예제 #1
0
    public bool OnBulletCreate()
    {
        if( rigidBodyObj != null ) // have created!
        {
            return true;
        }

        if( CollisionShapeObject == null )   // if user not give a collision, search it on itself first!
            CollisionShapeObject = GetComponent<BCollisionShape>();

        if( CollisionShapeObject == null )
        {
            Debug.LogError("Bullet RigidBody need a collision shape!");
            return false;
        }

        bool cResult = CollisionShapeObject.OnBulletCreate();

        if( cResult == false )
        {
            Debug.LogError("Collision Shape Create Error!");
            return false;
        }

        btTransform trans = new btTransform();
        trans.setIdentity();
        btVector3 pos = new btVector3(transform.position.x,transform.position.y,transform.position.z);
        trans.setOrigin(pos);
        trans.setRotation(new btQuaternion(transform.rotation.x,transform.rotation.y,transform.rotation.z,transform.rotation.w));

        //rigidbody is dynamic if and only if mass is non zero, otherwise static
        bool isDynamic = (Mass != 0.0f);

        btVector3 localInertia = new btVector3(0,0,0);
        if (isDynamic)
        {
             CollisionShapeObject.CalculateLocalInertia(Mass,localInertia);
        }

        //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
        myMotionState = new btDefaultMotionState(trans);
        rbInfo = new btRigidBodyConstructionInfo(Mass,myMotionState.GetSwigPtr(),CollisionShapeObject.GetCollisionShapePtr(),localInertia.GetSwigPtr());
        rigidBodyObj = new btRigidBody(rbInfo);
        collisionObject = btCollisionObject.GetObjectFromSwigPtr(rigidBodyObj.GetCollisionObject());
        collisionObject.setFriction(Friction);
        return true;
    }
예제 #2
0
		///setupRigidBody is only used internally by the constructor
		public void setupRigidBody( btRigidBodyConstructionInfo constructionInfo )
		{

			m_internalType = CollisionObjectTypes.CO_RIGID_BODY;

			m_linearVelocity = btVector3.Zero;
			m_angularVelocity = btVector3.Zero;
			m_angularFactor = btVector3.One;
			m_linearFactor = btVector3.One;
			m_gravity = btVector3.Zero;
			m_gravity_acceleration = btVector3.Zero;
			m_totalForce = btVector3.Zero;
			m_totalTorque = btVector3.Zero;
			setDamping( constructionInfo.m_linearDamping, constructionInfo.m_angularDamping );

			m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
			m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
			m_optionalMotionState = constructionInfo.m_motionState;
			//m_contactSolverType = 0;
			//m_frictionSolverType = 0;
			m_additionalDamping = constructionInfo.m_additionalDamping;
			m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
			m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
			m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
			m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;

			if( m_optionalMotionState != null )
			{
				m_optionalMotionState.getWorldTransform( out m_worldTransform );
			}
			else
			{
				m_worldTransform = constructionInfo.m_startWorldTransform;
			}

			m_interpolationWorldTransform = m_worldTransform;
			m_interpolationLinearVelocity.setValue( 0, 0, 0 );
			m_interpolationAngularVelocity.setValue( 0, 0, 0 );

			//moved to btCollisionObject
			m_friction = constructionInfo.m_friction;
			m_rollingFriction = constructionInfo.m_rollingFriction;
			m_restitution = constructionInfo.m_restitution;

			setCollisionShape( constructionInfo.m_collisionShape );
			m_debugBodyId = uniqueId++;

			setMassProps( constructionInfo.m_mass, ref constructionInfo.m_localInertia );
			updateInertiaTensor();

			m_rigidbodyFlags = btRigidBodyFlags.BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY;

			m_deltaLinearVelocity.setZero();
			m_deltaAngularVelocity.setZero();
			m_linearFactor.Mult( m_inverseMass, out m_invMass );
			//m_invMass = m_inverseMass * m_linearFactor;
			m_pushVelocity.setZero();
			m_turnVelocity.setZero();
		}
예제 #3
0
		///btRigidBody constructor for backwards compatibility. 
		///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
		//    btRigidBody( double mass, btMotionState* motionState, btCollisionShape* collisionShape, ref btVector3 localInertia = btVector3.Zero );
		// cannot give default to ref parameter
		public btRigidBody( double mass, btMotionState motionState, btCollisionShape collisionShape, ref btVector3 localInertia )
		{
			btRigidBodyConstructionInfo cinfo = new btRigidBodyConstructionInfo( mass, motionState, collisionShape, ref localInertia );
			setupRigidBody( cinfo );
		}
예제 #4
0
		public btRigidBody( btRigidBodyConstructionInfo constructionInfo )
		{
			setupRigidBody( constructionInfo );
		}
예제 #5
0
        static void Main(string[] args)
        {
            btVector3 testvec = new btVector3(-2, 1, 0);

