예제 #1
0
        /// <summary>
        /// Called when [contact added].
        /// </summary>
        /// <param name="cp">The cp.</param>
        /// <param name="colObj0Wrap">The col obj0 wrap.</param>
        /// <param name="partId0">The part id0.</param>
        /// <param name="index0">The index0.</param>
        /// <param name="colObj1Wrap">The col obj1 wrap.</param>
        /// <param name="partId1">The part id1.</param>
        /// <param name="index1">The index1.</param>
        private void OnContactAdded(ManifoldPoint cp, CollisionObjectWrapper colObj0Wrap, int partId0, int index0,
                                    CollisionObjectWrapper colObj1Wrap, int partId1, int index1)
        {
            //Debug.WriteLine("OnContactAdded");
            int numManifolds = BtWorld.Dispatcher.NumManifolds;

            for (int i = 0; i < numManifolds; i++)
            {
                PersistentManifold contactManifold = BtWorld.Dispatcher.GetManifoldByIndexInternal(i);
                int numContacts = contactManifold.NumContacts;
                if (numContacts > 0)
                {
                    cp.UserPersistentData = 1;

                    CollisionObject obA          = (CollisionObject)contactManifold.Body0;
                    CollisionObject obB          = (CollisionObject)contactManifold.Body1;
                    RigidBody       btRigidBodyA = (RigidBody)obA;
                    RigidBody       btRigidBodyB = (RigidBody)obB;
                    RigidBodyImp    rigidBodyA   = new RigidBodyImp();
                    RigidBodyImp    rigidBodyB   = new RigidBodyImp();
                    rigidBodyA._rbi = btRigidBodyA;
                    rigidBodyB._rbi = btRigidBodyB;
                    rigidBodyA.OnCollision(rigidBodyB);
                }
            }
        }
예제 #2
0
        /*private void MyTickCallBack(ManifoldPoint cp, CollisionObjectWrapper colobj0wrap, int partid0, int index0, CollisionObjectWrapper colobj1wrap, int partid1, int index1)
         * {
         *  Debug.WriteLine("MyTickCallBack");
         *  int numManifolds = BtWorld.Dispatcher.NumManifolds;
         *  RigidBodyImp myRb;
         *  //Debug.WriteLine("numManifolds: " + numManifolds);
         *  for (int i = 0; i < numManifolds; i++)
         *  {
         *      PersistentManifold contactManifold = BtWorld.Dispatcher.GetManifoldByIndexInternal(i);
         *      int numContacts = contactManifold.NumContacts;
         *      if (numContacts > 0)
         *      {
         *          CollisionObject obA = (CollisionObject) contactManifold.Body0;
         *          CollisionObject obB = (CollisionObject) contactManifold.Body1;
         *
         *         // Debug.WriteLine(numContacts);
         *          var pnA = obA.UserObject;
         *
         *          for (int j = 0; j < numContacts; j++)
         *          {
         *              ManifoldPoint pt = contactManifold.GetContactPoint(j);
         *
         *          }
         *      }
         *  }
         * }*/


        /// <summary>
        /// Adds the rigid body.
        /// </summary>
        /// <param name="mass">The mass.</param>
        /// <param name="worldTransform">The world transform.</param>
        /// <param name="orientation">The orientation.</param>
        /// <param name="colShape">The col shape.</param>
        /// <returns></returns>
        public IRigidBodyImp AddRigidBody(float mass, float3 worldTransform, float3 orientation, ICollisionShapeImp colShape /*, float3 intertia*/)
        {
            // Use bullet to do what needs to be done:


            var btMatrix = Matrix.RotationX(orientation.x)
                           * Matrix.RotationY(orientation.y)
                           * Matrix.RotationZ(orientation.z)
                           * Matrix.Translation(worldTransform.x, worldTransform.y, worldTransform.z);

            var btMotionState = new DefaultMotionState(btMatrix);


            var shapeType = colShape.GetType().ToString();

            CollisionShape btColShape;

