コード例 #1
0
		public override void AddContactPoint(ref Vector3 normalOnBInWorld,ref Vector3 pointInWorld,float depth)
		{
			bool isSwapped = m_manifoldPtr.GetBody0() != m_body0;
			Vector3 pointA = pointInWorld + normalOnBInWorld * depth;
			Vector3 localA = Vector3.Zero;
			Vector3 localB = Vector3.Zero;;
			if (isSwapped)
			{
				localA = MathUtil.InverseTransform(ref m_rootTransB,ref pointA );
				localB = MathUtil.InverseTransform(ref m_rootTransA,ref pointInWorld);
			} 
			else
			{
				localA = MathUtil.InverseTransform(ref m_rootTransA,ref pointA );
				localB = MathUtil.InverseTransform(ref m_rootTransB,ref pointInWorld);
			}
    		
			ManifoldPoint newPt = new ManifoldPoint(ref localA,ref localB,ref normalOnBInWorld,depth);
			newPt.m_positionWorldOnA = pointA;
			newPt.m_positionWorldOnB = pointInWorld;
    		
			//BP mod, store contact triangles.
			if (isSwapped)
			{
				newPt.m_partId0 = m_partId1;
				newPt.m_partId1 = m_partId0;
				newPt.m_index0  = m_index1;
				newPt.m_index1  = m_index0;
			} 
			else
			{
				newPt.m_partId0 = m_partId0;
				newPt.m_partId1 = m_partId1;
				newPt.m_index0  = m_index0;
				newPt.m_index1  = m_index1;
			}

			//experimental feature info, for per-triangle material etc.
			CollisionObject obj0 = isSwapped? m_body1 : m_body0;
			CollisionObject obj1 = isSwapped? m_body0 : m_body1;
			m_resultCallback.AddSingleResult(newPt,obj0,newPt.m_partId0,newPt.m_index0,obj1,newPt.m_partId1,newPt.m_index1);
		}
コード例 #2
0
ファイル: MathUtil.cs プロジェクト: HaKDMoDz/InVision
		public static void PrintContactPoint(StreamWriter streamWriter, ManifoldPoint mp)
		{
			if (streamWriter != null)
			{
				streamWriter.WriteLine("ContactPoint");
				PrintVector3(streamWriter, "localPointA", mp.m_localPointA);
				PrintVector3(streamWriter, "localPointB", mp.m_localPointB);
				PrintVector3(streamWriter, "posWorldA", mp.m_positionWorldOnA);
				PrintVector3(streamWriter, "posWorldB", mp.m_positionWorldOnB);
				PrintVector3(streamWriter, "normalWorldB", mp.m_normalWorldOnB);
			}
		}
コード例 #3
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		public abstract float AddSingleResult(ManifoldPoint cp,	CollisionObject colObj0,int partId0,int index0,CollisionObject colObj1,int partId1,int index1);
コード例 #4
0
		public void SetupFrictionConstraint(ref SolverConstraint solverConstraint, ref Vector3 normalAxis, RigidBody solverBodyA, RigidBody solverBodyB,
								ManifoldPoint cp, ref Vector3 rel_pos1, ref Vector3 rel_pos2,
								CollisionObject colObj0, CollisionObject colObj1, float relaxation,
								float desiredVelocity, float cfmSlip)
		{
			RigidBody body0 = RigidBody.Upcast(colObj0);
			RigidBody body1 = RigidBody.Upcast(colObj1);

			solverConstraint.m_contactNormal = normalAxis;

			solverConstraint.m_solverBodyA = body0 != null ? body0 : GetFixedBody();
			solverConstraint.m_solverBodyB = body1 != null ? body1 : GetFixedBody();

			solverConstraint.m_friction = cp.GetCombinedFriction();
			//solverConstraint.m_originalContactPoint = 0;

			solverConstraint.m_appliedImpulse = 0f;
			solverConstraint.m_appliedPushImpulse = 0f;

