3 anchor = (previousBoneEntity.Position + boneEntity.Position) / 2; var dynamicsBallSocketJoint = new BallSocketJoint(previousBoneEntity, boneEntity, anchor); var dynamicsAngularFriction = new AngularMotor(previousBoneEntity, boneEntity); dynamicsAngularFriction.Settings.Mode = MotorMode.VelocityMotor; dynamicsAngularFriction.Settings.MaximumForce = 200; Space.Add(dynamicsBallSocketJoint); Space.Add(dynamicsAngularFriction); var ikBallSocketJoint = new IKBallSocketJoint(previousBone, bone, anchor); //(the joint is auto-added to the bones; no solver-add is needed) joints.Add(ikBallSocketJoint); previousBone = bone; previousBoneEntity = boneEntity; } }
void BuildActionFigure(Vector3 position) { //Make a simple, poseable action figure, like the ActionFigureDemo. Entity body = new Box(position, 1.5f, 2, 1, 10); Space.Add(body); Entity head = new Sphere(body.Position + new Vector3(0, 2, 0), .5f, 5); Space.Add(head); //Connect the head to the body. var headBodyBallSocketAnchor = head.Position + new Vector3(0, -.75f, 0); Space.Add(new BallSocketJoint(body, head, headBodyBallSocketAnchor)); //Angular motors can be used to simulate friction when their goal velocity is 0. var angularMotor = new AngularMotor(body, head); angularMotor.Settings.MaximumForce = 150; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Make the first arm. var upperLeftArm = new Box(body.Position + new Vector3(-1.6f, .8f, 0), 1, .5f, .5f, 5); Space.Add(upperLeftArm); var lowerLeftArm = new Box(upperLeftArm.Position + new Vector3(-1.4f, 0, 0), 1, .5f, .5f, 5); Space.Add(lowerLeftArm); var leftHand = new Box(lowerLeftArm.Position + new Vector3(-.8f, 0, 0), 0.5f, 0.3f, 0.5f, 4); Space.Add(leftHand); //Connect the body to the upper arm. var bodyUpperLeftArmBallSocketAnchor = upperLeftArm.Position + new Vector3(.7f, 0, 0); Space.Add(new BallSocketJoint(body, upperLeftArm, bodyUpperLeftArmBallSocketAnchor)); angularMotor = new AngularMotor(body, upperLeftArm); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Connect the upper arm to the lower arm. var upperLeftArmLowerLeftArmBallSocketAnchor = upperLeftArm.Position + new Vector3(-.7f, 0, 0); Space.Add(new BallSocketJoint(upperLeftArm, lowerLeftArm, upperLeftArmLowerLeftArmBallSocketAnchor)); angularMotor = new AngularMotor(upperLeftArm, lowerLeftArm); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Connect the lower arm to the hand. var lowerLeftArmLeftHandBallSocketAnchor = lowerLeftArm.Position + new Vector3(-.5f, 0, 0); Space.Add(new BallSocketJoint(lowerLeftArm, leftHand, lowerLeftArmLeftHandBallSocketAnchor)); angularMotor = new AngularMotor(lowerLeftArm, leftHand); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Make the second arm. var upperRightArm = new Box(body.Position + new Vector3(1.6f, .8f, 0), 1, .5f, .5f, 5); Space.Add(upperRightArm); var lowerRightArm = new Box(upperRightArm.Position + new Vector3(1.4f, 0, 0), 1, .5f, .5f, 5); Space.Add(lowerRightArm); var rightHand = new Box(lowerRightArm.Position + new Vector3(.8f, 0, 0), 0.5f, 0.3f, 0.5f, 4); Space.Add(rightHand); //Connect the body to the upper arm. var bodyUpperRightArmBallSocketAnchor = upperRightArm.Position + new Vector3(-.7f, 0, 0); Space.Add(new BallSocketJoint(body, upperRightArm, bodyUpperRightArmBallSocketAnchor)); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperRightArm); angularMotor.Settings.MaximumForce = 250; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper arm to the lower arm. var upperRightArmLowerRightArmBallSocketAnchor = upperRightArm.Position + new Vector3(.7f, 0, 0); Space.Add(new BallSocketJoint(upperRightArm, lowerRightArm, upperRightArmLowerRightArmBallSocketAnchor)); angularMotor = new AngularMotor(upperRightArm, lowerRightArm); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Connect the lower arm to the hand. var lowerRightArmRightHandBallSocketAnchor = lowerRightArm.Position + new Vector3(.5f, 0, 0); Space.Add(new BallSocketJoint(lowerRightArm, rightHand, lowerRightArmRightHandBallSocketAnchor)); angularMotor = new AngularMotor(lowerRightArm, rightHand); angularMotor.Settings.MaximumForce = 150; Space.Add(angularMotor); //Make the first leg. var upperLeftLeg = new Box(body.Position + new Vector3(-.6f, -2.1f, 0), .5f, 1.3f, .5f, 8); Space.Add(upperLeftLeg); var lowerLeftLeg = new Box(upperLeftLeg.Position + new Vector3(0, -1.7f, 0), .5f, 1.3f, .5f, 8); Space.Add(lowerLeftLeg); var leftFoot = new Box(lowerLeftLeg.Position + new Vector3(0, -.25f - 0.65f, 0.25f), .5f, .4f, 1, 8); Space.Add(leftFoot); //Connect the body to the upper leg. var bodyUpperLeftLegBallSocketAnchor = upperLeftLeg.Position + new Vector3(0, .9f, 0); Space.Add(new