コード例 #1
0
        // constructor
	    // anchor, axis1 and axis2 are in world coordinate system
	    // axis1 must be orthogonal to axis2
        public UniversalConstraint(RigidBody rbA, RigidBody rbB, ref Vector3 anchor, ref Vector3 axis1, ref Vector3 axis2)
            : base(rbA, rbB, ref BulletGlobals.IdentityMatrix, ref BulletGlobals.IdentityMatrix, true)
        {
            m_anchor = anchor;
            m_axis1 = axis1;
            m_axis2 = axis2;
        
        
        	// build frame basis
	        // 6DOF constraint uses Euler angles and to define limits
	        // it is assumed that rotational order is :
	        // Z - first, allowed limits are (-PI,PI);
	        // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number 
	        // used to prevent constraint from instability on poles;
	        // new position of X, allowed limits are (-PI,PI);
	        // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
	        // Build the frame in world coordinate system first
	        Vector3 zAxis = Vector3.Normalize(axis1);
	        Vector3 yAxis = Vector3.Normalize(axis2);
	        Vector3 xAxis = Vector3.Cross(yAxis,zAxis); // we want right coordinate system
	        Matrix frameInW = Matrix.Identity;
            MathUtil.SetBasis(ref frameInW,ref xAxis,ref yAxis,ref zAxis);
	        frameInW.Translation = anchor;
	        // now get constraint frame in local coordinate systems
			//m_frameInA = MathUtil.inverseTimes(rbA.getCenterOfMassTransform(),frameInW);
			//m_frameInB = MathUtil.inverseTimes(rbB.getCenterOfMassTransform(),frameInW);
			m_frameInA = MathUtil.BulletMatrixMultiply(Matrix.Invert(rbA.GetCenterOfMassTransform()), frameInW);
			m_frameInB = MathUtil.BulletMatrixMultiply(Matrix.Invert(rbB.GetCenterOfMassTransform()), frameInW);

	        // sei limits
	        SetLinearLowerLimit(Vector3.Zero);
	        SetLinearUpperLimit(Vector3.Zero);
	        SetAngularLowerLimit(new Vector3(0.0f, -MathUtil.SIMD_HALF_PI + UNIV_EPS, -MathUtil.SIMD_PI + UNIV_EPS));
	        SetAngularUpperLimit(new Vector3(0.0f,  MathUtil.SIMD_HALF_PI - UNIV_EPS,  MathUtil.SIMD_PI - UNIV_EPS));
        }
コード例 #2
0
ファイル: RaycastVehicle.cs プロジェクト: HaKDMoDz/InVision
 public RaycastVehicle(VehicleTuning tuning, RigidBody chassis, IVehicleRaycaster raycaster)
 {
     m_vehicleRaycaster = raycaster;
     m_pitchControl = 0f;
     m_chassisBody = chassis;
     m_indexRightAxis = 0;
     m_indexUpAxis = 1;
     m_indexForwardAxis = 2;
     DefaultInit(ref tuning);
 }
コード例 #3
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 public Generic6DofSpringConstraint(RigidBody rbA, RigidBody rbB, ref Matrix frameInA, ref Matrix frameInB ,bool useLinearReferenceFrameA) : base(rbA,rbB,ref frameInA,ref frameInB,useLinearReferenceFrameA)
 {
     for (int i = 0; i < s_degreesOfFreedom; ++i)
     {
         m_springEnabled[i] = false;
         m_equilibriumPoint[i] = 0.0f;
         m_springStiffness[i] = 0.0f;
         m_springDamping[i] = 1.0f;
     }
 }
コード例 #4
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		public WheelContactPoint(RigidBody body0,RigidBody body1,ref Vector3 frictionPosWorld,ref Vector3 frictionDirectionWorld, float maxImpulse)
		{
			m_body0 = body0;
			m_body1 = body1;
			m_frictionPositionWorld = frictionPosWorld;
			m_frictionDirectionWorld = frictionDirectionWorld;
			m_maxImpulse = maxImpulse;
			float denom0 = body0.ComputeImpulseDenominator(ref frictionPosWorld,ref frictionDirectionWorld);
			float denom1 = body1.ComputeImpulseDenominator(ref frictionPosWorld,ref frictionDirectionWorld);
			float relaxation = 1f;
			m_jacDiagABInv = relaxation/(denom0+denom1);
		}
コード例 #5
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        ///bilateral constraint between two dynamic objects
        ///positive distance = separation, negative distance = penetration
        public static void ResolveSingleBilateral(RigidBody body1, ref Vector3 pos1,
                              RigidBody body2, ref Vector3 pos2,
                              float distance, ref Vector3 normal, ref float impulse, float timeStep)
        {
	        float normalLenSqr = normal.LengthSquared();
	        Debug.Assert(System.Math.Abs(normalLenSqr) < 1.1f);
	        if (normalLenSqr > 1.1f)
	        {
		        impulse = 0f;
		        return;
	        }
	        Vector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition(); 
	        Vector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
	        //this jacobian entry could be re-used for all iterations
        	