			{
				Vector3 ftorqueAxis1 = Vector3.Cross(rel_pos1, solverConstraint.m_contactNormal);
				solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
				solverConstraint.m_angularComponentA = body0 != null ? Vector3.TransformNormal(ftorqueAxis1, body0.GetInvInertiaTensorWorld()) * body0.GetAngularFactor() : Vector3.Zero;
			}
			{
				Vector3 ftorqueAxis1 = Vector3.Cross(rel_pos2, -solverConstraint.m_contactNormal);
				solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
				solverConstraint.m_angularComponentB = body1 != null ? Vector3.TransformNormal(ftorqueAxis1, body1.GetInvInertiaTensorWorld()) * body1.GetAngularFactor() : Vector3.Zero;
			}

#if COMPUTE_IMPULSE_DENOM
	        float denom0 = rb0.computeImpulseDenominator(pos1,solverConstraint.m_contactNormal);
	        float denom1 = rb1.computeImpulseDenominator(pos2,solverConstraint.m_contactNormal);
#else
			Vector3 vec;
			float denom0 = 0f;
			float denom1 = 0f;
			if (body0 != null)
			{
				vec = Vector3.Cross(solverConstraint.m_angularComponentA, rel_pos1);
				denom0 = body0.GetInvMass() + Vector3.Dot(normalAxis, vec);
			}
			if (body1 != null)
			{
				vec = Vector3.Cross(-solverConstraint.m_angularComponentB, rel_pos2);
				denom1 = body1.GetInvMass() + Vector3.Dot(normalAxis, vec);
			}


#endif //COMPUTE_IMPULSE_DENOM
			float denom = relaxation / (denom0 + denom1);
			solverConstraint.m_jacDiagABInv = denom;
			MathUtil.SanityCheckFloat(solverConstraint.m_jacDiagABInv);
#if _USE_JACOBIAN
	        solverConstraint.m_jac =  new JacobianEntry (
		        ref rel_pos1,ref rel_pos2,ref solverConstraint.m_contactNormal,
		        body0.getInvInertiaDiagLocal(),
		        body0.getInvMass(),
		        body1.getInvInertiaDiagLocal(),
		        body1.getInvMass());
#endif //_USE_JACOBIAN


			{
				float rel_vel;
				float vel1Dotn = Vector3.Dot(solverConstraint.m_contactNormal, body0 != null ? body0.GetLinearVelocity() : Vector3.Zero)
					+ Vector3.Dot(solverConstraint.m_relpos1CrossNormal, body0 != null ? body0.GetAngularVelocity() : Vector3.Zero);
				float vel2Dotn = -Vector3.Dot(solverConstraint.m_contactNormal, body1 != null ? body1.GetLinearVelocity() : Vector3.Zero)
					+ Vector3.Dot(solverConstraint.m_relpos2CrossNormal, body1 != null ? body1.GetAngularVelocity() : Vector3.Zero);

				rel_vel = vel1Dotn + vel2Dotn;

				//float positionalError = 0f;

				float velocityError = desiredVelocity - rel_vel;
				float damper = 1f;
				float velocityImpulse = (velocityError * solverConstraint.m_jacDiagABInv) * damper;
				solverConstraint.m_rhs = velocityImpulse;
				solverConstraint.m_cfm = cfmSlip;
				solverConstraint.m_lowerLimit = 0;
				solverConstraint.m_upperLimit = 1e10f;
			}
		}
コード例 #5
0
ファイル: ManifoldResult.cs プロジェクト: HaKDMoDz/InVision
	    public virtual void AddContactPoint(ref Vector3 normalOnBInWorld,ref Vector3 pointInWorld,float depth)
        {
	        Debug.Assert(m_manifoldPtr != null);
	        //order in manifold needs to match
        	
	        if (depth > m_manifoldPtr.GetContactBreakingThreshold())
            {
		        return;
            }
	        
            bool isSwapped = m_manifoldPtr.GetBody0() != m_body0;

	        Vector3 pointA = pointInWorld + normalOnBInWorld * depth;

	        Vector3 localA = Vector3.Zero;
	        Vector3 localB = Vector3.Zero;
        	
	        if (isSwapped)
	        {
                localA = MathUtil.InverseTransform(ref m_rootTransB,ref pointA);
                localB = MathUtil.InverseTransform(ref m_rootTransA,ref pointInWorld);
	        } 
            else
	        {
                localA = MathUtil.InverseTransform(ref m_rootTransA,ref pointA);
                localB = MathUtil.InverseTransform(ref m_rootTransB,ref pointInWorld);
	        }

