예제 #1
0
        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            // Set our view from the "main" layout resource
            SetContentView(Resource.Layout.Main);


            btBroadphaseInterface broadphase = new btDbvtBroadphase();

            btDefaultCollisionConfiguration collisionConfiguration = new btDefaultCollisionConfiguration();
            btCollisionDispatcher           dispatcher             = new btCollisionDispatcher(collisionConfiguration);

            btSequentialImpulseConstraintSolver solver = new btSequentialImpulseConstraintSolver();

            btDiscreteDynamicsWorld dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);

            dynamicsWorld.setGravity(new btVector3(0, -10, 0));

            btCollisionShape groundShape = new btStaticPlaneShape(new btVector3(0, 1, 0), 1);

            btDefaultMotionState groundMotionState = new btDefaultMotionState(new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, -1, 0)));

            btRigidBody.btRigidBodyConstructionInfo groundRigidBodyCI = new btRigidBody.btRigidBodyConstructionInfo(0, groundMotionState, groundShape, new btVector3(0, 0, 0));
            btRigidBody groundRigidBody = new btRigidBody(groundRigidBodyCI);

            dynamicsWorld.addRigidBody(groundRigidBody);

            btDefaultMotionState fallMotionState = new btDefaultMotionState(new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(0, 50, 0)));

            btVector3 fallInertia = new btVector3(0, 0, 0);

            btCollisionShape fallShape = new btSphereShape(1);

            fallShape.calculateLocalInertia(1, fallInertia);

            btRigidBody.btRigidBodyConstructionInfo fallRigidBodyCI = new btRigidBody.btRigidBodyConstructionInfo(1, fallMotionState, fallShape, fallInertia);
            btRigidBody fallRigidBody = new btRigidBody(fallRigidBodyCI);

            dynamicsWorld.addRigidBody(fallRigidBody);

            for (int i = 0; i < 300; i++)
            {
                dynamicsWorld.stepSimulation(1 / 60.0f, 10);

                btTransform trans = new btTransform();
                fallRigidBody.getMotionState().getWorldTransform(trans);

                Console.WriteLine("sphere height: " + trans.getOrigin().getY());
            }
        }
예제 #2
0
		public static void integrateTransform( ref btTransform curTrans, ref btVector3 linvel, ref btVector3 angvel
			, double timeStep, out btTransform predictedTransform )
		{
			btVector3 tmp;
			btVector3 tmp2;
			linvel.Mult( timeStep, out tmp );
			curTrans.getOrigin( out tmp2 );
            tmp2.Add( ref tmp, out predictedTransform.m_origin );
#if QUATERNION_DERIVATIVE
		btQuaternion predictedOrn = curTrans.getRotation();
		predictedOrn += (angvel predictedOrn) * (timeStep 0.5);
		predictedOrn.normalize();
#else
			//Exponential map
			//google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia

			btVector3 axis;
			double fAngle = angvel.length();
			//limit the angular motion
			if( fAngle * timeStep > ANGULAR_MOTION_THRESHOLD )
			{
				fAngle = ANGULAR_MOTION_THRESHOLD / timeStep;
			}

			if( fAngle < 0.001 )
			{
				// use Taylor's expansions of sync function
				angvel.Mult( ( btScalar.BT_HALF * timeStep - ( timeStep * timeStep * timeStep ) * ( 0.020833333333 ) * fAngle * fAngle ), out axis );
			}
			else
			{
				// sync(fAngle) = sin(cfAngle)/t
				angvel.Mult( ( btScalar.btSin( btScalar.BT_HALF * fAngle * timeStep ) / fAngle ), out axis );
			}
			btQuaternion dorn = new btQuaternion( axis.x, axis.y, axis.z, btScalar.btCos( fAngle * timeStep * 0.5 ) );
			btQuaternion orn0;
			curTrans.getRotation( out orn0 );

			btQuaternion predictedOrn;
			dorn.Mult( ref orn0, out predictedOrn );
			predictedOrn.normalize();
#endif
			btMatrix3x3.setRotation( out predictedTransform.m_basis, ref predictedOrn);
			//predictedTransform.setRotation( ref predictedOrn );
		}
예제 #3
0
        /// <summary>
        /// Called from Simulate
        /// This is the avatar's movement control + PID Controller
        /// </summary>
        /// <param name="timeStep"></param>
        public void Move(float timeStep)
        {
            //  no lock; for now it's only called from within Simulate()