	        Vector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
	        Vector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
	        Vector3 vel = vel1 - vel2;

            Matrix m1 = MathUtil.TransposeBasis(body1.GetCenterOfMassTransform());
            Matrix m2 = MathUtil.TransposeBasis(body2.GetCenterOfMassTransform());


            JacobianEntry jac = new JacobianEntry(m1,m2,rel_pos1,rel_pos2,normal,
                body1.GetInvInertiaDiagLocal(),body1.GetInvMass(),
		        body2.GetInvInertiaDiagLocal(),body2.GetInvMass());

	        float jacDiagAB = jac.GetDiagonal();
	        float jacDiagABInv = 1f / jacDiagAB;

            
            float rel_vel = jac.GetRelativeVelocity(
                body1.GetLinearVelocity(),Vector3.TransformNormal(body1.GetAngularVelocity(),m1),
                body2.GetLinearVelocity(),Vector3.TransformNormal(body2.GetAngularVelocity(),m2));
	        float a = jacDiagABInv;

            rel_vel = Vector3.Dot(normal,vel);
        	
	        //todo: move this into proper structure
	        float contactDamping = 0.2f;

            if(ONLY_USE_LINEAR_MASS)
            {
	            float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
	            impulse = - contactDamping * rel_vel * massTerm;
            }
            else	
            {
	            float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
	            impulse = velocityImpulse;
            }
        }
コード例 #6
0
ファイル: TypedConstraint.cs プロジェクト: HaKDMoDz/InVision
	    public TypedConstraint(TypedConstraintType type, RigidBody rbA) : base((int)type)
        {
            m_userConstraintType = -1;
            m_userConstraintId = -1;
            m_constraintType = type;
            m_rbA = rbA;
            m_rbB = GetFixedBody();
            m_appliedImpulse = 0f;
            m_dbgDrawSize = DEFAULT_DEBUGDRAW_SIZE;
            {
	            s_fixed.SetMassProps(0f,Vector3.Zero);
            }
        }
コード例 #7
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 public Generic6DofConstraint(RigidBody rbA, RigidBody rbB,  ref Matrix frameInA,  ref Matrix frameInB ,bool useLinearReferenceFrameA) : base(TypedConstraintType.D6_CONSTRAINT_TYPE,rbA,rbB)
 {
     m_frameInA = frameInA;
     m_frameInB = frameInB;
     m_useLinearReferenceFrameA = useLinearReferenceFrameA;
     m_useOffsetForConstraintFrame = D6_USE_FRAME_OFFSET;
     m_flags = 0;
     m_linearLimits = new TranslationalLimitMotor();
     m_angularLimits[0] = new RotationalLimitMotor();
     m_angularLimits[1] = new RotationalLimitMotor();
     m_angularLimits[2] = new RotationalLimitMotor();
     CalculateTransforms();
 }
コード例 #8
0
ファイル: HingeConstraint.cs プロジェクト: HaKDMoDz/InVision
        public HingeConstraint(RigidBody rbA, RigidBody rbB, ref Vector3 pivotInA, ref Vector3 pivotInB, ref Vector3 axisInA, ref Vector3 axisInB, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE,rbA,rbB)
        {
            m_angularOnly = false;
            m_enableAngularMotor = false;
            m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET;

            m_useReferenceFrameA = useReferenceFrameA;
            
            m_rbAFrame.Translation = pivotInA;

			m_flags = 0;