	        ManifoldPoint newPt = new ManifoldPoint(ref localA,ref localB,ref normalOnBInWorld,depth);
	        newPt.SetPositionWorldOnA(ref pointA);
	        newPt.SetPositionWorldOnB(ref pointInWorld);
        	
	        int insertIndex = m_manifoldPtr.GetCacheEntry(newPt);

	        newPt.SetCombinedFriction(CalculateCombinedFriction(m_body0,m_body1));
	        newPt.SetCombinedRestitution(CalculateCombinedRestitution(m_body0,m_body1));

            //BP mod, store contact triangles.
            if (isSwapped)
            {
                newPt.m_partId0 = m_partId1;
                newPt.m_partId1 = m_partId0;
                newPt.m_index0 = m_index1;
                newPt.m_index1 = m_index0;
            }
            else
            {
                newPt.m_partId0 = m_partId0;
                newPt.m_partId1 = m_partId1;
                newPt.m_index0 = m_index0;
                newPt.m_index1 = m_index1;
            }

            //printf("depth=%f\n",depth);
	        ///@todo, check this for any side effects
	        if (insertIndex >= 0)
	        {
		        //const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
		        m_manifoldPtr.ReplaceContactPoint(newPt,insertIndex);
	        } else
	        {
		        insertIndex = m_manifoldPtr.AddManifoldPoint(newPt);
	        }
        	
	        //User can override friction and/or restitution
	        if (BulletGlobals.gContactAddedCallback != null &&
		        //and if either of the two bodies requires custom material
                 ((m_body0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0 ||
                   (m_body1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK)!=0))
	        {
		        //experimental feature info, for per-triangle material etc.
		        CollisionObject obj0 = isSwapped? m_body1 : m_body0;
		        CollisionObject obj1 = isSwapped? m_body0 : m_body1;
                //gContactAddedCallback.callback(m_manifoldPtr.getContactPoint(insertIndex),obj0,m_partId0,m_index0,obj1,m_partId1,m_index1);
				BulletGlobals.gContactAddedCallback.Callback(m_manifoldPtr.GetContactPoint(insertIndex), obj0, newPt.m_partId0, newPt.m_index0, obj1, newPt.m_partId1, newPt.m_index1);
	        }
        }
コード例 #6
0
		public void SetupFrictionConstraint(ref SolverConstraint solverConstraint, ref Vector3 normalAxis, RigidBody solverBodyA, RigidBody solverBodyB,
						ManifoldPoint cp, ref Vector3 rel_pos1, ref Vector3 rel_pos2,
						CollisionObject colObj0, CollisionObject colObj1, float relaxation)
		{
			SetupFrictionConstraint(ref solverConstraint, ref normalAxis, solverBodyA, solverBodyB, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f);
		}
コード例 #7
0
		protected void SetFrictionConstraintImpulse(ref SolverConstraint solverConstraint, RigidBody rb0, RigidBody rb1,
										 ManifoldPoint cp, ContactSolverInfo infoGlobal)
		{
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_FRICTION_WARMSTARTING))
			{
				{
					SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb0.GetInvMass(), frictionConstraint1.m_angularComponentA, frictionConstraint1.m_appliedImpulse);
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb1.GetInvMass(), -frictionConstraint1.m_angularComponentB, -frictionConstraint1.m_appliedImpulse);
						}
					}
					else
					{
						frictionConstraint1.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

				}

				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb0.GetInvMass(), frictionConstraint2.m_angularComponentA, frictionConstraint2.m_appliedImpulse);
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb1.GetInvMass(), -frictionConstraint2.m_angularComponentB, -frictionConstraint2.m_appliedImpulse);
						}
					}
					else
					{
						frictionConstraint2.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
			}
			else
			{
				SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
				frictionConstraint1.m_appliedImpulse = 0f;
				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					frictionConstraint2.m_appliedImpulse = 0f;
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
				m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