BallSocketJoint(body, upperLeftLeg, bodyUpperLeftLegBallSocketAnchor)); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperLeftLeg); angularMotor.Settings.MaximumForce = 350; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper leg to the lower leg. var upperLeftLegLowerLeftLegBallSocketAnchor = upperLeftLeg.Position + new Vector3(0, -.9f, 0); Space.Add(new BallSocketJoint(upperLeftLeg, lowerLeftLeg, upperLeftLegLowerLeftLegBallSocketAnchor)); angularMotor = new AngularMotor(upperLeftLeg, lowerLeftLeg); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Connect the lower leg to the foot. var lowerLeftLegLeftFootBallSocketAnchor = lowerLeftLeg.Position + new Vector3(0, -.65f, 0); Space.Add(new BallSocketJoint(lowerLeftLeg, leftFoot, lowerLeftLegLeftFootBallSocketAnchor)); angularMotor = new AngularMotor(lowerLeftLeg, leftFoot); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Make the second leg. var upperRightLeg = new Box(body.Position + new Vector3(.6f, -2.1f, 0), .5f, 1.3f, .5f, 8); Space.Add(upperRightLeg); var lowerRightLeg = new Box(upperRightLeg.Position + new Vector3(0, -1.7f, 0), .5f, 1.3f, .5f, 8); Space.Add(lowerRightLeg); var rightFoot = new Box(lowerRightLeg.Position + new Vector3(0, -.25f - 0.65f, 0.25f), .5f, .4f, 1, 8); Space.Add(rightFoot); //Connect the body to the upper leg. var bodyUpperRightLegBallSocketAnchor = upperRightLeg.Position + new Vector3(0, .9f, 0); Space.Add(new BallSocketJoint(body, upperRightLeg, bodyUpperRightLegBallSocketAnchor)); //Angular motors can be used to simulate friction when their goal velocity is 0. angularMotor = new AngularMotor(body, upperRightLeg); angularMotor.Settings.MaximumForce = 350; //The maximum force of 'friction' in this joint. Space.Add(angularMotor); //Connect the upper leg to the lower leg. var upperRightLegLowerRightLegBallSocketAnchor = upperRightLeg.Position + new Vector3(0, -.9f, 0); Space.Add(new BallSocketJoint(upperRightLeg, lowerRightLeg, upperRightLegLowerRightLegBallSocketAnchor)); angularMotor = new AngularMotor(upperRightLeg, lowerRightLeg); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Connect the lower leg to the foot. var lowerRightLegRightFootBallSocketAnchor = lowerRightLeg.Position + new Vector3(0, -.65f, 0); Space.Add(new BallSocketJoint(lowerRightLeg, rightFoot, lowerRightLegRightFootBallSocketAnchor)); angularMotor = new AngularMotor(lowerRightLeg, rightFoot); angularMotor.Settings.MaximumForce = 250; Space.Add(angularMotor); //Set up collision rules. CollisionRules.AddRule(head, body, CollisionRule.NoBroadPhase); CollisionRules.AddRule(body, upperLeftArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(upperLeftArm, lowerLeftArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerLeftArm, leftHand, CollisionRule.NoBroadPhase); CollisionRules.AddRule(body, upperRightArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(upperRightArm, lowerRightArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerRightArm, rightHand, CollisionRule.NoBroadPhase); CollisionRules.AddRule(body, upperLeftLeg, CollisionRule.NoBroadPhase); CollisionRules.AddRule(upperLeftLeg, lowerLeftLeg, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerLeftLeg, leftFoot, CollisionRule.NoBroadPhase); CollisionRules.AddRule(body, upperRightLeg, CollisionRule.NoBroadPhase); CollisionRules.AddRule(upperRightLeg, lowerRightLeg, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerRightLeg, rightFoot, CollisionRule.NoBroadPhase); //IK version! Bone bodyBone = new Bone(body.Position, Quaternion.Identity, .75f, 2); Bone headBone = new Bone(head.Position, Quaternion.Identity, .4f, .8f); Bone upperLeftArmBone = new Bone(upperLeftArm.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .25f, 1); Bone lowerLeftArmBone = new Bone(lowerLeftArm.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .25f, 1); Bone upperRightArmBone = new Bone(upperRightArm.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .25f, 1); Bone lowerRightArmBone = new Bone(lowerRightArm.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .25f, 1); Bone leftHandBone = new Bone(leftHand.