            // since no frame is given, assume this to be zero angle and just pick rb transform axis
            Vector3 rbAxisA1 = MathUtil.MatrixColumn(rbA.GetCenterOfMassTransform(),0);

            Vector3 rbAxisA2 = Vector3.Zero;
            float projection = Vector3.Dot(axisInA,rbAxisA1);
            if (projection >= 1.0f - MathUtil.SIMD_EPSILON)
            {
                rbAxisA1 = -MathUtil.MatrixColumn(rbA.GetCenterOfMassTransform(),2);
                rbAxisA2 = MathUtil.MatrixColumn(rbA.GetCenterOfMassTransform(),1);
            }
            else if (projection <= -1.0f + MathUtil.SIMD_EPSILON)
            {
                rbAxisA1 = MathUtil.MatrixColumn(rbA.GetCenterOfMassTransform(),2);
                rbAxisA2 = MathUtil.MatrixColumn(rbA.GetCenterOfMassTransform(),1);
            }
            else
            {
                rbAxisA2 = Vector3.Cross(axisInA,rbAxisA1);
                rbAxisA1 = Vector3.Cross(rbAxisA2,axisInA);
            }

            MathUtil.SetBasis(ref m_rbAFrame,ref rbAxisA1,ref rbAxisA2,ref axisInA);

            Quaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB);
            Vector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1);
            Vector3 rbAxisB2 = Vector3.Cross(axisInB,rbAxisB1);

            m_rbBFrame.Translation = pivotInB;
            MathUtil.SetBasis(ref m_rbBFrame,ref rbAxisB1,ref rbAxisB2,ref axisInB);

            //start with free
            m_lowerLimit = 1f;
            m_upperLimit = -1f;
            m_biasFactor = 0.3f;
            m_relaxationFactor = 1.0f;
            m_limitSoftness = 0.9f;
            m_solveLimit = false;
            m_referenceSign = m_useReferenceFrameA ? -1f : 1f;
        }
コード例 #9
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        protected Generic6DofConstraint(RigidBody rbB, ref Matrix frameInB, bool useLinearReferenceFrameB) : base(TypedConstraintType.D6_CONSTRAINT_TYPE,GetFixedBody(),rbB)
        {
            m_frameInB = frameInB;
            m_useLinearReferenceFrameA = useLinearReferenceFrameB;
            m_useOffsetForConstraintFrame = D6_USE_FRAME_OFFSET;
            m_flags = 0;
            m_linearLimits = new TranslationalLimitMotor();
            m_angularLimits[0] = new RotationalLimitMotor();
            m_angularLimits[1] = new RotationalLimitMotor();
            m_angularLimits[2] = new RotationalLimitMotor();

            ///not providing rigidbody A means implicitly using worldspace for body A
	        m_frameInA = MathUtil.BulletMatrixMultiply(rbB.GetCenterOfMassTransform(),m_frameInB);

