public void CopyManifoldWideProperties(ref Vector3 offsetB, ref PairMaterialProperties material)
 {
     Common.OffsetB                 = offsetB;
     Common.FrictionCoefficient     = material.FrictionCoefficient;
     Common.SpringSettings          = material.SpringSettings;
     Common.MaximumRecoveryVelocity = material.MaximumRecoveryVelocity;
 }
예제 #2
0
        public bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold,
                                                         out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
        {
            //The IContactManifold parameter includes functions for accessing contact data regardless of what the underlying type of the manifold is.
            //If you want to have direct access to the underlying type, you can use the manifold.Convex property and a cast like Unsafe.As<TManifold, ConvexContactManifold or NonconvexContactManifold>(ref manifold).

            //The engine does not define any per-body material properties. Instead, all material lookup and blending operations are handled by the callbacks.
            //For the purposes of this demo, we'll use the same settings for all pairs.
            //(Note that there's no bounciness property! See here for more details: https://github.com/bepu/bepuphysics2/issues/3)
            pairMaterial.FrictionCoefficient     = 1f;
            pairMaterial.MaximumRecoveryVelocity = 2f;
            pairMaterial.SpringSettings          = new SpringSettings(30, 1);
            //For the purposes of the demo, contact constraints are always generated.

            try
            {
                OnCollision(pair.A, pair.B);
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return(false);
        }
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     pairMaterial = new PairMaterialProperties {
         FrictionCoefficient = 1, MaximumRecoveryVelocity = 2, SpringSettings = new SpringSettings(30, 1)
     };
     Characters.TryReportContacts(pair, ref manifold, workerIndex, ref pairMaterial);
     return(true);
 }
예제 #4
0
 void ConfigureMaterial(out PairMaterialProperties pairMaterial)
 {
     //The engine does not define any per-body material properties. Instead, all material lookup and blending operations are handled by the callbacks.
     //For the purposes of this demo, we'll use the same settings for all pairs.
     //(Note that there's no bounciness property! See here for more details: https://github.com/bepu/bepuphysics2/issues/3)
     pairMaterial.FrictionCoefficient     = 1f;
     pairMaterial.MaximumRecoveryVelocity = 2f;
     pairMaterial.SpringSettings          = new SpringSettings(30, 1);
 }
예제 #5
0
            public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
            {
                BepuPhysicsComponent a = getFromReference(pair.A);
                BepuPhysicsComponent b = getFromReference(pair.B);

                pairMaterial.FrictionCoefficient              = a.FrictionCoefficient * b.FrictionCoefficient;
                pairMaterial.MaximumRecoveryVelocity          = (a.MaximumRecoveryVelocity + b.MaximumRecoveryVelocity) * 0.5f;
                pairMaterial.SpringSettings.AngularFrequency  = (a.SpringSettings.AngularFrequency + b.SpringSettings.AngularFrequency) * 0.5f;
                pairMaterial.SpringSettings.TwiceDampingRatio = (a.SpringSettings.TwiceDampingRatio + b.SpringSettings.TwiceDampingRatio) * 0.5f;
                if (((uint)a.CanCollideWith & (uint)b.CollisionGroup) != 0)
                {
                    RecordContact(a, b, ref manifold);
                    return(!a.GhostBody && !b.GhostBody);
                }
                return(false);
            }
예제 #6
0
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ConvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     pairMaterial = new PairMaterialProperties();
     return(false);
 }
예제 #7
0
 void ConfigureMaterial(out PairMaterialProperties pairMaterial)
 {
     pairMaterial = new PairMaterialProperties();
 }
예제 #8
0
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ConvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     if (manifold->Count > 0)
     {
         Console.WriteLine($"CONVEX PAIR: {pair.A} versus {pair.B}");
     }
     ConfigureMaterial(out pairMaterial);
     return(true);
 }
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     if (manifold.Count > 0)
     {
         if (manifold.Convex)
         {
             Console.WriteLine($"CONVEX PAIR: {pair.A} versus {pair.B}");
         }
         else
         {
             Console.WriteLine($"NONCONVEX PAIR: {pair.A} versus {pair.B}");
         }
     }
     pairMaterial.FrictionCoefficient     = 1f;
     pairMaterial.MaximumRecoveryVelocity = 2f;
     pairMaterial.SpringSettings          = new SpringSettings(30, 1);
     return(true);
 }
예제 #10
0
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     pairMaterial = new PairMaterialProperties();
     return(false);
 }
예제 #11
0
        public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
        {
            //For the purposes of this demo, we'll use multiplicative blending for the friction and choose spring properties according to which collidable has a higher maximum recovery velocity.
            var a = CollidableMaterials[pair.A];
            var b = CollidableMaterials[pair.B];