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .2f, .5f); Bone rightHandBone = new Bone(rightHand.Position, Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2), .2f, .5f); Bone upperLeftLegBone = new Bone(upperLeftLeg.Position, Quaternion.Identity, .25f, 1.3f); Bone lowerLeftLegBone = new Bone(lowerLeftLeg.Position, Quaternion.Identity, .25f, 1.3f); Bone leftFootBone = new Bone(leftFoot.Position, Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), MathHelper.PiOver2), .25f, 1); Bone upperRightLegBone = new Bone(upperRightLeg.Position, Quaternion.Identity, .25f, 1.3f); Bone lowerRightLegBone = new Bone(lowerRightLeg.Position, Quaternion.Identity, .25f, 1.3f); Bone rightFootBone = new Bone(rightFoot.Position, Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), MathHelper.PiOver2), .25f, 1); bones.Add(new BoneRelationship(bodyBone, body)); bones.Add(new BoneRelationship(headBone, head)); bones.Add(new BoneRelationship(upperLeftArmBone, upperLeftArm)); bones.Add(new BoneRelationship(lowerLeftArmBone, lowerLeftArm)); bones.Add(new BoneRelationship(upperRightArmBone, upperRightArm)); bones.Add(new BoneRelationship(lowerRightArmBone, lowerRightArm)); bones.Add(new BoneRelationship(leftHandBone, leftHand)); bones.Add(new BoneRelationship(rightHandBone, rightHand)); bones.Add(new BoneRelationship(upperLeftLegBone, upperLeftLeg)); bones.Add(new BoneRelationship(lowerLeftLegBone, lowerLeftLeg)); bones.Add(new BoneRelationship(leftFootBone, leftFoot)); bones.Add(new BoneRelationship(upperRightLegBone, upperRightLeg)); bones.Add(new BoneRelationship(lowerRightLegBone, lowerRightLeg)); bones.Add(new BoneRelationship(rightFootBone, rightFoot)); //[We don't care about the return values here. A bit weird, but the constructor puts the reference where it needs to go.] joints.Add(new IKBallSocketJoint(bodyBone, headBone, headBodyBallSocketAnchor)); joints.Add(new IKSwingLimit(bodyBone, headBone, Vector3.Up, Vector3.Up, MathHelper.PiOver2)); joints.Add(new IKTwistLimit(bodyBone, headBone, Vector3.Up, Vector3.Up, MathHelper.PiOver2)); //Left arm joints.Add(new IKBallSocketJoint(bodyBone, upperLeftArmBone, bodyUpperLeftArmBallSocketAnchor)); joints.Add(new IKSwingLimit(bodyBone, upperLeftArmBone, Vector3.Normalize(new Vector3(-1, 0, .3f)), Vector3.Left, MathHelper.Pi * .65f)); joints.Add(new IKTwistLimit(bodyBone, upperLeftArmBone, Vector3.Left, Vector3.Left, MathHelper.PiOver2) { Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(upperLeftArmBone, lowerLeftArmBone, upperLeftArmLowerLeftArmBallSocketAnchor)); joints.Add(new IKSwivelHingeJoint(upperLeftArmBone, lowerLeftArmBone, Vector3.Up, Vector3.Left)); joints.Add(new IKSwingLimit(upperLeftArmBone, lowerLeftArmBone, Vector3.Normalize(new Vector3(-0.23f, 0, .97f)), Vector3.Left, MathHelper.Pi * 0.435f)); joints.Add(new IKTwistLimit(upperLeftArmBone, lowerLeftArmBone, Vector3.Left, Vector3.Left, MathHelper.PiOver4) { Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(lowerLeftArmBone, leftHandBone, lowerLeftArmLeftHandBallSocketAnchor)); joints.Add(new IKSwingLimit(lowerLeftArmBone, leftHandBone, Vector3.Left, Vector3.Left, MathHelper.PiOver2)); joints.Add(new IKTwistLimit(lowerLeftArmBone, leftHandBone, Vector3.Left, Vector3.Left, MathHelper.PiOver4) { Rigidity = 0.08f }); //Right arm joints.Add(new IKBallSocketJoint(bodyBone, upperRightArmBone, bodyUpperRightArmBallSocketAnchor)); joints.Add(new IKSwingLimit(bodyBone, upperRightArmBone, Vector3.Normalize(new Vector3(1, 0, .3f)), Vector3.Right, MathHelper.Pi * .65f)); joints.Add(new IKTwistLimit(bodyBone, upperRightArmBone, Vector3.Right, Vector3.Right, MathHelper.PiOver2) { Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(upperRightArmBone, lowerRightArmBone, upperRightArmLowerRightArmBallSocketAnchor)); joints.Add(new IKSwivelHingeJoint(upperRightArmBone, lowerRightArmBone, Vector3.Up, Vector3.Right)); joints.Add(new IKSwingLimit(upperRightArmBone, lowerRightArmBone, Vector3.Normalize(new Vector3(0.23f, 0, .97f)), Vector3.Right, MathHelper.Pi * 0.435f)); joints.Add(new IKTwistLimit(upperRightArmBone, lowerRightArmBone, Vector3.Right, Vector3.Right, MathHelper.PiOver4) { Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(lowerRightArmBone, rightHandBone, lowerRightArmRightHandBallSocketAnchor)); joints.Add(new IKSwingLimit(lowerRightArmBone, rightHandBone, Vector3.Right, Vector3.Right, MathHelper.PiOver2)); joints.Add(new IKTwistLimit(lowerRightArmBone, rightHandBone, Vector3.Right, Vector3.Right, MathHelper.PiOver4) { Rigidity = 0.08f }); //Left Leg joints.Add(new IKBallSocketJoint(bodyBone, upperLeftLegBone, bodyUpperLeftLegBallSocketAnchor)); joints.Add(new IKSwingLimit(bodyBone, upperLeftLegBone, Vector3.Normalize(new Vector3(-.3f, -1, .6f)), Vector3.Down, MathHelper.Pi * 0.6f)); joints.Add(new IKTwistLimit(bodyBone, upperLeftLegBone, Vector3.Up, Vector3.Up, MathHelper.PiOver4) { MeasurementAxisA = Vector3.Normalize(new Vector3(-1, 0, 1)), Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(upperLeftLegBone, lowerLeftLegBone, upperLeftLegLowerLeftLegBallSocketAnchor)); joints.Add(new IKSwivelHingeJoint(upperLeftLegBone, lowerLeftLegBone, Vector3.Left, Vector3.Down)); joints.Add(new IKTwistLimit(upperLeftLegBone, lowerLeftLegBone, Vector3.Up, Vector3.Up, MathHelper.Pi * .1f) { Rigidity = 0.08f }); joints.Add(new IKSwingLimit(upperLeftLegBone, lowerLeftLegBone, Vector3.Normalize(new Vector3(0, -.23f, -.97f)), Vector3.Down, MathHelper.Pi * 0.435f)); joints.Add(new IKBallSocketJoint(lowerLeftLegBone, leftFootBone, lowerLeftLegLeftFootBallSocketAnchor)); joints.Add(new IKTwistJoint(lowerLeftLegBone, leftFootBone, Vector3.Down, Vector3.Down) { Rigidity = 0.08f }); joints.Add(new IKSwingLimit(lowerLeftLegBone, leftFootBone, Vector3.Normalize(new Vector3(0, -1, -.3f)), Vector3.Down, MathHelper.Pi * 0.22f)); //Right leg joints.Add(new IKBallSocketJoint(bodyBone, upperRightLegBone, bodyUpperRightLegBallSocketAnchor)); joints.Add(new IKSwingLimit(bodyBone, upperRightLegBone, Vector3.Normalize(new Vector3(.3f, -1, .6f)), Vector3.Down, MathHelper.Pi * 0.6f)); joints.Add(new IKTwistLimit(bodyBone, upperRightLegBone, Vector3.Up, Vector3.Up, MathHelper.PiOver4) { MeasurementAxisA = Vector3.Normalize(new Vector3(1, 0, 1)), Rigidity = 0.08f }); joints.Add(new IKBallSocketJoint(upperRightLegBone, lowerRightLegBone, upperRightLegLowerRightLegBallSocketAnchor)); joints.Add(new IKSwivelHingeJoint(upperRightLegBone, lowerRightLegBone, Vector3.Right, Vector3.Down)); joints.Add(new IKTwistLimit(upperRightLegBone, lowerRightLegBone, Vector3.Up, Vector3.Up, MathHelper.Pi * .1f) { Rigidity = 0.08f }); joints.Add(new IKSwingLimit(upperRightLegBone, lowerRightLegBone, Vector3.Normalize(new Vector3(0, -.23f, -.97f)), Vector3.Down, MathHelper.Pi * 0.435f)); joints.Add(new IKBallSocketJoint(lowerRightLegBone, rightFootBone, lowerRightLegRightFootBallSocketAnchor)); joints.Add(new IKTwistJoint(lowerRightLegBone, rightFootBone, Vector3.Down, Vector3.Down) { Rigidity = 0.08f }); joints.Add(new IKSwingLimit(lowerRightLegBone, rightFootBone, Vector3.Normalize(new Vector3(0, -1, -.3f)), Vector3.Down, MathHelper.Pi * 0.22f)); }
public override void InitializeComponents() { Component shade; Light shadeLight; var toplink = new Component(Position, Quaternion.Identity, scalevec / 32.0f); toplink.Mesh = new LPPMesh(segmentModel); toplink.SetCollision(segmentPhys, true); Components.Add(toplink); Vector3 yVec = new Vector3(0.0f, scalevec.Y, 0.0f); var lastlink = toplink; for (int i = 0; i < numSegments; i++) { var link = new Component(Position - (yVec * (float)i * linklength), Quaternion.Identity, scalevec / 32.0f); link.Mesh = new LPPMesh(segmentModel); link.SetCollision(segmentPhys, false); CollisionRules.AddRule(lastlink.Entity, link.Entity, CollisionRule.NoBroadPhase); var joint = new DistanceJoint(lastlink.Entity, link.Entity, link.Position, link.Position); joint.SpringSettings.Advanced.UseAdvancedSettings = true; joint.SpringSettings.Advanced.ErrorReductionFactor = 0.99f; joint.SpringSettings.Advanced.Softness = 0.1f; Components.Add(link); Components.Add(new DummyComponent(joint)); lastlink = link; } shade = new Component(Position - (yVec * ((numSegments * linklength) + 0.25f)), Quaternion.Identity, scalevec / 32.0f); shade.Mesh = new LPPMesh(lampModel); shadeLight = new Light(); shadeLight.LocalTransform = Matrix.CreateTranslation(yVec * -0.3f); shadeLight.Shadow = true; shadeLight.LightType = "BakedShadow"; shadeLight.Radius = 12.5f; shadeLight.Intensity = 0.75f; shadeLight.Color = lightColor; PhysicsInfo PI = new PhysicsInfo(lampPhys); PI.Density /= scalevec.Length() / Vector3.One.Length(); shade.SetCollision(PI, false); shade.Lights.Add(shadeLight); shade.Entity.Tag = new EntityTag(this, shade); shadeLight = new Light(); shadeLight.Color = lightColor; shadeLight.LocalTransform = Matrix.CreateTranslation(yVec); shadeLight.Radius = 11.9f; shadeLight.Intensity = 0.75f; shadeLight.Shadow = false; shade.Lights.Add(shadeLight); shadeLight = new Light(); shadeLight.Intensity = 1.0f; shadeLight.Radius = 0.5f; shade.Lights.Add(shadeLight); Components.Add(shade); CollisionRules.AddRule(shade.Entity, lastlink.Entity, CollisionRule.NoBroadPhase); var joint1 = new DistanceJoint(lastlink.Entity, shade.Entity, shade.Position, lastlink.Position); joint1.SpringSettings.DampingConstant = 1000000f; joint1.SpringSettings.StiffnessConstant = 600000f; var angularMotor1 = new AngularMotor(lastlink.Entity, shade.Entity); angularMotor1.Settings.MaximumForce = 50f; Components.Add(new DummyComponent(joint1)); Components.Add(new DummyComponent(angularMotor1)); base.InitializeComponents(); }