            CalculateTransforms();
        }
コード例 #10
0
ファイル: Hinge2Constraint.cs プロジェクト: HaKDMoDz/InVision
        // constructor
    	// anchor, axis1 and axis2 are in world coordinate system
	    // axis1 must be orthogonal to axis2
        public Hinge2Constraint(RigidBody rbA, RigidBody rbB, ref Vector3 anchor, ref Vector3 axis1, ref Vector3 axis2) : base(rbA,rbB,Matrix.Identity,Matrix.Identity,true)
        {
            m_anchor = anchor;
            m_axis1 = axis1;
            m_axis2 = axis2;
            // build frame basis
            // 6DOF constraint uses Euler angles and to define limits
            // it is assumed that rotational order is :
            // Z - first, allowed limits are (-PI,PI);
            // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number 
            // used to prevent constraint from instability on poles;
            // new position of X, allowed limits are (-PI,PI);
            // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
            // Build the frame in world coordinate system first
            Vector3 zAxis = Vector3.Normalize(axis1);
            Vector3 xAxis = Vector3.Normalize(axis2);
            Vector3 yAxis = Vector3.Cross(zAxis,xAxis); // we want right coordinate system

            Matrix frameInW = Matrix.Identity;
            MathUtil.SetBasis(ref frameInW, ref xAxis, ref yAxis, ref zAxis);
            frameInW.Translation = anchor;

            // now get constraint frame in local coordinate systems
            m_frameInA = MathUtil.InverseTimes(rbA.GetCenterOfMassTransform(),frameInW);
            m_frameInB = MathUtil.InverseTimes(rbB.GetCenterOfMassTransform(), frameInW);
            // sei limits
            SetLinearLowerLimit(new Vector3(0.0f, 0.0f, -1.0f));
            SetLinearUpperLimit(new Vector3(0.0f, 0.0f, 1.0f));
            // like front wheels of a car
            SetAngularLowerLimit(new Vector3(1.0f, 0.0f, -MathUtil.SIMD_HALF_PI * 0.5f));
            SetAngularUpperLimit(new Vector3(-1.0f, 0.0f, MathUtil.SIMD_HALF_PI * 0.5f));
            // enable suspension
            EnableSpring(2, true);
            SetStiffness(2, MathUtil.SIMD_PI * MathUtil.SIMD_PI * 4.0f); // period 1 sec for 1 kilogramm weel :-)
            SetDamping(2, 0.01f);
            SetEquilibriumPoint();

        }
コード例 #11
0
		public float SolveLinearAxis(
			float timeStep,
			float jacDiagABInv,
			RigidBody body1, ref Vector3 pointInA,
			RigidBody body2, ref Vector3 pointInB,
			int limit_index,
			ref Vector3 axis_normal_on_a,
			ref Vector3 anchorPos)
		{
			///find relative velocity
			//    Vector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
			//    Vector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
			Vector3 rel_pos1 = anchorPos - body1.GetCenterOfMassPosition();
			Vector3 rel_pos2 = anchorPos - body2.GetCenterOfMassPosition();

			Vector3 vel1 = Vector3.Zero;
			body1.InternalGetVelocityInLocalPointObsolete(ref rel_pos1,ref vel1);
			Vector3 vel2 = Vector3.Zero;;
			body2.InternalGetVelocityInLocalPointObsolete(ref rel_pos2,ref vel2);
			Vector3 vel = vel1 - vel2;

			float rel_vel = Vector3.Dot(axis_normal_on_a,vel);

			/// apply displacement correction

			//positional error (zeroth order error)
			float depth = -Vector3.Dot((pointInA - pointInB),axis_normal_on_a);
			float	lo = float.MinValue;
			float	hi = float.MaxValue;

			float minLimit = MathUtil.VectorComponent(ref m_lowerLimit,limit_index);
			float maxLimit = MathUtil.VectorComponent(ref m_upperLimit,limit_index);

			//handle the limits
			if (minLimit < maxLimit)
			{
				{
					if (depth > maxLimit)
					{
						depth -= maxLimit;
						lo = 0f;

					}
					else
					{
						if (depth < minLimit)
						{
							depth -= minLimit;
							hi = 0f;
						}
						else
						{
							return 0.0f;
						}
					}
				}
			}

			float normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv;

			float oldNormalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index);
			float sum = oldNormalImpulse + normalImpulse;
			MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index,(sum > hi ? 0f: sum < lo ? 0f : sum));
			normalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index) - oldNormalImpulse;

			Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
			//body1.applyImpulse( impulse_vector, rel_pos1);
			//body2.applyImpulse(-impulse_vector, rel_pos2);

			Vector3 ftorqueAxis1 = Vector3.Cross(rel_pos1,axis_normal_on_a);
			Vector3 ftorqueAxis2 = Vector3.Cross(rel_pos2,axis_normal_on_a);
			body1.InternalApplyImpulse(axis_normal_on_a*body1.GetInvMass(), Vector3.TransformNormal(ftorqueAxis1,body1.GetInvInertiaTensorWorld()),normalImpulse);
			body2.InternalApplyImpulse(axis_normal_on_a * body2.GetInvMass(), Vector3.TransformNormal(ftorqueAxis2,body2.GetInvInertiaTensorWorld()), -normalImpulse);

			return normalImpulse;

		}
コード例 #12
0
ファイル: HingeConstraint.cs プロジェクト: HaKDMoDz/InVision
 public HingeConstraint(RigidBody rbA, RigidBody rbB, ref Vector3 pivotInA, ref Vector3 pivotInB, ref Vector3 axisInA, ref Vector3 axisInB)
     : this(rbA, rbB, ref pivotInA,ref pivotInB, ref axisInA, ref axisInB,false)
 {
 }
コード例 #13
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ファイル: Program.cs プロジェクト: HaKDMoDz/InVision
		private static void Main(string[] args)
		{
			var collisionConfig = new DefaultCollisionConfiguration();
			var dispatcher = new CollisionDispatcher(collisionConfig);
			var pairCache = new DbvtBroadphase();
			var solver = new SequentialImpulseConstraintSolver();

			var dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, pairCache, solver, collisionConfig);
			dynamicsWorld.Gravity = new Vector3(0, -10, 0);

			var groundShape = new BoxShape(new Vector3(50, 50, 50));
			var groundTransform = Matrix.CreateTranslation(0, -56, 0);

			{
				float mass = 0;
				bool isDynamic = mass != 0;
				Vector3 localInertia = Vector3.Zero;

				if (isDynamic)
					localInertia = groundShape.CalculateLocalInertia(mass);

				var motionState = new DefaultMotionState(groundTransform);
				var rbinfo = new RigidBodyConstructionInfo(mass, motionState, groundShape, localInertia);
				var body = new RigidBody(rbinfo);

				dynamicsWorld.AddRigidBody(body);
			}

			{
				var collisionShape = new SphereShape(1);
				var transform = Matrix.Identity;
				float mass = 1;
				bool isDynamic = mass != 0;
				Vector3 localInertia = Vector3.Zero;

				if (isDynamic)
					localInertia = collisionShape.CalculateLocalInertia(mass);

				transform.Translation = new Vector3(2, 10, 0);

				var motionState = new DefaultMotionState(transform);
				var rbinfo = new RigidBodyConstructionInfo(mass, motionState, collisionShape, localInertia);
				var body = new RigidBody(rbinfo);

				dynamicsWorld.AddRigidBody(body);
			}

			Console.WriteLine("Starting simulation");

			for (int i = 0; i < 100; i++)
			{
				dynamicsWorld.StepSimulation(1f / 60f, 10);

				for (int j = dynamicsWorld.GetNumCollisionObjects() - 1; j >= 0; j--)
				{
					var obj = dynamicsWorld.GetCollisionObjectArray()[j];
					var body = (RigidBody)obj;

					if (body != null && body.GetMotionState() != null)
					{
						Matrix transform = Matrix.Identity;

						body.GetMotionState().GetWorldTransform(ref transform);

						Console.WriteLine("Object@{0} Position={1}", body.GetHashCode(), transform.Translation);
					}
				}
			}

