コード例 #1
0
        public static void CreateConvexHull(ConvexHullShape shape, Mesh mesh)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            List<UnityEngine.Vector3> verts = new List<UnityEngine.Vector3>();
            List<int> tris = new List<int>();

            //int vertexCount = hull.NumVertices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            for (int i = 0; i < indices.Count; i+=3)
            {
                verts.Add(points[(int)indices[i]].ToUnity());
                verts.Add(points[(int)indices[i+1]].ToUnity());
                verts.Add(points[(int)indices[i+2]].ToUnity());
                tris.Add(i);
                tris.Add(i + 1);
                tris.Add(i + 2);
            }

            mesh.vertices = verts.ToArray();
            mesh.triangles = tris.ToArray();
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
        }
コード例 #2
0
        public static void CreateConvexHull(ConvexHullShape shape, Mesh mesh)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[vertexCount];
            for (int i = 0; i < vertexCount; i++)
            {
                vertices[i] = points[(int)indices[i]].ToUnity();
            }
            int[] tris = new int[indices.Count];
            for (int i = 0; i < indices.Count; i++)
            {
                tris[i] = (int) indices[i];
            }
            mesh.vertices = vertices;
            mesh.triangles = tris;
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
        }
コード例 #3
0
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            WavefrontObj wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount > 0)
            {
                TriangleMesh trimesh = new TriangleMesh();
                trimeshes.Add(trimesh);

                Vector3 localScaling = new Vector3(6, 6, 6);
                List<int> indices = wo.Indices;
                List<Vector3> vertices = wo.Vertices;

                int i;
                for (i = 0; i < tcount; i++)
                {
                    int index0 = indices[i * 3];
                    int index1 = indices[i * 3 + 1];
                    int index2 = indices[i * 3 + 2];

                    Vector3 vertex0 = vertices[index0] * localScaling;
                    Vector3 vertex1 = vertices[index1] * localScaling;
                    Vector3 vertex2 = vertices[index2] * localScaling;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);
                }

                ConvexShape tmpConvexShape = new ConvexTriangleMeshShape(trimesh);

                //create a hull approximation
                ShapeHull hull = new ShapeHull(tmpConvexShape);
                float margin = tmpConvexShape.Margin;
                hull.BuildHull(margin);
                tmpConvexShape.UserObject = hull;

                ConvexHullShape convexShape = new ConvexHullShape();
                foreach (Vector3 v in hull.Vertices)
                {
                    convexShape.AddPoint(v);
                }

                if (sEnableSAT)
                {
                    convexShape.InitializePolyhedralFeatures();
                }
                tmpConvexShape.Dispose();
                //hull.Dispose();

                CollisionShapes.Add(convexShape);

                float mass = 1.0f;

                LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

                const bool useQuantization = true;
                CollisionShape concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
                LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

                CollisionShapes.Add(concaveShape);

                // Bullet Convex Decomposition

                FileStream outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
                StreamWriter writer = new StreamWriter(outputFile);

                DecompDesc desc = new DecompDesc
                {
                    mVertices = wo.Vertices.ToArray(),
                    mTcount = tcount,
                    mIndices = wo.Indices.ToArray(),
                    mDepth = 5,
                    mCpercent = 5,
                    mPpercent = 15,
                    mMaxVertices = 16,
                    mSkinWidth = 0.0f
                };

                MyConvexDecomposition convexDecomposition = new MyConvexDecomposition(writer, this);
                desc.mCallback = convexDecomposition;

                // HACD

                Hacd myHACD = new Hacd();
                myHACD.SetPoints(wo.Vertices);
                myHACD.SetTriangles(wo.Indices);
                myHACD.CompacityWeight = 0.1;
                myHACD.VolumeWeight = 0.0;