/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public UnfortunateGuyDemo(DemosGame game) : base(game) { Entity ground = new Box(Vector3.Zero, 10, 1, 10); Space.Add(ground); //Rather than add basically redundant code for every limb, this demo //focuses on a single arm, showing some extra details and limits. //Make the torso. var bodies = new List<CompoundShapeEntry>() { new CompoundShapeEntry(new BoxShape(2, 1.5f, 1), new Vector3(-1, 3, 0), 50), new CompoundShapeEntry(new SphereShape(.45f), new Vector3(.4f, 3, 0), 1), new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-1.9f, 3.5f, 0), 1), new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-1.9f, 2.5f, 0), 1), new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-.3f, 2.3f, 0), 1) }; var torso = new CompoundBody(bodies, 54); Space.Add(torso); //Make the upper arm. Entity upperArm = new Box(torso.Position + new Vector3(1, 1.4f, 0), .4f, 1.2f, .4f, 8); Space.Add(upperArm); //A ball socket joint will handle the linear degrees of freedom between the two entities. var ballSocketJoint = new BallSocketJoint(torso, upperArm, torso.Position + new Vector3(1, .7f, 0)); Space.Add(ballSocketJoint); //Shoulders don't have a simple limit. The EllipseSwingLimit allows angles within an ellipse, which is closer to how some joints function //than just flat planes (like two RevoluteLimits) or a single angle (like SwingLimits). var swingLimit = new EllipseSwingLimit(torso, upperArm, Vector3.Up, MathHelper.PiOver2, MathHelper.PiOver4 * 3); Space.Add(swingLimit); //Upper arms can't spin around forever. var twistLimit = new TwistLimit(torso, upperArm, Vector3.Up, Vector3.Up, -MathHelper.PiOver4 / 2, MathHelper.PiOver4); twistLimit.SpringSettings.StiffnessConstant = 100; twistLimit.SpringSettings.DampingConstant = 100; Space.Add(twistLimit); //Make the lower arm. Entity lowerArm = new Box(upperArm.Position + new Vector3(0, 1.4f, 0), .35f, 1.3f, .35f, 8); Space.Add(lowerArm); var elbow = new SwivelHingeJoint(upperArm, lowerArm, upperArm.Position + new Vector3(0, .6f, 0), Vector3.Forward); //Forearm can twist a little. elbow.TwistLimit.IsActive = true; elbow.TwistLimit.MinimumAngle = -MathHelper.PiOver4 / 2; elbow.TwistLimit.MaximumAngle = MathHelper.PiOver4 / 2; elbow.TwistLimit.SpringSettings.DampingConstant = 100; elbow.TwistLimit.SpringSettings.StiffnessConstant = 100; //The elbow is like a hinge, but it can't hyperflex. elbow.HingeLimit.IsActive = true; elbow.HingeLimit.MinimumAngle = 0; elbow.HingeLimit.MaximumAngle = MathHelper.Pi * .7f; Space.Add(elbow); Entity hand = new Box(lowerArm.Position + new Vector3(0, .9f, 0), .4f, .55f, .25f, 3); Space.Add(hand); ballSocketJoint = new BallSocketJoint(lowerArm, hand, lowerArm.Position + new Vector3(0, .7f, 0)); Space.Add(ballSocketJoint); //Wrists can use an ellipse limit too. swingLimit = new EllipseSwingLimit(lowerArm, hand, Vector3.Up, MathHelper.PiOver4, MathHelper.PiOver2); Space.Add(swingLimit); //Allow a little extra twist beyond the forearm. twistLimit = new TwistLimit(lowerArm, hand, Vector3.Up, Vector3.Up, -MathHelper.PiOver4 / 2, MathHelper.PiOver4 / 2); twistLimit.SpringSettings.StiffnessConstant = 100; twistLimit.SpringSettings.DampingConstant = 100; Space.Add(twistLimit); //The hand is pretty floppy without some damping. var angularMotor = new AngularMotor(lowerArm, hand); angularMotor.Settings.VelocityMotor.Softness = .5f; Space.Add(angularMotor); //Make sure the parts of the arm don't collide. CollisionRules.AddRule(torso, upperArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerArm, upperArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(lowerArm, hand, CollisionRule.NoBroadPhase); game.Camera.Position = new Vector3(0, 4, 20); }
public Ragdoll() { #region Ragdoll Entities //Create the ragdoll's bones. var pelvis = new Box(Vector3.Zero, .5f, .28f, .33f, 20); var torsoBottom = new Box(pelvis.Position + new Vector3(0, .3f, 0), .42f, .48f, .3f, 15); var torsoTop = new Box(torsoBottom.Position + new Vector3(0, .3f, 0), .5f, .38f, .32f, 20); var neck = new Box(torsoTop.Position + new Vector3(0, .2f, .04f), .19f, .24f, .2f, 5); var head = new Sphere(neck.Position + new Vector3(0, .22f, -.04f), .19f, 7); var leftUpperArm = new Box(torsoTop.Position + new Vector3(-.46f, .1f, 0), .52f, .19f, .19f, 6); var leftForearm = new Box(leftUpperArm.Position + new Vector3(-.5f, 0, 0), .52f, .18f, .18f, 5); var leftHand = new Box(leftForearm.Position + new Vector3(-.35f, 0, 0), .28f, .13f, .22f, 4); var rightUpperArm = new Box(torsoTop.Position + new Vector3(.46f, .1f, 0), .52f, .19f, .19f, 6); var rightForearm = new Box(rightUpperArm.Position + new Vector3(.5f, 0, 0), .52f, .18f, .18f, 5); var rightHand = new Box(rightForearm.Position + new Vector3(.35f, 0, 0), .28f, .13f, .22f, 4); var leftThigh = new Box(pelvis.Position + new Vector3(-.15f, -.4f, 0), .23f, .63f, .23f, 10); var leftShin = new Box(leftThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7); var