			Console.Read();
		}
コード例 #14
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 public ContactConstraint(PersistentManifold contactManifold, RigidBody rbA, RigidBody rbB) : base(TypedConstraintType.CONTACT_CONSTRAINT_TYPE,rbA,rbB)
 {
     m_contactManifold = contactManifold;
 }
コード例 #15
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 public Point2PointConstraint(RigidBody rbA, RigidBody rbB, ref Vector3 pivotInA, ref Vector3 pivotInB)
     : base(TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE,rbA,rbB)
 {
     m_pivotInA = pivotInA;
     m_pivotInB = pivotInB;
 }
コード例 #16
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		//! apply the correction impulses for two bodies
		public float SolveAngularLimits(float timeStep,ref Vector3 axis, float jacDiagABInv,RigidBody body0, RigidBody body1)
		{
			if (NeedApplyTorques() == false)
			{
				return 0.0f;
			}

			float target_velocity = m_targetVelocity;
			float maxMotorForce = m_maxMotorForce;

			//current error correction
			if (m_currentLimit!=0)
			{
				target_velocity = -m_stopERP*m_currentLimitError/(timeStep);
				maxMotorForce = m_maxLimitForce;
			}

			maxMotorForce *= timeStep;

			// current velocity difference

			Vector3 angVelA = Vector3.Zero;
			body0.InternalGetAngularVelocity(ref angVelA);
			Vector3 angVelB = Vector3.Zero;
			body1.InternalGetAngularVelocity(ref angVelB);

			Vector3 vel_diff = angVelA-angVelB;

			float rel_vel = Vector3.Dot(axis,vel_diff);

			// correction velocity
			float motor_relvel = m_limitSoftness*(target_velocity  - m_damping*rel_vel);

			if ( motor_relvel < MathUtil.SIMD_EPSILON && motor_relvel > -MathUtil.SIMD_EPSILON  )
			{
				return 0.0f;//no need for applying force
			}


			// correction impulse
			float unclippedMotorImpulse = (1+m_bounce)*motor_relvel*jacDiagABInv;

			// clip correction impulse
			float clippedMotorImpulse;

			///@todo: should clip against accumulated impulse
			if (unclippedMotorImpulse>0.0f)
			{
				clippedMotorImpulse =  unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse;
			}
			else
			{
				clippedMotorImpulse =  unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce: unclippedMotorImpulse;
			}


			// sort with accumulated impulses
			float	lo = float.MinValue;
			float	hi = float.MaxValue;

			float oldaccumImpulse = m_accumulatedImpulse;
			float sum = oldaccumImpulse + clippedMotorImpulse;
			m_accumulatedImpulse = sum > hi ? 0f : sum < lo ? 0f : sum;

			clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;

			Vector3 motorImp = clippedMotorImpulse * axis;

			//body0.applyTorqueImpulse(motorImp);
			//body1.applyTorqueImpulse(-motorImp);

			body0.InternalApplyImpulse(Vector3.Zero, Vector3.TransformNormal(axis,body0.GetInvInertiaTensorWorld()),clippedMotorImpulse);
			body1.InternalApplyImpulse(Vector3.Zero, Vector3.TransformNormal(axis,body1.GetInvInertiaTensorWorld()),-clippedMotorImpulse);

			return clippedMotorImpulse;
		}
コード例 #17
0
ファイル: DynamicsWorld.cs プロジェクト: HaKDMoDz/InVision
		public abstract  void	RemoveRigidBody(RigidBody body);
コード例 #18
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ファイル: DynamicsWorld.cs プロジェクト: HaKDMoDz/InVision
 //public abstract  void addRigidBody(RigidBody body,short mask1,short mask2);
 public abstract  void AddRigidBody(RigidBody body);
コード例 #19
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		public override void RemoveRigidBody(RigidBody body)
		{
			m_nonStaticRigidBodies.Remove(body);
			base.RemoveCollisionObject(body);
		}
コード例 #20
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		public virtual void AddRigidBody(RigidBody body, CollisionFilterGroups group, CollisionFilterGroups mask)
		{
			if (!body.IsStaticOrKinematicObject() && 0 == (body.GetFlags() & RigidBodyFlags.BT_DISABLE_WORLD_GRAVITY))
				body.Gravity = m_gravity;

			if (body.GetCollisionShape() != null)
			{
				if (!body.IsStaticObject())
				{
					m_nonStaticRigidBodies.Add(body);
				}
				else
				{
					body.SetActivationState(ActivationState.ISLAND_SLEEPING);
				}

