コード例 #1
0
ファイル: SoftBody.cs プロジェクト: BenjaminMoore/JPhysics
 public Triangle(SoftBody owner)
 {
     this.owner = owner;
 }
コード例 #2
0
ファイル: SoftBody.cs プロジェクト: BenjaminMoore/JPhysics
 public MassPoint(Shape shape, SoftBody owner, Material material)
     : base(shape, material, true)
 {
     this.SoftBody = owner;
 }
コード例 #3
0
        private void DetectSoftRigid(RigidBody rigidBody, SoftBody softBody)
        {
            if (rigidBody.Shape is Multishape)
            {
                Multishape ms = (rigidBody.Shape as Multishape);
                ms = ms.RequestWorkingClone();

                JBBox transformedBoundingBox = softBody.BoundingBox;
                transformedBoundingBox.InverseTransform(ref rigidBody.position, ref rigidBody.orientation);

                int msLength = ms.Prepare(ref transformedBoundingBox);

                List<int> detected = potentialTriangleLists.GetNew();
                softBody.dynamicTree.Query(detected, ref rigidBody.boundingBox);

                foreach (int i in detected)
                {
                    SoftBody.Triangle t = softBody.dynamicTree.GetUserData(i);

                    JVector point, normal;
                    float penetration;
                    bool result;

                    for (int e = 0; e < msLength; e++)
                    {
                        ms.SetCurrentShape(e);

                        result = XenoCollide.Detect(ms, t, ref rigidBody.orientation, ref JMatrix.InternalIdentity,
                            ref rigidBody.position, ref JVector.InternalZero, out point, out normal, out penetration);

                        if (result)
                        {
                            int minIndex = FindNearestTrianglePoint(softBody, i, ref point);

                            RaiseCollisionDetected(rigidBody,
                                softBody.VertexBodies[minIndex], ref point, ref point, ref normal, penetration);
                        }
                    }

                }

                detected.Clear(); potentialTriangleLists.GiveBack(detected);
                ms.ReturnWorkingClone();
            }
            else
            {
                List<int> detected = potentialTriangleLists.GetNew();
                softBody.dynamicTree.Query(detected, ref rigidBody.boundingBox);

                foreach (int i in detected)
                {
                    SoftBody.Triangle t = softBody.dynamicTree.GetUserData(i);

                    JVector point, normal;
                    float penetration;
                    bool result;

                    result = XenoCollide.Detect(rigidBody.Shape, t, ref rigidBody.orientation, ref JMatrix.InternalIdentity,
                        ref rigidBody.position, ref JVector.InternalZero, out point, out normal, out penetration);

                    if (result)
                    {
                        int minIndex = FindNearestTrianglePoint(softBody, i, ref point);

                        RaiseCollisionDetected(rigidBody,
                            softBody.VertexBodies[minIndex], ref point, ref point, ref normal, penetration);
                    }
                }

                detected.Clear();
                potentialTriangleLists.GiveBack(detected);
            }
        }
コード例 #4
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        private void DetectSoftSoft(SoftBody body1, SoftBody body2)
        {
            List<int> my = potentialTriangleLists.GetNew();
            List<int> other = potentialTriangleLists.GetNew();

            body1.dynamicTree.Query(other, my, body2.dynamicTree);

            for (int i = 0; i < other.Count; i++)
            {
                SoftBody.Triangle myTriangle = body1.dynamicTree.GetUserData(my[i]);
                SoftBody.Triangle otherTriangle = body2.dynamicTree.GetUserData(other[i]);

                JVector point, normal;
                float penetration;
                bool result;

                result = XenoCollide.Detect(myTriangle, otherTriangle, ref JMatrix.InternalIdentity, ref JMatrix.InternalIdentity,
                    ref JVector.InternalZero, ref JVector.InternalZero, out point, out normal, out penetration);

                if (result)
                {
                    int minIndexMy = FindNearestTrianglePoint(body1, my[i], ref point);
                    int minIndexOther = FindNearestTrianglePoint(body2, other[i], ref point);

                    RaiseCollisionDetected(body1.VertexBodies[minIndexMy],
                        body2.VertexBodies[minIndexOther], ref point, ref point, ref normal, penetration);
                }
            }

            my.Clear(); other.Clear();
            potentialTriangleLists.GiveBack(my);
            potentialTriangleLists.GiveBack(other);
        }
コード例 #5
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        public static int FindNearestTrianglePoint(SoftBody sb, int id, ref JVector point)
        {
            SoftBody.Triangle triangle = sb.dynamicTree.GetUserData(id);
            JVector p;

            p = sb.VertexBodies[triangle.indices.I0].position;
            JVector.Subtract(ref p, ref point, out p);

            float length0 = p.LengthSquared();

            p = sb.VertexBodies[triangle.indices.I1].position;
            JVector.Subtract(ref p, ref point, out p);

            float length1 = p.LengthSquared();

            p = sb.VertexBodies[triangle.indices.I2].position;
            JVector.Subtract(ref p, ref point, out p);

            float length2 = p.LengthSquared();

            if (length0 < length1)
            {
                if (length0 < length2) return triangle.indices.I0;
                else return triangle.indices.I2;
            }
            else
            {
                if (length1 < length2) return triangle.indices.I1;
                else return triangle.indices.I2;
            }
        }