public Physics() { // collision configuration contains default setup for memory, collision setup CollisionConf = new DefaultCollisionConfiguration(); Dispatcher = new CollisionDispatcher(CollisionConf); Broadphase = new DbvtBroadphase(); World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConf); World.Gravity = new Vector3(0, -10, 0); GImpactCollisionAlgorithm.RegisterAlgorithm(Dispatcher); BulletWorldImporter fileLoader = new CustomBulletWorldImporter(World); if (!fileLoader.LoadFile("testFile.bullet")) { CollisionShape groundShape = new BoxShape(50); CollisionShapes.Add(groundShape); RigidBody ground = LocalCreateRigidBody(0, Matrix.Translation(0, -50, 0), groundShape); ground.UserObject = "Ground"; // create a few dynamic rigidbodies float mass = 1.0f; Vector3[] positions = new Vector3[2] { new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.4f, 0.5f, 0.6f) }; float[] radi = new float[2] { 0.3f, 0.4f }; CollisionShape colShape = new MultiSphereShape(positions, radi); //CollisionShape colShape = new CapsuleShapeZ(1, 1); //CollisionShape colShape = new CylinderShapeZ(1, 1, 1); //CollisionShape colShape = new BoxShape(1); //CollisionShape colShape = new SphereShape(1); CollisionShapes.Add(colShape); Vector3 localInertia = colShape.CalculateLocalInertia(mass); float start_x = StartPosX - ArraySizeX / 2; float start_y = StartPosY; float start_z = StartPosZ - ArraySizeZ / 2; int k, i, j; for (k = 0; k < ArraySizeY; k++) { for (i = 0; i < ArraySizeX; i++) { for (j = 0; j < ArraySizeZ; j++) { Matrix startTransform = Matrix.Translation( 2 * i + start_x, 2 * k + start_y, 2 * j + start_z ); // using motionstate is recommended, it provides interpolation capabilities // and only synchronizes 'active' objects DefaultMotionState myMotionState = new DefaultMotionState(startTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia); RigidBody body = new RigidBody(rbInfo); // make it drop from a height body.Translate(new Vector3(0, 20, 0)); World.AddRigidBody(body); } } } DefaultSerializer serializer = new DefaultSerializer(); serializer.RegisterNameForObject(ground, "GroundName"); for (i = 0; i < CollisionShapes.Count; i++) { serializer.RegisterNameForObject(CollisionShapes[i], "name" + i.ToString()); } Point2PointConstraint p2p = new Point2PointConstraint((RigidBody)World.CollisionObjectArray[2], new Vector3(0, 1, 0)); World.AddConstraint(p2p); serializer.RegisterNameForObject(p2p, "constraintje"); World.Serialize(serializer); BulletSharp.DataStream data = serializer.LockBuffer(); byte[] dataBytes = new byte[data.Length]; data.Read(dataBytes, 0, dataBytes.Length); FileStream file = new FileStream("testFile.bullet", FileMode.Create); file.Write(dataBytes, 0, dataBytes.Length); file.Close(); } }
protected override void OnInitializePhysics() { // collision configuration contains default setup for memory, collision setup CollisionConf = new DefaultCollisionConfiguration(); Dispatcher = new CollisionDispatcher(CollisionConf); Broadphase = new DbvtBroadphase(); World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConf); World.Gravity = new Vector3(0, -10, 0); GImpactCollisionAlgorithm.RegisterAlgorithm(Dispatcher); string bulletFile; string[] args = Environment.GetCommandLineArgs(); if (args.Length == 1) { bulletFile = UnityEngine.Application.dataPath + "/BulletUnity/Examples/Scripts/BulletSharpDemos/SerializeDemo/testFile.bullet"; } else { bulletFile = args[1]; } BulletWorldImporter fileLoader = new CustomBulletWorldImporter(World); if (!fileLoader.LoadFile(bulletFile)) { CollisionShape groundShape = new BoxShape(50); CollisionShapes.Add(groundShape); RigidBody ground = LocalCreateRigidBody(0, Matrix.Translation(0, -50, 0), groundShape); ground.UserObject = "Ground"; // create a few dynamic rigidbodies float mass = 1.0f; Vector3[] positions = new Vector3[2] { new Vector3(0.1f, 0.2f, 0.3f), new Vector3(0.4f, 0.5f, 0.6f) }; float[] radi = new float[2] { 0.3f, 0.4f }; CollisionShape colShape = new MultiSphereShape(positions, radi); //CollisionShape colShape = new CapsuleShapeZ(1, 1); //CollisionShape colShape = new CylinderShapeZ(1, 1, 1); //CollisionShape colShape = new BoxShape(1); //CollisionShape colShape = new SphereShape(1); CollisionShapes.Add(colShape); Vector3 localInertia = colShape.CalculateLocalInertia(mass); float start_x = StartPosX - ArraySizeX / 2; float start_y = StartPosY; float start_z = StartPosZ - ArraySizeZ / 2; int k, i, j; for (k = 0; k < ArraySizeY; k++) { for (i = 0; i < ArraySizeX; i++) { for (j = 0; j < ArraySizeZ; j++) { Matrix startTransform = Matrix.Translation( 2 * i + start_x, 2 * k + start_y, 2 * j + start_z ); // using motionstate is recommended, it provides interpolation capabilities // and only synchronizes 'active' objects DefaultMotionState myMotionState = new DefaultMotionState(startTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia); RigidBody body = new RigidBody(rbInfo); rbInfo.Dispose(); // make it drop from a height body.Translate(new Vector3(0, 20, 0)); World.AddRigidBody(body); } } } const int maxSerializeBufferSize = 1024 * 1024 * 5; DefaultSerializer serializer = new DefaultSerializer(maxSerializeBufferSize); serializer.RegisterNameForObject(ground, "GroundName"); for (i = 0; i < CollisionShapes.Count; i++) serializer.RegisterNameForObject(CollisionShapes[i], "name" + i.ToString()); Point2PointConstraint p2p = new Point2PointConstraint((RigidBody)World.CollisionObjectArray[2], new Vector3(0, 1, 0)); World.AddConstraint(p2p); serializer.RegisterNameForObject(p2p, "constraintje"); World.Serialize(serializer); byte[] dataBytes = new byte[serializer.CurrentBufferSize]; Marshal.Copy(serializer.BufferPointer, dataBytes, 0, dataBytes.Length); FileStream file = new FileStream("testFile.bullet", FileMode.Create); file.Write(dataBytes, 0, dataBytes.Length); file.Dispose(); } }