				AddCollisionObject(body, group, mask);
			}
		}
コード例 #21
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		public override void AddRigidBody(RigidBody body)
		{
			if (!body.IsStaticOrKinematicObject() && 0 == (body.GetFlags() & RigidBodyFlags.BT_DISABLE_WORLD_GRAVITY))
				body.Gravity = m_gravity;

			if (body.GetCollisionShape() != null)
			{
				if (!body.IsStaticObject())
				{
					m_nonStaticRigidBodies.Add(body);
				}
				else
				{
					body.SetActivationState(ActivationState.ISLAND_SLEEPING);
				}

				bool isDynamic = !(body.IsStaticObject() || body.IsKinematicObject());
				CollisionFilterGroups collisionFilterGroup = isDynamic ? CollisionFilterGroups.DefaultFilter : CollisionFilterGroups.StaticFilter;
				CollisionFilterGroups collisionFilterMask = isDynamic ? CollisionFilterGroups.AllFilter : (CollisionFilterGroups.AllFilter ^ CollisionFilterGroups.StaticFilter);

				AddCollisionObject(body, collisionFilterGroup, collisionFilterMask);
			}
		}
コード例 #22
0
		///this can be useful to synchronize a single rigid body . graphics object
		public void SynchronizeSingleMotionState(RigidBody body)
		{
			Debug.Assert(body != null);

			if (body.GetMotionState() != null && !body.IsStaticOrKinematicObject())
			{
				//we need to call the update at least once, even for sleeping objects
				//otherwise the 'graphics' transform never updates properly
				///@todo: add 'dirty' flag
				//if (body.getActivationState() != ISLAND_SLEEPING)
				{
					Matrix interpolatedTransform = Matrix.Identity;
					TransformUtil.IntegrateTransform(body.GetInterpolationWorldTransform(),
						body.SetInterpolationLinearVelocity(), body.GetInterpolationAngularVelocity(),
						m_localTime * body.GetHitFraction(), ref interpolatedTransform);
					body.GetMotionState().SetWorldTransform(ref interpolatedTransform);
				}
			}
		}
コード例 #23
0
ファイル: WheelInfo.cs プロジェクト: HaKDMoDz/InVision
        public void UpdateWheel(RigidBody chassis, ref WheelRaycastInfo raycastInfo)
        {
	        if (m_raycastInfo.m_isInContact)
	        {
		        float project= Vector3.Dot(m_raycastInfo.m_contactNormalWS,m_raycastInfo.m_wheelDirectionWS );
		        Vector3	chassis_velocity_at_contactPoint;
		        Vector3 relpos = m_raycastInfo.m_contactPointWS - chassis.GetCenterOfMassPosition();
		        chassis_velocity_at_contactPoint = chassis.GetVelocityInLocalPoint( ref relpos );
		        float projVel = Vector3.Dot(m_raycastInfo.m_contactNormalWS,chassis_velocity_at_contactPoint );
		        if ( project >= -0.1f)
		        {
			        m_suspensionRelativeVelocity = 0f;
			        m_clippedInvContactDotSuspension = 1.0f / 0.1f;
		        }
		        else
		        {
			        float inv = -1f / project;
			        m_suspensionRelativeVelocity = projVel * inv;
			        m_clippedInvContactDotSuspension = inv;
		        }
	        }
	        else	// Not in contact : position wheel in a nice (rest length) position
	        {
		        m_raycastInfo.m_suspensionLength = this.GetSuspensionRestLength();
		        m_suspensionRelativeVelocity = 0f;
		        m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS;
		        m_clippedInvContactDotSuspension = 1f;
	        }
        }
コード例 #24
0
ファイル: HingeConstraint.cs プロジェクト: HaKDMoDz/InVision
        public HingeConstraint(RigidBody rbA, ref Vector3 pivotInA, ref Vector3 axisInA, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE,rbA)
        {
            m_angularOnly = false;
            m_enableAngularMotor = false;
            m_useReferenceFrameA = useReferenceFrameA;
            m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET;
			m_flags = 0;