            // If the PID Controller isn't active then we set our force
            // calculating base velocity to the current position
            if (Body == null)
            {
                return;
            }
            tempTrans1.Dispose();
            tempTrans1 = Body.getInterpolationWorldTransform();
            tempVector1.Dispose();
            tempVector1 = tempTrans1.getOrigin();
            tempVector2.Dispose();
            tempVector2 = Body.getInterpolationLinearVelocity();

            if (m_pidControllerActive == false)
            {
                m_zeroPosition.X = tempVector1.getX();
                m_zeroPosition.Y = tempVector1.getY();
                m_zeroPosition.Z = tempVector1.getZ();
            }
            //PidStatus = true;

            Vector3 vec = Vector3.Zero;

            Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());

            vel *= 0.25f;

            float movementdivisor = 1f;

            if (!m_alwaysRun)
            {
                movementdivisor = walkDivisor;
            }
            else
            {
                movementdivisor = runDivisor;
            }

            //  if velocity is zero, use position control; otherwise, velocity control
            if (m_target_velocity.X == 0.0f && m_target_velocity.Y == 0.0f && m_target_velocity.Z == 0.0f && m_iscolliding)
            {
                //  keep track of where we stopped.  No more slippin' & slidin'
                if (!m_zeroFlag)
                {
                    m_zeroFlag       = true;
                    m_zeroPosition.X = tempVector1.getX();
                    m_zeroPosition.Y = tempVector1.getY();
                    m_zeroPosition.Z = tempVector1.getZ();
                }
                if (m_pidControllerActive)
                {
                    // We only want to deactivate the PID Controller if we think we want to have our surrogate
                    // react to the physics scene by moving it's position.
                    // Avatar to Avatar collisions
                    // Prim to avatar collisions

                    Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
                    vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2);
                    vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2);
                    if (m_flying)
                    {
                        vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) + (m_zeroPosition.Z - pos.Z) * PID_P;
                    }
                }
                //PidStatus = true;
            }
            else
            {
                m_pidControllerActive = true;
                m_zeroFlag            = false;
                if (m_iscolliding && !m_flying)
                {
                    // We're standing on something
                    vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
                    vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
                }
                else if (m_iscolliding && m_flying)
                {
                    // We're flying and colliding with something
                    vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16);
                    vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16);
                }
                else if (!m_iscolliding && m_flying)
                {
                    // we're in mid air suspended
                    vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
                    vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);

                    // We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y
                    // rebound preventing
                    //if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f)
                    //    m_zeroFlag = true;
                }

                if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f)
                {
                    // We're colliding with something and we're not flying but we're moving
                    // This means we're walking or running.
                    Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
                    vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P;
                    if (m_target_velocity.X > 0)
                    {
                        vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D;
                    }
                    if (m_target_velocity.Y > 0)
                    {
                        vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
                    }
                }
                else if (!m_iscolliding && !m_flying)
                {
                    // we're not colliding and we're not flying so that means we're falling!
                    // m_iscolliding includes collisions with the ground.