            pairMaterial.FrictionCoefficient     = a.FrictionCoefficient * b.FrictionCoefficient;
            pairMaterial.MaximumRecoveryVelocity = MathF.Max(a.MaximumRecoveryVelocity, b.MaximumRecoveryVelocity);
            pairMaterial.SpringSettings          = pairMaterial.MaximumRecoveryVelocity == a.MaximumRecoveryVelocity ? a.SpringSettings : b.SpringSettings;
            return(true);
        }
예제 #12
0
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : unmanaged, IContactManifold <TManifold>
 {
     pairMaterial.FrictionCoefficient     = this.FrictionCoefficient;
     pairMaterial.MaximumRecoveryVelocity = this.MaximumRecoveryVelocity;
     pairMaterial.SpringSettings          = this.ContactSpringiness;
     return(true);
 }
예제 #13
0
파일: Bepu.cs 프로젝트: parapoohda/testBepu
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ConvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     GetMaterial(out pairMaterial);
     //Console.WriteLine("ConfigureContactManifold2");
     //Console.WriteLine(pair.A.Handle);
     //Console.WriteLine(pair.B.Handle);
     return(true);
 }
예제 #14
0
 /// <summary>
 /// Provides a notification that a manifold has been created for a pair. Offers an opportunity to change the manifold's details.
 /// </summary>
 /// <param name="workerIndex">Index of the worker thread that created this manifold.</param>
 /// <param name="pair">Pair of collidables that the manifold was detected between.</param>
 /// <param name="manifold">Set of contacts detected between the collidables.</param>
 /// <param name="pairMaterial">Material properties of the manifold.</param>
 /// <returns>True if a constraint should be created for the manifold, false otherwise.</returns>
 public bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     ConfigureMaterial(out pairMaterial);
     return(true);
 }
예제 #15
0
 static void GetMaterial(out PairMaterialProperties pairMaterial)
 {
     pairMaterial = new PairMaterialProperties {
         FrictionCoefficient = 1, MaximumRecoveryVelocity = 2, SpringSettings = new SpringSettings(30, 1)
     };
 }
예제 #16
0
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ConvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     GetMaterial(out pairMaterial);
     return(true);
 }
예제 #17
0
 void ConfigureMaterial(out PairMaterialProperties pairMaterial)
 {
     pairMaterial.FrictionCoefficient     = 1f;
     pairMaterial.MaximumRecoveryVelocity = 2f;
     pairMaterial.SpringSettings          = new SpringSettings(30, 1);
 }
예제 #18
0
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     pairMaterial.FrictionCoefficient = Properties[pair.A.Handle].Friction;
     if (pair.B.Mobility != CollidableMobility.Static)
     {
         //If two bodies collide, just average the friction.
         pairMaterial.FrictionCoefficient = (pairMaterial.FrictionCoefficient + Properties[pair.B.Handle].Friction) * 0.5f;
     }
     pairMaterial.MaximumRecoveryVelocity = 2f;
     pairMaterial.SpringSettings          = new SpringSettings(30, 1);
     return(true);
 }
예제 #19
0
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, NonconvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     ConfigureMaterial(out pairMaterial);
     events.HandleManifold(workerIndex, pair, manifold);
     return(true);
 }
예제 #20
0
 public bool ConfigureContactManifold(int workerIndex, CollidablePair pair, ContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     pairMaterial.FrictionCoefficient             = 1;
     pairMaterial.MaximumRecoveryVelocity         = float.MaxValue;
     pairMaterial.SpringSettings.NaturalFrequency = MathHelper.Pi * 30;
     pairMaterial.SpringSettings.DampingRatio     = 100f;// 100000;
     return(true);
 }
예제 #21
0
 public unsafe bool ConfigureContactManifold(int workerIndex, CollidablePair pair, NonconvexContactManifold *manifold, out PairMaterialProperties pairMaterial)
 {
     GetMaterial(out pairMaterial);
     Characters.TryReportContacts(pair, ref *manifold, workerIndex, ref pairMaterial);
     return(true);
 }
예제 #22
0
 public unsafe bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     pairMaterial.FrictionCoefficient     = 1;
     pairMaterial.MaximumRecoveryVelocity = 2f;
     pairMaterial.SpringSettings          = new SpringSettings(30, 1);
     return(true);
 }
 public bool ConfigureContactManifold <TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold,
                                                  out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold <TManifold>
 {
     CreateMaterial(out pairMaterial);
     return(CollisionGroup.AllowCollision(CollisionGroups[pair.A.Handle].Filter, CollisionGroups[pair.B.Handle].Filter));
 }