            // since no frame is given, assume this to be zero angle and just pick rb transform axis
            // fixed axis in worldspace
            Vector3 rbAxisA1 = Vector3.Zero, rbAxisA2 = Vector3.Zero;
            TransformUtil.PlaneSpace1(ref axisInA, ref rbAxisA1, ref rbAxisA2); 

            m_rbAFrame.Translation = pivotInA;
            MathUtil.SetBasis(ref m_rbAFrame,ref rbAxisA1,ref rbAxisA2,ref axisInA);

            Vector3 axisInB = Vector3.TransformNormal(axisInA,rbA.GetCenterOfMassTransform());

            Quaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB);
            Vector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1);
            Vector3 rbAxisB2 = Vector3.Cross(axisInB,rbAxisB1);

            m_rbBFrame.Translation = Vector3.Transform(pivotInA,rbA.GetCenterOfMassTransform());
            MathUtil.SetBasis(ref m_rbBFrame, ref rbAxisB1, ref rbAxisB2, ref axisInB);

            //start with free
            m_lowerLimit = 1f;
            m_upperLimit = -1f;
            m_biasFactor = 0.3f;
            m_relaxationFactor = 1.0f;
            m_limitSoftness = 0.9f;
            m_solveLimit = false;
            m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f;
        }
コード例 #25
0
	    public Point2PointConstraint(RigidBody rbA,ref Vector3 pivotInA) : base(TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE,rbA)
        {
            m_pivotInA = pivotInA;
            m_pivotInB = Vector3.Transform(pivotInA, rbA.GetCenterOfMassTransform());
        }
コード例 #26
0
ファイル: HingeConstraint.cs プロジェクト: HaKDMoDz/InVision
 public HingeConstraint(RigidBody rbA, ref Matrix rbAFrame)
     : this(rbA, ref rbAFrame, false)
 {
 }
コード例 #27
0
	    public override void RemoveRigidBody(RigidBody body)
        {
            base.RemoveCollisionObject(body);
        }
コード例 #28
0
ファイル: HingeConstraint.cs プロジェクト: HaKDMoDz/InVision
        public HingeConstraint(RigidBody rbA, ref Matrix rbAFrame, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE,rbA)
        {
            m_rbAFrame = rbAFrame;
            m_rbBFrame = rbAFrame;
            m_angularOnly = false;
            m_enableAngularMotor = false;
            m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET;

            m_useReferenceFrameA = useReferenceFrameA;
			m_flags = 0;

            m_rbBFrame.Translation = Vector3.Transform(m_rbAFrame.Translation,m_rbA.GetCenterOfMassTransform());

            //start with free
            m_lowerLimit = 1f;
            m_upperLimit = -1f;
            m_biasFactor = 0.3f;
            m_relaxationFactor = 1.0f;
            m_limitSoftness = 0.9f;
            m_solveLimit = false;
            m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f;

        }
コード例 #29
0
		public ConeTwistConstraint(RigidBody rbA, ref Matrix rbAFrame)
			: base(TypedConstraintType.CONETWIST_CONSTRAINT_TYPE, rbA)
		{
			m_rbAFrame = rbAFrame;
			m_rbBFrame = rbAFrame;
			m_angularOnly = false;
			Init();
		}
コード例 #30
0
 public Generic6DofSpringConstraint(RigidBody rbA, RigidBody rbB, Matrix frameInA, Matrix frameInB, bool useLinearReferenceFrameA)
     : this(rbA, rbB, ref frameInA, ref frameInB, useLinearReferenceFrameA)
 {
 }