                    // d.Vector3 pos = d.BodyGetPosition(Body);
                    if (m_target_velocity.X > 0)
                    {
                        vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D;
                    }
                    if (m_target_velocity.Y > 0)
                    {
                        vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
                    }
                }


                if (m_flying)
                {
                    vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) * 10;
                }
            }
            if (m_flying)
            {
                // Slight PID correction
                vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 1.5f);


                //auto fly height. Kitto Flora
                //d.Vector3 pos = d.BodyGetPosition(Body);
                float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + m_parent_scene.minimumGroundFlightOffset;

                if (m_position.Z < target_altitude)
                {
                    vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f;
                }
            }
            if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f))))
            {
                Body.setFriction(0.001f);
                //m_log.DebugFormat("[PHYSICS]: Avatar force applied: {0}, Target:{1}", vec.ToString(), m_target_velocity.ToString());
            }

            if (Body != null)
            {
                int activationstate = Body.getActivationState();
                if (activationstate == 0)
                {
                    Body.forceActivationState(1);
                }
            }
            doImpulse(vec, true);
        }
예제 #4
0
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        public void UpdatePositionAndVelocity()
        {
            if (Body == null)
            {
                return;
            }
            //int val = Environment.TickCount;
            CheckIfStandingOnObject();
            //m_log.DebugFormat("time:{0}", Environment.TickCount - val);

            //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody);

            tempTrans1.Dispose();
            tempTrans1 = Body.getInterpolationWorldTransform();
            tempVector1.Dispose();
            tempVector1 = tempTrans1.getOrigin();
            tempVector2.Dispose();
            tempVector2 = Body.getInterpolationLinearVelocity();

            //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
            Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());

            //  kluge to keep things in bounds.  ODE lets dead avatars drift away (they should be removed!)
            if (vec.X < -10.0f)
            {
                vec.X = 0.0f;
            }
            if (vec.Y < -10.0f)
            {
                vec.Y = 0.0f;
            }
            if (vec.X > m_parent_scene.m_region.RegionSizeX + 10.2f)
            {
                vec.X = m_parent_scene.m_region.RegionSizeX + 10.2f;
            }
            if (vec.Y > m_parent_scene.m_region.RegionSizeY + 10.2f)
            {
                vec.Y = m_parent_scene.m_region.RegionSizeY + 10.2f;
            }

            m_position.X = vec.X;
            m_position.Y = vec.Y;
            m_position.Z = vec.Z;

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over

            if (m_zeroFlag)
            {
                m_velocity.X = 0.0f;
                m_velocity.Y = 0.0f;
                m_velocity.Z = 0.0f;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    base.RequestPhysicsterseUpdate();
                }

                //Tell any listeners that we've stopped
                base.TriggerMovementUpdate();
            }
            else
            {
                m_lastUpdateSent = false;
                vec          = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
                m_velocity.X = (vec.X);
                m_velocity.Y = (vec.Y);

                m_velocity.Z = (vec.Z);
                //m_log.Debug(m_target_velocity);
                if (m_velocity.Z < -6 && !m_hackSentFall)
                {
                    m_hackSentFall        = true;
                    m_pidControllerActive = false;
                }
                else if (m_flying && !m_hackSentFly)
                {
                    //m_hackSentFly = true;
                    //base.SendCollisionUpdate(new CollisionEventUpdate());
                }
                else
                {
                    m_hackSentFly  = false;
                    m_hackSentFall = false;
                }
                const float VELOCITY_TOLERANCE = 0.001f;
                const float POSITION_TOLERANCE = 0.05f;

                //Check to see whether we need to trigger the significant movement method in the presence
                if (!RotationalVelocity.ApproxEquals(m_lastRotationalVelocity, VELOCITY_TOLERANCE) ||
                    !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
                    !Position.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
                {
                    // Update the "last" values
                    m_lastPosition           = Position;
                    m_lastRotationalVelocity = RotationalVelocity;
                    m_lastVelocity           = Velocity;
                    base.RequestPhysicsterseUpdate();
                    base.TriggerSignificantMovement();
                }
                //Tell any listeners about the new info
                base.TriggerMovementUpdate();
            }
            if (Body != null)
            {
                if (Body.getFriction() < 0.9f)
                {
                    Body.setFriction(0.9f);
                }
            }
            //if (Body != null)
            //    Body.clearForces();
        }
예제 #5
0
		public void updateSeparatingDistance( ref btTransform transA, ref btTransform transB )
		{
			btVector3 toPosA; transA.getOrigin( out toPosA );
			btVector3 toPosB; transB.getOrigin( out toPosB );
			btQuaternion toOrnA;
			transA.getRotation( out toOrnA );
			btQuaternion toOrnB;
			transB.getRotation( out toOrnB );