                // HACD parameters
                // Recommended parameters: 2 100 0 0 0 0
                int nClusters = 2;
                const double concavity = 100;
                //bool invert = false;
                const bool addExtraDistPoints = false;
                const bool addNeighboursDistPoints = false;
                const bool addFacesPoints = false;

                myHACD.NClusters = nClusters;                     // minimum number of clusters
                myHACD.VerticesPerConvexHull = 100;               // max of 100 vertices per convex-hull
                myHACD.Concavity = concavity;                     // maximum concavity
                myHACD.AddExtraDistPoints = addExtraDistPoints;
                myHACD.AddNeighboursDistPoints = addNeighboursDistPoints;
                myHACD.AddFacesPoints = addFacesPoints;

                myHACD.Compute();
                nClusters = myHACD.NClusters;

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

                if (true)
                {
                    CompoundShape compound = new CompoundShape();
                    CollisionShapes.Add(compound);

                    Matrix trans = Matrix.Identity;

                    for (int c = 0; c < nClusters; c++)
                    {
                        //generate convex result
                        Vector3[] points;
                        int[] triangles;
                        myHACD.GetCH(c, out points, out triangles);

                        ConvexResult r = new ConvexResult(points, triangles);
                        convexDecomposition.ConvexDecompResult(r);
                    }

                    for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
                    {
                        Vector3 centroid = convexDecomposition.convexCentroids[i];
                        trans = Matrix.Translation(centroid);
                        ConvexHullShape convexShape2 = convexDecomposition.convexShapes[i] as ConvexHullShape;
                        compound.AddChildShape(trans, convexShape2);

                        RigidBody body = LocalCreateRigidBody(1.0f, trans, convexShape2);
                    }

            #if true
                    mass = 10.0f;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    RigidBody body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = 6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = -6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
                }

                writer.Dispose();
                outputFile.Dispose();
            }
        }
コード例 #4
0
        ShapeData CreateConvexHullShape(ConvexHullShape shape)
        {
            ConvexPolyhedron poly = shape.ConvexPolyhedron;
            if (poly != null)
            {
                throw new NotImplementedException();
            }

            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int indexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            ShapeData shapeData = new ShapeData();
            shapeData.VertexCount = indexCount;

            Vector3[] vertices = new Vector3[indexCount * 2];

            int v = 0, i;
            for (i = 0; i < indexCount; i += 3)
            {
                Vector3 v0 = points[(int)indices[i]];
                Vector3 v1 = points[(int)indices[i + 1]];
                Vector3 v2 = points[(int)indices[i + 2]];

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            shapeData.SetVertexBuffer(device, vertices);

            return shapeData;
        }
コード例 #5
0
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NumVerticesPerConvexHull = 100;     // max of 100 vertices per convex-hull

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

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                Vector3[] points;
                int[] triangles;
                hacd.GetCH(c, out points, out triangles);

                convexDecomposition.ConvexDecompResult(points, triangles);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }
コード例 #6
0
        public IConvexHullShapeImp AddConvexHullShape(float3[] points, bool optimized)
        {
            var btPoints = new Vector3[points.Count()];
            for (int i = 0; i < btPoints.Count(); i++)
            {
                var point = Translater.Float3ToBtVector3(points[i]);
                btPoints[i] = point;
            }

            var btConvexHullShape = new ConvexHullShape(btPoints);
            //btConvexHullShape.LocalScaling = new Vector3(3, 3, 3);
            if (optimized == true)
            {
                var btShapeHull = new ShapeHull(btConvexHullShape);
                var margin = btConvexHullShape.Margin;
                btShapeHull.BuildHull(margin);
                ConvexHullShape simplifiedConvexShape = new ConvexHullShape(btShapeHull.Vertices);

                BtCollisionShapes.Add(simplifiedConvexShape);

                var retval = new ConvexHullShapeImp();
                retval.BtConvexHullShape = simplifiedConvexShape;
                simplifiedConvexShape.UserObject = retval;
                return retval;
            }
            else
            {
                BtCollisionShapes.Add(btConvexHullShape);

                var retval = new ConvexHullShapeImp();
                retval.BtConvexHullShape = btConvexHullShape;
                btConvexHullShape.UserObject = retval;
                return retval;
            }
        }
コード例 #7
0
        public static UnityEngine.Vector3[] CreateConvexHull(ConvexHullShape shape)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[vertexCount * 2];

            int v = 0, i;
            for (i = 0; i < vertexCount; i += 3)
            {
                UnityEngine.Vector3 v0 = points[(int)indices[i]].ToUnity();
                UnityEngine.Vector3 v1 = points[(int)indices[i + 1]].ToUnity();
                UnityEngine.Vector3 v2 = points[(int)indices[i + 2]].ToUnity();