leftFoot = new Box(leftShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5); var rightThigh = new Box(pelvis.Position + new Vector3(.15f, -.4f, 0), .23f, .63f, .23f, 10); var rightShin = new Box(rightThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7); var rightFoot = new Box(rightShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5); #endregion #region Bone List //Make a convenient list of all of the bones. bones.Add(pelvis); bones.Add(torsoBottom); bones.Add(torsoTop); bones.Add(neck); bones.Add(head); bones.Add(leftUpperArm); bones.Add(leftForearm); bones.Add(leftHand); bones.Add(rightUpperArm); bones.Add(rightForearm); bones.Add(rightHand); bones.Add(leftThigh); bones.Add(leftShin); bones.Add(leftFoot); bones.Add(rightThigh); bones.Add(rightShin); bones.Add(rightFoot); #endregion #region Collision Rules //Prevent adjacent limbs from colliding. CollisionRules.AddRule(pelvis, torsoBottom, CollisionRule.NoBroadPhase); CollisionRules.AddRule(torsoBottom, torsoTop, CollisionRule.NoBroadPhase); CollisionRules.AddRule(torsoTop, neck, CollisionRule.NoBroadPhase); CollisionRules.AddRule(neck, head, CollisionRule.NoBroadPhase); CollisionRules.AddRule(head, torsoTop, CollisionRule.NoBroadPhase); CollisionRules.AddRule(torsoTop, leftUpperArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(leftUpperArm, leftForearm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(leftForearm, leftHand, CollisionRule.NoBroadPhase); CollisionRules.AddRule(torsoTop, rightUpperArm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(rightUpperArm, rightForearm, CollisionRule.NoBroadPhase); CollisionRules.AddRule(rightForearm, rightHand, CollisionRule.NoBroadPhase); CollisionRules.AddRule(pelvis, leftThigh, CollisionRule.NoBroadPhase); CollisionRules.AddRule(leftThigh, leftShin, CollisionRule.NoBroadPhase); CollisionRules.AddRule(leftThigh, torsoBottom, CollisionRule.NoBroadPhase); CollisionRules.AddRule(leftShin, leftFoot, CollisionRule.NoBroadPhase); CollisionRules.AddRule(pelvis, rightThigh, CollisionRule.NoBroadPhase); CollisionRules.AddRule(rightThigh, rightShin, CollisionRule.NoBroadPhase); CollisionRules.AddRule(rightThigh, torsoBottom, CollisionRule.NoBroadPhase); CollisionRules.AddRule(rightShin, rightFoot, CollisionRule.NoBroadPhase); #endregion //Create the constraints between the bones. #region Pelvis up to Head Constraints var pelvisToTorsoBottomBallSocketJoint = new BallSocketJoint(pelvis, torsoBottom, pelvis.Position + new Vector3(0, .1f, 0)); var pelvisToTorsoBottomTwistLimit = new TwistLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6); var pelvisToTorsoBottomSwingLimit = new SwingLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, MathHelper.Pi / 6); var pelvisToTorsoBottomMotor = new AngularMotor(pelvis, torsoBottom); pelvisToTorsoBottomMotor.Settings.VelocityMotor.Softness = .05f; var torsoBottomToTorsoTopBallSocketJoint = new BallSocketJoint(torsoBottom, torsoTop, torsoBottom.Position + new Vector3(0, .25f, 0)); var torsoBottomToTorsoTopSwingLimit = new SwingLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, MathHelper.Pi / 6); var torsoBottomToTorsoTopTwistLimit = new TwistLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6); var torsoBottomToTorsoTopMotor = new AngularMotor(torsoBottom, torsoTop); torsoBottomToTorsoTopMotor.Settings.VelocityMotor.Softness = .05f; var torsoTopToNeckBallSocketJoint = new BallSocketJoint(torsoTop, neck, torsoTop.Position + new Vector3(0, .15f, .05f)); var torsoTopToNeckSwingLimit = new SwingLimit(torsoTop, neck, Vector3.Up, Vector3.Up, MathHelper.Pi / 6); var torsoTopToNeckTwistLimit = new TwistLimit(torsoTop, neck, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8); var torsoTopToNeckMotor = new AngularMotor(torsoTop, neck); torsoTopToNeckMotor.Settings.VelocityMotor.Softness = .1f; var neckToHeadBallSocketJoint = new BallSocketJoint(neck, head, neck.Position + new Vector3(0, .1f, .05f)); var neckToHeadTwistLimit = new TwistLimit(neck, head, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8); var neckToHeadSwingLimit = new SwingLimit(neck, head, Vector3.Up, Vector3.Up, MathHelper.Pi / 6); var neckToHeadMotor = new AngularMotor(neck, head); neckToHeadMotor.Settings.VelocityMotor.Softness = .1f; #endregion #region Left Arm var torsoTopToLeftArmBallSocketJoint = new BallSocketJoint(torsoTop, leftUpperArm, torsoTop.Position + new Vector3(-.3f, .1f, 0)); var torsoTopToLeftArmEllipseLimit = new EllipseSwingLimit(torsoTop, leftUpperArm, Vector3.Left, MathHelper.Pi * .75f, MathHelper.PiOver2); var torsoTopToLeftArmTwistLimit = new TwistLimit(torsoTop, leftUpperArm, Vector3.Left, Vector3.Left, -MathHelper.PiOver2, MathHelper.PiOver2); var