			if( m_separatingDistance > 0 )
			{


				btVector3 linVelA, angVelA, linVelB, angVelB;
				btTransformUtil.calculateVelocityQuaternion( ref m_posA, ref toPosA, ref m_ornA, ref toOrnA, 1, out linVelA, out angVelA );
				btTransformUtil.calculateVelocityQuaternion( ref m_posB, ref toPosB, ref m_ornB, ref toOrnB, 1, out linVelB, out angVelB );
				double maxAngularProjectedVelocity = angVelA.length() * m_boundingRadiusA + angVelB.length() * m_boundingRadiusB;
				btVector3 relLinVel;
					linVelB.Sub( ref linVelA, out relLinVel );
				double relLinVelocLength = relLinVel.dot( ref m_separatingNormal );
				if( relLinVelocLength < 0 )
				{
					relLinVelocLength = 0;
				}

				double projectedMotion = maxAngularProjectedVelocity + relLinVelocLength;
				m_separatingDistance -= projectedMotion;
			}

			m_posA = toPosA;
			m_posB = toPosB;
			m_ornA = toOrnA;
			m_ornB = toOrnB;
		}
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        public void UpdatePositionAndVelocity()
        {
            if (Body == null)
            {
                return;
            }
            //int val = Environment.TickCount;
            CheckIfStandingOnObject();
            //m_log.DebugFormat("time:{0}", Environment.TickCount - val);

            //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody);

            tempTrans1.Dispose();
            tempTrans1 = Body.getInterpolationWorldTransform();
            tempVector1.Dispose();
            tempVector1 = tempTrans1.getOrigin();
            tempVector2.Dispose();
            tempVector2 = Body.getInterpolationLinearVelocity();

            //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
            PhysicsVector vec = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());

            //  kluge to keep things in bounds.  ODE lets dead avatars drift away (they should be removed!)
            if (vec.X < -10.0f)
            {
                vec.X = 0.0f;
            }
            if (vec.Y < -10.0f)
            {
                vec.Y = 0.0f;
            }
            if (vec.X > (int)Constants.RegionSize + 10.2f)
            {
                vec.X = (int)Constants.RegionSize + 10.2f;
            }
            if (vec.Y > (int)Constants.RegionSize + 10.2f)
            {
                vec.Y = (int)Constants.RegionSize + 10.2f;
            }

            m_position.X = vec.X;
            m_position.Y = vec.Y;
            m_position.Z = vec.Z;

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over

            if (m_zeroFlag)
            {
                m_velocity.X = 0.0f;
                m_velocity.Y = 0.0f;
                m_velocity.Z = 0.0f;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    //base.RequestPhysicsterseUpdate();
                }
            }
            else
            {
                m_lastUpdateSent = false;
                vec          = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
                m_velocity.X = (vec.X);
                m_velocity.Y = (vec.Y);

                m_velocity.Z = (vec.Z);
                //m_log.Debug(m_target_velocity);
                if (m_velocity.Z < -6 && !m_hackSentFall)
                {
                    m_hackSentFall        = true;
                    m_pidControllerActive = false;
                }
                else if (m_flying && !m_hackSentFly)
                {
                    //m_hackSentFly = true;
                    //base.SendCollisionUpdate(new CollisionEventUpdate());
                }
                else
                {
                    m_hackSentFly  = false;
                    m_hackSentFall = false;
                }
            }
            if (Body != null)
            {
                if (Body.getFriction() < 0.9f)
                {
                    Body.setFriction(0.9f);
                }
            }
            //if (Body != null)
            //    Body.clearForces();
        }