                UnityEngine.Vector3 v01 = v0 - v1;
                UnityEngine.Vector3 v02 = v0 - v2;
                UnityEngine.Vector3 normal;
                normal = UnityEngine.Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            return vertices;
        }
コード例 #8
0
ファイル: MeshFactory.cs プロジェクト: raiker/BulletSharp
        public static Vector3[] CreateConvexHull(ConvexHullShape shape)
        {
            ConvexPolyhedron poly = shape.ConvexPolyhedron;
            if (poly != null)
            {
                throw new NotImplementedException();
            }

            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            int vertexCount = hull.NumIndices;
            UIntArray indices = hull.Indices;
            Vector3Array points = hull.Vertices;

            Vector3[] vertices = new Vector3[vertexCount * 2];

            int v = 0, i;
            for (i = 0; i < vertexCount; i += 3)
            {
                Vector3 v0 = points[(int)indices[i]];
                Vector3 v1 = points[(int)indices[i + 1]];
                Vector3 v2 = points[(int)indices[i + 2]];

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            return vertices;
        }
コード例 #9
0
        Mesh CreateConvexHullShape(ConvexHullShape shape)
        {
            ShapeHull hull = new ShapeHull(shape);
            hull.BuildHull(shape.Margin);

            UIntArray hullIndices = hull.Indices;
            Vector3Array points = hull.Vertices;


            int vertexCount = hull.NumIndices;
            int faceCount = hull.NumTriangles;

            bool index32 = vertexCount > 65536;

            Mesh mesh = new Mesh(device, faceCount, vertexCount,
                MeshFlags.SystemMemory | (index32 ? MeshFlags.Use32Bit : 0), VertexFormat.Position | VertexFormat.Normal);


            SlimDX.DataStream indices = mesh.LockIndexBuffer(LockFlags.Discard);
            int i;
            if (index32)
            {
                for (i = 0; i < vertexCount; i++)
                    indices.Write(i);
            }
            else
            {
                for (i = 0; i < vertexCount; i++)
                    indices.Write((short)i);
            }
            mesh.UnlockIndexBuffer();

            SlimDX.DataStream verts = mesh.LockVertexBuffer(LockFlags.Discard);
            Vector3 scale = Vector3.Multiply(shape.LocalScaling, 1.0f + shape.Margin);
            for (i = 0; i < vertexCount; i += 3)
            {
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i]], scale));
                verts.Position += 12;
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i+1]], scale));
                verts.Position += 12;
                verts.Write(Vector3.Modulate(points[(int)hullIndices[i+2]], scale));
                verts.Position += 12;
            }
            mesh.UnlockVertexBuffer();

            mesh.ComputeNormals();
            shapes.Add(shape, mesh);

            return mesh;
        }
コード例 #10
0
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;
            convexDecompositionObjectOffset = new Vector3(10, 0, 0);

            // Load wavefront file
            var wo = new WavefrontObj();
            //string filename = UnityEngine.Application.dataPath + "/BulletUnity/Examples/Scripts/BulletSharpDemos/ConvexDecompositionDemo/data/file.obj";
            UnityEngine.TextAsset bytes = (UnityEngine.TextAsset)UnityEngine.Resources.Load("file.obj");
            System.IO.Stream byteStream = new System.IO.MemoryStream(bytes.bytes);

            int tcount = wo.LoadObj(byteStream);
            if (tcount == 0)
            {
                return;
            }