            Console.WriteLine(String.Format("Original: {0}", testvec.testStr()));
            btVector3 testvec2 = testvec.absolute();

            Console.WriteLine(String.Format("absolute: {0}", testvec2.testStr()));
            Console.WriteLine(String.Format("angle:{0}", testvec.angle(testvec2)));
            Console.WriteLine(String.Format("closestAxis(orig):{0}", testvec.closestAxis()));
            btVector3 testvec3 = testvec.cross(testvec2);

            Console.WriteLine(String.Format("cross: {0}", testvec3.testStr()));
            Console.WriteLine(String.Format("distance: {0}", testvec.distance(testvec2)));
            Console.WriteLine(String.Format("distance2: {0}", testvec.distance2(testvec2)));
            Console.WriteLine(String.Format("dot: {0}", testvec.dot(testvec2)));
            Console.WriteLine(String.Format("furthestAxis(orig): {0}", testvec.furthestAxis()));
            btVector3 testvec4 = testvec.normalized();

            Console.WriteLine(String.Format("normalized: {0}", testvec4.testStr()));
            testvec4.setInterpolate3(testvec, testvec2, 0.5f);
            Console.WriteLine(String.Format("interpolate3: {0}", testvec4.testStr()));
            testvec4.setValue(7f, -0.09f, 2.5f);
            Console.WriteLine(String.Format("setvec: {0}", testvec4.testStr()));
            testvec4.setX(5.0f);
            testvec4.setY(-0.25f);
            testvec4.setZ(90f);
            testvec.setValue(0, 0, -1024);
            testvec2.setValue(256, 256, 1024);
            Console.WriteLine(String.Format("setvecIndividual: {0}", testvec4.testStr()));
            btAxisSweep3 testbtAxisSweep3 = new btAxisSweep3(testvec, testvec2, 50);
            btDefaultCollisionConfiguration     colconfig     = new btDefaultCollisionConfiguration();
            btCollisionDispatcher               coldisp       = new btCollisionDispatcher(colconfig);
            btSequentialImpulseConstraintSolver seqimpconssol = new btSequentialImpulseConstraintSolver();
            btDiscreteDynamicsWorld             dynamicsWorld = new btDiscreteDynamicsWorld(coldisp, testbtAxisSweep3, seqimpconssol,
                                                                                            colconfig);

            dynamicsWorld.setGravity(new btVector3(0, 0, -9.87f));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60))));
            btQuaternion testquat     = new btQuaternion(50, 0, 0, 1);
            btQuaternion testquatnorm = testquat.normalized();

            Console.WriteLine(String.Format("testquat: {0}", testquat.testStr()));
            Console.WriteLine(String.Format("testquatnormalize: {0}", testquatnorm.testStr()));
            Console.WriteLine(String.Format("testquatLength: {0}", testquat.length()));
            Console.WriteLine(String.Format("testquatnormalizeLength: {0}", testquatnorm.length()));

            float[] heightdata = new float[256 * 256];
            for (int j = 0; j < 256 * 256; j++)
            {
                if (j % 2 == 0)
                {
                    heightdata[j] = 21f;
                }
                else
                {
                    heightdata[j] = 28f;
                }
            }

            btHeightfieldTerrainShape obj = new btHeightfieldTerrainShape(256, 256, heightdata, 1.0f, 0, 256,
                                                                          (int)btHeightfieldTerrainShape.UPAxis.Z,
                                                                          (int)btHeightfieldTerrainShape.PHY_ScalarType.
                                                                          PHY_FLOAT, false);

            btCapsuleShape cap = new btCapsuleShape(0.23f, 3);

            btTriangleMesh testMesh = new btTriangleMesh(true, false);