			}
		}
コード例 #8
0
		protected void SetupContactConstraint(ref SolverConstraint solverConstraint, CollisionObject colObj0, CollisionObject colObj1, ManifoldPoint cp,
								ContactSolverInfo infoGlobal, ref Vector3 vel, ref float rel_vel, ref float relaxation,
								ref Vector3 rel_pos1, ref Vector3 rel_pos2)
		{
			RigidBody rb0 = RigidBody.Upcast(colObj0);
			RigidBody rb1 = RigidBody.Upcast(colObj1);

			Vector3 pos1 = cp.GetPositionWorldOnA();
			Vector3 pos2 = cp.GetPositionWorldOnB();

			rel_pos1 = pos1 - colObj0.GetWorldTransform().Translation;
			rel_pos2 = pos2 - colObj1.GetWorldTransform().Translation;

			relaxation = 1f;

			Vector3 torqueAxis0 = Vector3.Cross(rel_pos1, cp.m_normalWorldOnB);
			solverConstraint.m_angularComponentA = rb0 != null ? Vector3.TransformNormal(torqueAxis0, rb0.GetInvInertiaTensorWorld()) * rb0.GetAngularFactor() : Vector3.Zero;
			Vector3 torqueAxis1 = Vector3.Cross(rel_pos2, cp.GetNormalWorldOnB());
			solverConstraint.m_angularComponentB = rb1 != null ? Vector3.TransformNormal(-torqueAxis1, rb1.GetInvInertiaTensorWorld()) * rb1.GetAngularFactor() : Vector3.Zero;

			{
#if COMPUTE_IMPULSE_DENOM
		        float denom0 = rb0.computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
		        float denom1 = rb1.computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
#else
				Vector3 vec;
				float denom0 = 0f;
				float denom1 = 0f;
				if (rb0 != null)
				{
					vec = Vector3.Cross((solverConstraint.m_angularComponentA), rel_pos1);
					denom0 = rb0.GetInvMass() + Vector3.Dot(cp.GetNormalWorldOnB(), vec);
				}
				if (rb1 != null)
				{
					vec = Vector3.Cross((-solverConstraint.m_angularComponentB), rel_pos2);
					denom1 = rb1.GetInvMass() + Vector3.Dot(cp.GetNormalWorldOnB(), vec);
				}
#endif //COMPUTE_IMPULSE_DENOM

				float denom = relaxation / (denom0 + denom1);
				MathUtil.SanityCheckFloat(denom);
				solverConstraint.m_jacDiagABInv = denom;
			}

			solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
			solverConstraint.m_relpos1CrossNormal = Vector3.Cross(rel_pos1, cp.m_normalWorldOnB);
			solverConstraint.m_relpos2CrossNormal = Vector3.Cross(rel_pos2, -cp.m_normalWorldOnB);



			Vector3 vel1 = rb0 != null ? rb0.GetVelocityInLocalPoint(ref rel_pos1) : Vector3.Zero;
			Vector3 vel2 = rb1 != null ? rb1.GetVelocityInLocalPoint(ref rel_pos2) : Vector3.Zero;

			vel = vel1 - vel2;

			rel_vel = Vector3.Dot(cp.GetNormalWorldOnB(), vel);

			float penetration = cp.GetDistance() + infoGlobal.m_linearSlop;


			solverConstraint.m_friction = cp.GetCombinedFriction();

			float restitution = 0f;

			if (cp.GetLifeTime() > infoGlobal.m_restingContactRestitutionThreshold)
			{
				restitution = 0f;
			}
			else
			{
				restitution = RestitutionCurve(rel_vel, cp.GetCombinedResitution());
				if (restitution <= 0f)
				{
					restitution = 0f;
				}
			}