            // Convert file data to TriangleMesh
            var trimesh = new TriangleMesh();
            trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6, 6, 6);
            List<int> indices = wo.Indices;
            List<Vector3> vertices = wo.Vertices;

            int i;
            for (i = 0; i < tcount; i++)
            {
                int index0 = indices[i * 3];
                int index1 = indices[i * 3 + 1];
                int index2 = indices[i * 3 + 2];

                Vector3 vertex0 = vertices[index0] * localScaling;
                Vector3 vertex1 = vertices[index1] * localScaling;
                Vector3 vertex2 = vertices[index2] * localScaling;

                trimesh.AddTriangleRef(ref vertex0, ref vertex1, ref vertex2);
            }

            // Create a hull approximation
            ConvexHullShape convexShape;
            using (var tmpConvexShape = new ConvexTriangleMeshShape(trimesh))
            {
                using (var hull = new ShapeHull(tmpConvexShape))
                {
                    hull.BuildHull(tmpConvexShape.Margin);
                    convexShape = new ConvexHullShape(hull.Vertices);
                }
            }
            if (sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            CollisionShapes.Add(convexShape);

            // Add non-moving body to world
            float mass = 1.0f;
            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            const bool useQuantization = true;
            var concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
            LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

            CollisionShapes.Add(concaveShape);

            // HACD
            var hacd = new Hacd();
            hacd.SetPoints(wo.Vertices);
            hacd.SetTriangles(wo.Indices);
            hacd.CompacityWeight = 0.1;
            hacd.VolumeWeight = 0.0;

            // Recommended HACD parameters: 2 100 false false false
            hacd.NClusters = 2;                      // minimum number of clusters
            hacd.Concavity = 100;                    // maximum concavity
            hacd.AddExtraDistPoints = false;
            hacd.AddNeighboursDistPoints = false;
            hacd.AddFacesPoints = false;
            hacd.NVerticesPerCH = 100;     // max of 100 vertices per convex-hull

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

            // Generate convex result
            var outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
            var writer = new StreamWriter(outputFile);

            var convexDecomposition = new ConvexDecomposition(writer, this);
            convexDecomposition.LocalScaling = localScaling;

            for (int c = 0; c < hacd.NClusters; c++)
            {
                int nVertices = hacd.GetNPointsCH(c);
                int trianglesLen = hacd.GetNTrianglesCH(c) * 3;
                double[] points = new double[nVertices * 3];
                long[] triangles = new long[trianglesLen];
                hacd.GetCH(c, points, triangles);

                if (trianglesLen == 0)
                {
                    continue;
                }

                Vector3[] verticesArray = new Vector3[nVertices];
                int vi3 = 0;
                for (int vi = 0; vi < nVertices; vi++)
                {
                    verticesArray[vi] = new Vector3(
                        (float)points[vi3], (float)points[vi3 + 1], (float)points[vi3 + 2]);
                    vi3 += 3;
                }

                int[] trianglesInt = new int[trianglesLen];
                for (int ti = 0; ti < trianglesLen; ti++)
                {
                    trianglesInt[ti] = (int)triangles[ti];
                }

                convexDecomposition.ConvexDecompResult(verticesArray, trianglesInt);
            }

            // Combine convex shapes into a compound shape
            var compound = new CompoundShape();
            for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
            {
                Vector3 centroid = convexDecomposition.convexCentroids[i];
                var convexShape2 = convexDecomposition.convexShapes[i];
                Matrix trans = Matrix.Translation(centroid);
                if (sEnableSAT)
                {
                    convexShape2.InitializePolyhedralFeatures();
                }
                CollisionShapes.Add(convexShape2);
                compound.AddChildShape(trans, convexShape2);

                LocalCreateRigidBody(1.0f, trans, convexShape2);
            }
            CollisionShapes.Add(compound);

            writer.Dispose();
            outputFile.Dispose();

            #if true
            mass = 10.0f;
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = 6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            convexDecompositionObjectOffset.Z = -6;
            body2 = LocalCreateRigidBody(mass, Matrix.Translation(-convexDecompositionObjectOffset), compound);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
        }