            // var isStatic = false;
            switch (shapeType)
            {
            //Primitives
            case "Fusee.Engine.BoxShapeImp":
                var box = (BoxShapeImp)colShape;
                var btBoxHalfExtents = Translator.Float3ToBtVector3(box.HalfExtents);
                btColShape = new BoxShape(btBoxHalfExtents);
                break;

            case "Fusee.Engine.CapsuleShapeImp":
                var capsule = (CapsuleShapeImp)colShape;
                btColShape = new CapsuleShape(capsule.Radius, capsule.HalfHeight);
                break;

            case "Fusee.Engine.ConeShapeImp":
                var cone = (ConeShapeImp)colShape;
                btColShape = new ConeShape(cone.Radius, cone.Height);
                break;

            case "Fusee.Engine.CylinderShapeImp":
                var cylinider             = (CylinderShapeImp)colShape;
                var btCylinderHalfExtents = Translator.Float3ToBtVector3(cylinider.HalfExtents);
                btColShape = new CylinderShape(btCylinderHalfExtents);
                break;

            case "Fusee.Engine.MultiSphereShapeImp":
                var multiSphere = (MultiSphereShapeImp)colShape;
                var btPositions = new Vector3[multiSphere.SphereCount];
                var btRadi      = new float[multiSphere.SphereCount];
                for (int i = 0; i < multiSphere.SphereCount; i++)
                {
                    var pos = Translator.Float3ToBtVector3(multiSphere.GetSpherePosition(i));
                    btPositions[i] = pos;
                    btRadi[i]      = multiSphere.GetSphereRadius(i);
                }
                btColShape = new MultiSphereShape(btPositions, btRadi);
                break;

            case "Fusee.Engine.SphereShapeImp":
                var sphere   = (SphereShapeImp)colShape;
                var btRadius = sphere.Radius;
                btColShape = new SphereShape(btRadius);
                break;

            //Misc
            case "Fusee.Engine.CompoundShapeImp":
                var compShape = (CompoundShapeImp)colShape;
                btColShape = new CompoundShape(true);
                btColShape = compShape.BtCompoundShape;
                break;

            case "Fusee.Engine.EmptyShapeImp":
                btColShape = new EmptyShape();
                break;

            //Meshes
            case "Fusee.Engine.ConvexHullShapeImp":
                var convHull = (ConvexHullShapeImp)colShape;
                var btPoints = new Vector3[convHull.GetNumPoints()];
                for (int i = 0; i < convHull.GetNumPoints(); i++)
                {
                    var point = convHull.GetScaledPoint(i);
                    btPoints[i] = Translator.Float3ToBtVector3(point);
                }
                btColShape = new ConvexHullShape(btPoints);
                //btColShape.LocalScaling = new Vector3(3,3,3);
                break;

            case "Fusee.Engine.StaticPlaneShapeImp":
                var staticPlane = (StaticPlaneShapeImp)colShape;
                Debug.WriteLine("staticplane: " + staticPlane.Margin);
                var btNormal = Translator.Float3ToBtVector3(staticPlane.PlaneNormal);
                btColShape = new StaticPlaneShape(btNormal, staticPlane.PlaneConstant);
                // isStatic = true;
                //btColShape.Margin = 0.04f;
                //Debug.WriteLine("btColshape" + btColShape.Margin);
                break;

            case "Fusee.Engine.GImpactMeshShapeImp":
                var gImpMesh = (GImpactMeshShapeImp)colShape;
                gImpMesh.BtGImpactMeshShape.UpdateBound();
                var btGimp = new GImpactMeshShape(gImpMesh.BtGImpactMeshShape.MeshInterface);

                btGimp.UpdateBound();
                btColShape = btGimp;

                break;

            //Default
            default:
                Debug.WriteLine("defaultImp");
                btColShape = new EmptyShape();
                break;
            }

            var btLocalInertia = btColShape.CalculateLocalInertia(mass);
            // btLocalInertia *= (10.0f*10);
            RigidBodyConstructionInfo btRbcInfo = new RigidBodyConstructionInfo(mass, btMotionState, btColShape,
                                                                                btLocalInertia);

            var btRigidBody = new RigidBody(btRbcInfo);

            btRigidBody.Restitution    = 0.2f;
            btRigidBody.Friction       = 0.2f;
            btRigidBody.CollisionFlags = CollisionFlags.CustomMaterialCallback;

            BtWorld.AddRigidBody(btRigidBody);
            btRbcInfo.Dispose();
            var retval = new RigidBodyImp();

            retval._rbi            = btRigidBody;
            btRigidBody.UserObject = retval;
            return(retval);
        }