			///warm starting (or zero if disabled)
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
			{
				solverConstraint.m_appliedImpulse = cp.GetAppliedImpulse() * infoGlobal.m_warmstartingFactor;
				if (rb0 != null)
				{
					Vector3 contactNormalTemp = solverConstraint.m_contactNormal;
					Vector3.Multiply(ref contactNormalTemp, rb0.GetInvMass(), out contactNormalTemp);
					rb0.InternalApplyImpulse(ref contactNormalTemp, ref solverConstraint.m_angularComponentA, solverConstraint.m_appliedImpulse);
				}
				if (rb1 != null)
				{
					Vector3 contactNormalTemp = solverConstraint.m_contactNormal;
					Vector3.Multiply(ref contactNormalTemp, rb1.GetInvMass(), out contactNormalTemp);
					Vector3 negAngular = -solverConstraint.m_angularComponentB;
					rb1.InternalApplyImpulse(ref contactNormalTemp, ref negAngular, -solverConstraint.m_appliedImpulse);
				}
			}
			else
			{
				solverConstraint.m_appliedImpulse = 0f;
			}
			solverConstraint.m_appliedPushImpulse = 0f;
			{
				float rel_vel2 = 0f;
				float vel1Dotn = Vector3.Dot(solverConstraint.m_contactNormal, (rb0 != null ? rb0.GetLinearVelocity() : Vector3.Zero))
					+ Vector3.Dot(solverConstraint.m_relpos1CrossNormal, (rb0 != null ? rb0.GetAngularVelocity() : Vector3.Zero));
				float vel2Dotn = -Vector3.Dot(solverConstraint.m_contactNormal, (rb1 != null ? rb1.GetLinearVelocity() : Vector3.Zero))
					+ Vector3.Dot(solverConstraint.m_relpos2CrossNormal, (rb1 != null ? rb1.GetAngularVelocity() : Vector3.Zero));

				rel_vel2 = vel1Dotn + vel2Dotn;

				float positionalError = 0f;
				positionalError = -penetration * infoGlobal.m_erp / infoGlobal.m_timeStep;
				float velocityError = restitution - rel_vel2;// * damping;
				float penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv;
				float velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
				if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
				{
					//combine position and velocity into rhs
					solverConstraint.m_rhs = penetrationImpulse + velocityImpulse;
					solverConstraint.m_rhsPenetration = 0f;
				}
				else
				{
					//split position and velocity into rhs and m_rhsPenetration
					solverConstraint.m_rhs = velocityImpulse;
					solverConstraint.m_rhsPenetration = penetrationImpulse;
				}
				solverConstraint.m_cfm = 0f;
				solverConstraint.m_lowerLimit = 0;
				solverConstraint.m_upperLimit = 1e10f;
			}
		}
コード例 #9
0
		public SolverConstraint AddFrictionConstraint(ref Vector3 normalAxis, RigidBody solverBodyA, RigidBody solverBodyB, int frictionIndex, ManifoldPoint cp, ref Vector3 rel_pos1, ref Vector3 rel_pos2, CollisionObject colObj0, CollisionObject colObj1, float relaxation, float desiredVelocity, float cfmSlip)
		{
			SolverConstraint solverConstraint = new SolverConstraint();

			solverConstraint.m_frictionIndex = frictionIndex;
			SetupFrictionConstraint(ref solverConstraint, ref normalAxis, solverBodyA, solverBodyB, cp, ref rel_pos1, ref rel_pos2,
									colObj0, colObj1, relaxation, desiredVelocity, cfmSlip);
			m_tmpSolverContactFrictionConstraintPool.Add(solverConstraint);
			return solverConstraint;
		}
コード例 #10
0
ファイル: ManifoldPoint.cs プロジェクト: HaKDMoDz/InVision
 public void Copy(ManifoldPoint other)
 {
     m_localPointA = other.m_localPointA;
     m_localPointB = other.m_localPointB;
     m_positionWorldOnA = other.m_positionWorldOnA;
     m_positionWorldOnB = other.m_positionWorldOnB;
     m_normalWorldOnB = other.m_normalWorldOnB;
     m_distance1 = other.m_distance1;
     m_combinedFriction = other.m_combinedFriction;
     m_partId0 = other.m_partId0;
     m_partId1 = other.m_partId1;
     m_index0 = other.m_index0;
     m_index1 = other.m_index1;
     m_userPersistentData = other.m_userPersistentData;
     m_appliedImpulse = other.m_appliedImpulse;
     m_lateralFrictionInitialized = other.m_lateralFrictionInitialized;
     m_appliedImpulseLateral1 = other.m_appliedImpulseLateral1;
     m_appliedImpulseLateral2 = other.m_appliedImpulseLateral2;
     m_lifeTime = other.m_lifeTime;
     m_lateralFrictionDir1 = other.m_lateralFrictionDir1;
     m_lateralFrictionDir2 = other.m_lateralFrictionDir2;
 }