torsoTopToLeftArmMotor = new AngularMotor(torsoTop, leftUpperArm); torsoTopToLeftArmMotor.Settings.VelocityMotor.Softness = .2f; var leftUpperArmToLeftForearmSwivelHingeJoint = new SwivelHingeJoint(leftUpperArm, leftForearm, leftUpperArm.Position + new Vector3(-.28f, 0, 0), Vector3.Up); leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.IsActive = true; leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.IsActive = true; leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8; leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8; leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MinimumAngle = -MathHelper.Pi * .8f; leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MaximumAngle = 0; //The SwivelHingeJoint has motors, but they are separately defined for twist/bending. //The AngularMotor covers all degrees of freedom. var leftUpperArmToLeftForearmMotor = new AngularMotor(leftUpperArm, leftForearm); leftUpperArmToLeftForearmMotor.Settings.VelocityMotor.Softness = .3f; var leftForearmToLeftHandBallSocketJoint = new BallSocketJoint(leftForearm, leftHand, leftForearm.Position + new Vector3(-.2f, 0, 0)); var leftForearmToLeftHandEllipseSwingLimit = new EllipseSwingLimit(leftForearm, leftHand, Vector3.Left, MathHelper.PiOver2, MathHelper.Pi / 6); var leftForearmToLeftHandTwistLimit = new TwistLimit(leftForearm, leftHand, Vector3.Left, Vector3.Left, -MathHelper.Pi / 6, MathHelper.Pi / 6); var leftForearmToLeftHandMotor = new AngularMotor(leftForearm, leftHand); leftForearmToLeftHandMotor.Settings.VelocityMotor.Softness = .4f; #endregion #region Right Arm var torsoTopToRightArmBallSocketJoint = new BallSocketJoint(torsoTop, rightUpperArm, torsoTop.Position + new Vector3(.3f, .1f, 0)); var torsoTopToRightArmEllipseLimit = new EllipseSwingLimit(torsoTop, rightUpperArm, Vector3.Right, MathHelper.Pi * .75f, MathHelper.PiOver2); var torsoTopToRightArmTwistLimit = new TwistLimit(torsoTop, rightUpperArm, Vector3.Right, Vector3.Right, -MathHelper.PiOver2, MathHelper.PiOver2); var torsoTopToRightArmMotor = new AngularMotor(torsoTop, rightUpperArm); torsoTopToRightArmMotor.Settings.VelocityMotor.Softness = .2f; var rightUpperArmToRightForearmSwivelHingeJoint = new SwivelHingeJoint(rightUpperArm, rightForearm, rightUpperArm.Position + new Vector3(.28f, 0, 0), Vector3.Up); rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.IsActive = true; rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.IsActive = true; rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8; rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8; rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MinimumAngle = 0; rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MaximumAngle = MathHelper.Pi * .8f; //The SwivelHingeJoint has motors, but they are separately defined for twist/bending. //The AngularMotor covers all degrees of freedom. var rightUpperArmToRightForearmMotor = new AngularMotor(rightUpperArm, rightForearm); rightUpperArmToRightForearmMotor.Settings.VelocityMotor.Softness = .3f; var rightForearmToRightHandBallSocketJoint = new BallSocketJoint(rightForearm, rightHand, rightForearm.Position + new Vector3(.2f, 0, 0)); var rightForearmToRightHandEllipseSwingLimit = new EllipseSwingLimit(rightForearm, rightHand, Vector3.Right, MathHelper.PiOver2, MathHelper.Pi / 6); var rightForearmToRightHandTwistLimit = new TwistLimit(rightForearm, rightHand, Vector3.Right, Vector3.Right, -MathHelper.Pi / 6, MathHelper.Pi / 6); var rightForearmToRightHandMotor = new AngularMotor(rightForearm, rightHand); rightForearmToRightHandMotor.Settings.VelocityMotor.Softness = .4f; #endregion #region Left Leg var pelvisToLeftThighBallSocketJoint = new BallSocketJoint(pelvis, leftThigh, pelvis.Position + new Vector3(-.15f, -.1f, 0)); var pelvisToLeftThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, leftThigh, Vector3.Normalize(new Vector3(-.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4); pelvisToLeftThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down; var pelvisToLeftThighTwistLimit = new TwistLimit(pelvis, leftThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6); var pelvisToLeftThighMotor = new AngularMotor(pelvis, leftThigh); pelvisToLeftThighMotor.Settings.VelocityMotor.Softness = .1f; var leftThighToLeftShinRevoluteJoint = new RevoluteJoint(leftThigh, leftShin, leftThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right); leftThighToLeftShinRevoluteJoint.Limit.IsActive = true; leftThighToLeftShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f; leftThighToLeftShinRevoluteJoint.Limit.MaximumAngle = 0; leftThighToLeftShinRevoluteJoint.Motor.IsActive = true; leftThighToLeftShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f; var leftShinToLeftFootBallSocketJoint = new BallSocketJoint(leftShin, leftFoot, leftShin.Position + new Vector3(0, -.3f, 0)); var leftShinToLeftFootSwingLimit = new SwingLimit(leftShin, leftFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8); var leftShinToLeftFootTwistLimit = new TwistLimit(leftShin, leftFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8); var leftShinToLeftFootMotor = new AngularMotor(leftShin, leftFoot); leftShinToLeftFootMotor.Settings.VelocityMotor.Softness = .2f; #endregion #region Right Leg var pelvisToRightThighBallSocketJoint = new BallSocketJoint(pelvis, rightThigh, pelvis.Position + new Vector3(.15f, -.1f, 0)); var pelvisToRightThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, rightThigh, Vector3.Normalize(new Vector3(.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4); pelvisToRightThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down; var pelvisToRightThighTwistLimit = new TwistLimit(pelvis, rightThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6); var pelvisToRightThighMotor = new AngularMotor(pelvis, rightThigh); pelvisToRightThighMotor.Settings.VelocityMotor.Softness = .1f; var rightThighToRightShinRevoluteJoint = new RevoluteJoint(rightThigh, rightShin, rightThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right); rightThighToRightShinRevoluteJoint.Limit.IsActive = true; rightThighToRightShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f; rightThighToRightShinRevoluteJoint.Limit.MaximumAngle = 0; rightThighToRightShinRevoluteJoint.Motor.IsActive = true; rightThighToRightShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f; var rightShinToRightFootBallSocketJoint = new BallSocketJoint(rightShin, rightFoot, rightShin.Position + new Vector3(0, -.3f, 0)); var rightShinToRightFootSwingLimit = new SwingLimit(rightShin, rightFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8); var rightShinToRightFootTwistLimit = new TwistLimit(rightShin, rightFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8); var rightShinToRightFootMotor = new AngularMotor(rightShin, rightFoot); rightShinToRightFootMotor.Settings.VelocityMotor.Softness = .2f; #endregion #region Joint List //Collect the joints. joints.Add(pelvisToTorsoBottomBallSocketJoint); joints.Add(pelvisToTorsoBottomTwistLimit); joints.Add(pelvisToTorsoBottomSwingLimit); joints.Add(pelvisToTorsoBottomMotor); joints.Add(torsoBottomToTorsoTopBallSocketJoint); joints.Add(torsoBottomToTorsoTopTwistLimit); joints.Add(torsoBottomToTorsoTopSwingLimit); joints.Add(torsoBottomToTorsoTopMotor); joints.Add(torsoTopToNeckBallSocketJoint); joints.Add(torsoTopToNeckTwistLimit); joints.Add(torsoTopToNeckSwingLimit); joints.Add(torsoTopToNeckMotor); joints.Add(neckToHeadBallSocketJoint); joints.Add(neckToHeadTwistLimit); joints.Add(neckToHeadSwingLimit); joints.Add(neckToHeadMotor); joints.Add(torsoTopToLeftArmBallSocketJoint); joints.Add(torsoTopToLeftArmEllipseLimit); joints.Add(torsoTopToLeftArmTwistLimit); joints.Add(torsoTopToLeftArmMotor); joints.Add(leftUpperArmToLeftForearmSwivelHingeJoint); joints.Add(leftUpperArmToLeftForearmMotor); joints.Add(leftForearmToLeftHandBallSocketJoint); joints.Add(leftForearmToLeftHandEllipseSwingLimit); joints.Add(leftForearmToLeftHandTwistLimit); joints.Add(leftForearmToLeftHandMotor); joints.Add(torsoTopToRightArmBallSocketJoint); joints.Add(torsoTopToRightArmEllipseLimit); joints.Add(torsoTopToRightArmTwistLimit); joints.Add(torsoTopToRightArmMotor); joints.Add(rightUpperArmToRightForearmSwivelHingeJoint); joints.Add(rightUpperArmToRightForearmMotor); joints.Add(rightForearmToRightHandBallSocketJoint); joints.Add(rightForearmToRightHandEllipseSwingLimit); joints.Add(rightForearmToRightHandTwistLimit); joints.Add(rightForearmToRightHandMotor); joints.Add(pelvisToLeftThighBallSocketJoint); joints.Add(pelvisToLeftThighEllipseSwingLimit); joints.Add(pelvisToLeftThighTwistLimit); joints.Add(pelvisToLeftThighMotor); joints.Add(leftThighToLeftShinRevoluteJoint); joints.Add(leftShinToLeftFootBallSocketJoint); joints.Add(leftShinToLeftFootSwingLimit); joints.Add(leftShinToLeftFootTwistLimit); joints.Add(leftShinToLeftFootMotor); joints.Add(pelvisToRightThighBallSocketJoint); joints.Add(pelvisToRightThighEllipseSwingLimit); joints.Add(pelvisToRightThighTwistLimit); joints.Add(pelvisToRightThighMotor); joints.Add(rightThighToRightShinRevoluteJoint); joints.Add(rightShinToRightFootBallSocketJoint); joints.Add(rightShinToRightFootSwingLimit); joints.Add(rightShinToRightFootTwistLimit); joints.Add(rightShinToRightFootMotor); #endregion }