Inheritance: IBroadphaseEntity
コード例 #1
0
ファイル: World.cs プロジェクト: ajmd17/apexengine-sharp
        public bool RemoveBody(SoftBody body)
        {
            if (!this.softbodies.Remove(body)) return false;

            this.CollisionSystem.RemoveEntity(body);

            events.RaiseRemovedSoftBody(body);

            foreach (Constraint constraint in body.EdgeSprings)
                RemoveConstraint(constraint);

            foreach (SoftBody.MassPoint massPoint in body.VertexBodies)
                RemoveBody(massPoint, true);

            return true;
        }
コード例 #2
0
ファイル: World.cs プロジェクト: ajmd17/apexengine-sharp
 internal void RaiseRemovedSoftBody(SoftBody body)
 {
     if (RemovedSoftBody != null) RemovedSoftBody(body);
 }
コード例 #3
0
ファイル: World.cs プロジェクト: ajmd17/apexengine-sharp
        public void AddBody(SoftBody body)
        {
            if (body == null) throw new ArgumentNullException("body", "body can't be null.");
            if (softbodies.Contains(body)) throw new ArgumentException("The body was already added to the world.", "body");

            this.softbodies.Add(body);
            this.CollisionSystem.AddEntity(body);

            events.RaiseAddedSoftBody(body);

            foreach (Constraint constraint in body.EdgeSprings)
                AddConstraint(constraint);

            foreach (SoftBody.MassPoint massPoint in body.VertexBodies)
            {
                events.RaiseAddedRigidBody(massPoint);
                rigidBodies.Add(massPoint);
            }
        }
コード例 #4
0
 public Triangle(SoftBody owner)
 {
     this.owner = owner;
 }
コード例 #5
0
ファイル: World.cs プロジェクト: ajmd17/apexengine-sharp
 internal void RaiseAddedSoftBody(SoftBody body)
 {
     if (AddedSoftBody != null) AddedSoftBody(body);
 }
コード例 #6
0
        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;
            }
        }
コード例 #7
0
 public MassPoint(Shape shape, SoftBody owner, Material material)
     : base(shape, material, true)
 {
     this.SoftBody = owner;
 }
コード例 #8
0
        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 #9
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 #10
0
ファイル: SoftBody.cs プロジェクト: tpb3d/TPB3D
 public MassPoint(Shape shape, SoftBody owner, Material material)
     : base(shape, material)
 {
     this.isMassPoint = true; this.SoftBody = owner;
     useShapeMassProperties = false;
 }
コード例 #11
0
ファイル: ClothObject.cs プロジェクト: reidyd/jitterphysics
 public ClothObject(Game game, SoftBody cloth)
     : base(game)
 {
     this.cloth = cloth;
 }
コード例 #12
0
ファイル: JitterDemo.cs プロジェクト: tpb3d/TPB3D
 private void DrawDynamicTree(SoftBody cloth)
 {
     if(!debugDraw) return;
     Walk(cloth.DynamicTree,cloth.DynamicTree.Root);
 }
コード例 #13
0
ファイル: JitterDemo.cs プロジェクト: ajmd17/apexengine-sharp
 private void DrawDynamicTree(SoftBody cloth)
 {
     Walk(cloth.DynamicTree,cloth.DynamicTree.Root);
 }
コード例 #14
0
        public override void Build()
        {
            AddGround();

            for (int i = 0; i < 15; i++)
            {
                bool even = (i % 2 == 0);

                for (int e = 0; e < 3; e++)
                {
                    JVector size = (even) ? new JVector(1, 1, 3) : new JVector(3, 1, 1);
                    RigidBody body = new RigidBody(new BoxShape(size));
                    body.Position = new JVector(3.0f + (even ? e : 1.0f), i + 0.5f, -5.0f + (even ? 1.0f : e));

                    Demo.World.AddBody(body);
                }

            }


            Model model = this.Demo.Content.Load<Model>("torus");

            List<TriangleVertexIndices> indices = new List<TriangleVertexIndices>();
            List<JVector> vertices = new List<JVector>();

            ConvexHullObject.ExtractData(vertices, indices, model);
            RemoveDuplicateVertices(indices, vertices);

            SoftBody softBody = new SoftBody(indices, vertices);

            softBody.Translate(new JVector(10, 5, 0));
            softBody.Pressure = 1000.0f;
            softBody.SetSpringValues(0.2f, 0.005f);
            //softBody.SelfCollision = true; ;

            Demo.World.AddBody(softBody);

            SoftBody cloth = new SoftBody(20,20,0.4f);

            // ##### Uncomment for selfcollision, all 3 lines
            //cloth.SelfCollision = true;
            //cloth.TriangleExpansion = 0.05f;
            //cloth.VertexExpansion = 0.05f;

            cloth.Translate(new JVector(0, 10, 10));

            cloth.Material.KineticFriction = 0.9f;
            cloth.Material.StaticFriction = 0.95f;

            cloth.VertexBodies[0].IsStatic = true;
            cloth.VertexBodies[380].IsStatic = true;
            cloth.VertexBodies[19].IsStatic = true;
            cloth.VertexBodies[399].IsStatic = true;

            cloth.SetSpringValues(SoftBody.SpringType.EdgeSpring, 0.1f, 0.01f);
            cloth.SetSpringValues(SoftBody.SpringType.ShearSpring, 0.1f, 0.03f);
            cloth.SetSpringValues(SoftBody.SpringType.BendSpring, 0.1f, 0.03f);

            // ###### Uncomment here for a better visualization
            // Demo.Components.Add(new ClothObject(Demo, cloth));

            Demo.World.AddBody(cloth);
        }
コード例 #15
0
ファイル: SoftBody.cs プロジェクト: kingdranix/Jitter
 public Triangle(SoftBody owner)
 {
     this.owner = owner;
 }
コード例 #16
0
ファイル: SoftBody.cs プロジェクト: kingdranix/Jitter
 public MassPoint(Shape shape, SoftBody owner, Material material)
     : base(shape, material, true)
 {
     this.SoftBody = owner;
 }