            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, 0, 1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(-1, 0, -1), new btVector3(-1, -1, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(1, 0, -1), false);
            testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(1, 0, 1), false);
            btGImpactMeshShape meshtest = new btGImpactMeshShape(testMesh);

            meshtest.updateBound();

            btRigidBody groundbody = new btRigidBody(0,
                                                     new btDefaultMotionState(
                                                         new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                         new btVector3(128, 128, 256f / 2f))), obj,
                                                     new btVector3(0, 0, 0));

            btRigidBody capbody = new btRigidBody(200,
                                                  new btDefaultMotionState(
                                                      new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                      new btVector3(128, 128, 25))), cap,
                                                  new btVector3(0, 0, 0));

            btRigidBody meshbody = new btRigidBody(200,
                                                   new btDefaultMotionState(
                                                       new btTransform(new btQuaternion(0, 0, 0, 1),
                                                                       new btVector3(128, 128, 29))), meshtest,
                                                   new btVector3(0, 0, 0));


            btRigidBodyConstructionInfo constructioninfotest = new btRigidBodyConstructionInfo();

            constructioninfotest.m_collisionShape = new btBoxShape(new btVector3(0.5f, 0.5f, 0.5f));
            constructioninfotest.m_localInertia   = new btVector3(0, 0, 0);
            constructioninfotest.m_motionState    = new btDefaultMotionState(new btTransform(new btQuaternion(0.3f, -0.4f, 0.8f, 0.1f), new btVector3(128.5f, 128, 25)),
                                                                             new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, 0.25f, 0)));
            constructioninfotest.m_startWorldTransform = new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, 0, 0));
            constructioninfotest.m_mass                                 = 2000000;
            constructioninfotest.m_linearDamping                        = 0;
            constructioninfotest.m_angularDamping                       = 0;
            constructioninfotest.m_friction                             = 0.1f;
            constructioninfotest.m_restitution                          = 0;
            constructioninfotest.m_linearSleepingThreshold              = 0.8f;
            constructioninfotest.m_angularSleepingThreshold             = 1;
            constructioninfotest.m_additionalDamping                    = false;
            constructioninfotest.m_additionalDampingFactor              = 0.005f;
            constructioninfotest.m_additionalLinearDampingThresholdSqr  = 0.01f;
            constructioninfotest.m_additionalAngularDampingThresholdSqr = 0.01f;
            constructioninfotest.m_additionalAngularDampingFactor       = 0.01f;
            constructioninfotest.commit();
            btGImpactCollisionAlgorithm.registerAlgorithm(coldisp);
            btRigidBody cubetest = new btRigidBody(constructioninfotest);

            dynamicsWorld.addRigidBody(groundbody);
            dynamicsWorld.addRigidBody(cubetest);
            dynamicsWorld.addRigidBody(capbody);
            dynamicsWorld.addRigidBody(meshbody);

            int frame = 0;

            for (int i = 0; i < 26; i++)
            {
                int frames = dynamicsWorld.stepSimulation(((i % 60) / 60f), 10, (1f / 60));
                frame += frames;
                Console.WriteLine(String.Format("Cube: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, cubetest.getInterpolationWorldTransform().getOrigin().testStr(), cubetest.getWorldTransform().getRotation().testStr()));
                Console.WriteLine(String.Format("Cap: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, capbody.getInterpolationWorldTransform().getOrigin().testStr(), capbody.getWorldTransform().getRotation().testStr()));
                Console.WriteLine(String.Format("Mesh: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, meshbody.getInterpolationWorldTransform().getOrigin().testStr(), meshbody.getWorldTransform().getRotation().testStr()));
            }

            dynamicsWorld.removeRigidBody(meshbody);
            dynamicsWorld.removeRigidBody(capbody);
            dynamicsWorld.removeRigidBody(cubetest);
            dynamicsWorld.removeRigidBody(groundbody);
            cubetest.Dispose();
            groundbody.Dispose();
            capbody.Dispose();
            cap.Dispose();
            obj.Dispose();
            testbtAxisSweep3.Dispose();
            dynamicsWorld.Dispose();
            coldisp.Dispose();
            colconfig.Dispose();
            seqimpconssol.Dispose();


            testvec.Dispose();
            testvec2.Dispose();
            testvec3.Dispose();
            testvec4.Dispose();
        }
예제 #6
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(btRigidBodyConstructionInfo obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }