Connects two entities with a spherical joint. Acts like an unrestricted shoulder joint.
Inheritance: BEPUphysics.Constraints.TwoEntity.Joints.Joint, I3DImpulseConstraintWithError, I3DJacobianConstraint
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public MoreConstraintsTestDemo(DemosGame game)
            : base(game)
        {
            Box boxA = new Box(new Vector3(0, 5, 0), 1, 2, 1, 10);
            Box boxB = new Box(new Vector3(0, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            WeldJoint weld = new WeldJoint(boxA, boxB);

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(weld);

            boxA = new Box(new Vector3(3, 5, 0), 1, 2, 1, 10);
            boxB = new Box(new Vector3(3, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            BallSocketJoint ballSocket = new BallSocketJoint(boxA, boxB, (boxA.Position + boxB.Position) / 2);
            AngularMotor angularMotor = new AngularMotor(boxA, boxB);
            angularMotor.Settings.Mode = MotorMode.Servomechanism;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocket);
            Space.Add(angularMotor);

            Box ground = new Box(new Vector3(0, 0, 0), 10, 1, 10);

            Space.Add(ground);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
Exemplo n.º 2
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TwistTestDemo(DemosGame game)
            : base(game)
        {
            var a = new Box(new Vector3(-2, 2, 0), 1, 2, 2, 5);
            var b = new Box(new Vector3(2, 2, 0), 1, 2, 2, 5);
            b.Orientation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathHelper.PiOver4);
            Space.Add(a);
            Space.Add(b);

            var twistJoint = new TwistJoint(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            var twistMotor = new TwistMotor(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            twistMotor.Settings.Mode = MotorMode.Servomechanism;

            //Space.Add(twistJoint);
            Space.Add(twistMotor);

            var ballSocketJoint = new BallSocketJoint(a, b, (a.Position + b.Position) * 0.5f);
            var swingLimit = new SwingLimit(a, b, a.OrientationMatrix.Right, a.OrientationMatrix.Right, MathHelper.PiOver2);

            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
Exemplo n.º 3
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 /// <summary>
 /// Constructs a new constraint which restricts the linear and angular motion between two entities.
 /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
 /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
 /// </summary>
 public WeldJoint()
 {
     IsActive = false;
     BallSocketJoint = new BallSocketJoint();
     NoRotationJoint = new NoRotationJoint();
     Add(BallSocketJoint);
     Add(NoRotationJoint);
 }
Exemplo n.º 4
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        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of angular freedom between two entities.
        /// </summary>
        /// <param name="connectionA">First entity of the constraint pair.</param>
        /// <param name="connectionB">Second entity of the constraint pair.</param>
        /// <param name="anchor">Point around which both entities rotate.</param>
        /// <param name="hingeAxis">Axis of allowed rotation in world space to be attached to connectionA.  Will be kept perpendicular with the twist axis.</param>
        public SwivelHingeJoint(Entity connectionA, Entity connectionB, ref Vector3 anchor, ref Vector3 hingeAxis)
        {
            if (connectionA == null)
                connectionA = TwoEntityConstraint.WorldEntity;
            if (connectionB == null)
                connectionB = TwoEntityConstraint.WorldEntity;
            BallSocketJoint = new BallSocketJoint(connectionA, connectionB, ref anchor);
			Vector3 tmp;
			BallSocketJoint.OffsetB.Invert( out tmp );
            AngularJoint = new SwivelHingeAngularJoint(connectionA, connectionB, ref hingeAxis, ref tmp );
            HingeLimit = new RevoluteLimit(connectionA, connectionB);
            HingeMotor = new RevoluteMotor(connectionA, connectionB, hingeAxis);
            TwistLimit = new TwistLimit(connectionA, connectionB, ref BallSocketJoint.worldOffsetA, ref tmp, 0, 0);
            TwistMotor = new TwistMotor(connectionA, connectionB, ref BallSocketJoint.worldOffsetA, ref tmp );
            HingeLimit.IsActive = false;
            HingeMotor.IsActive = false;
            TwistLimit.IsActive = false;
            TwistMotor.IsActive = false;

			//Ensure that the base and test direction is perpendicular to the free axis.
			Vector3 baseAxis; anchor.Sub( ref connectionA.position, out baseAxis );
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon) //anchor and connection a in same spot, so try the other way.
                connectionB.position.Sub( ref anchor, out baseAxis );
            baseAxis.AddScaled( ref hingeAxis, -Vector3.Dot( ref baseAxis, ref hingeAxis) , out baseAxis );
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                Vector3.Cross(ref hingeAxis, ref Vector3.Up, out baseAxis);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    Vector3.Cross(ref hingeAxis, ref Vector3.Right, out baseAxis);
                }
            }
            HingeLimit.Basis.SetWorldAxes(ref hingeAxis, ref baseAxis, ref connectionA.orientationMatrix);
            HingeMotor.Basis.SetWorldAxes( ref hingeAxis, ref baseAxis, ref connectionA.orientationMatrix);

			connectionB.position.Sub( ref anchor, out baseAxis );
            baseAxis.AddScaled( ref hingeAxis, -Vector3.Dot(ref baseAxis, ref hingeAxis), out baseAxis );
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                Vector3.Cross(ref hingeAxis, ref Vector3.Up, out baseAxis);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    Vector3.Cross(ref hingeAxis, ref Vector3.Right, out baseAxis);
                }
            }
            HingeLimit.TestAxis = baseAxis;
            HingeMotor.TestAxis = baseAxis;


            Add(BallSocketJoint);
            Add(AngularJoint);
            Add(HingeLimit);
            Add(HingeMotor);
            Add(TwistLimit);
            Add(TwistMotor);
        }
Exemplo n.º 5
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        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of angular freedom between two entities.
        /// </summary>
        /// <param name="connectionA">First entity of the constraint pair.</param>
        /// <param name="connectionB">Second entity of the constraint pair.</param>
        /// <param name="anchor">Point around which both entities rotate.</param>
        /// <param name="hingeAxis">Axis of allowed rotation in world space to be attached to connectionA.  Will be kept perpendicular with the twist axis.</param>
        public SwivelHingeJoint(Entity connectionA, Entity connectionB, Vector3 anchor, Vector3 hingeAxis)
        {
            if (connectionA == null)
                connectionA = TwoEntityConstraint.WorldEntity;
            if (connectionB == null)
                connectionB = TwoEntityConstraint.WorldEntity;
            BallSocketJoint = new BallSocketJoint(connectionA, connectionB, anchor);
            AngularJoint = new SwivelHingeAngularJoint(connectionA, connectionB, hingeAxis, -BallSocketJoint.OffsetB);
            HingeLimit = new RevoluteLimit(connectionA, connectionB);
            HingeMotor = new RevoluteMotor(connectionA, connectionB, hingeAxis);
            TwistLimit = new TwistLimit(connectionA, connectionB, BallSocketJoint.OffsetA, -BallSocketJoint.OffsetB, 0, 0);
            TwistMotor = new TwistMotor(connectionA, connectionB, BallSocketJoint.OffsetA, -BallSocketJoint.OffsetB);
            HingeLimit.IsActive = false;
            HingeMotor.IsActive = false;
            TwistLimit.IsActive = false;
            TwistMotor.IsActive = false;

            //Ensure that the base and test direction is perpendicular to the free axis.
            Vector3 baseAxis = anchor - connectionA.position;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon) //anchor and connection a in same spot, so try the other way.
                baseAxis = connectionB.position - anchor;
            baseAxis -= Vector3.Dot(baseAxis, hingeAxis) * hingeAxis;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                baseAxis = Vector3.Cross(hingeAxis, Vector3.Up);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    baseAxis = Vector3.Cross(hingeAxis, Vector3.Right);
                }
            }
            HingeLimit.Basis.SetWorldAxes(hingeAxis, baseAxis, connectionA.orientationMatrix);
            HingeMotor.Basis.SetWorldAxes(hingeAxis, baseAxis, connectionA.orientationMatrix);

            baseAxis = connectionB.position - anchor;
            baseAxis -= Vector3.Dot(baseAxis, hingeAxis) * hingeAxis;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                baseAxis = Vector3.Cross(hingeAxis, Vector3.Up);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    baseAxis = Vector3.Cross(hingeAxis, Vector3.Right);
                }
            }
            HingeLimit.TestAxis = baseAxis;
            HingeMotor.TestAxis = baseAxis;


            Add(BallSocketJoint);
            Add(AngularJoint);
            Add(HingeLimit);
            Add(HingeMotor);
            Add(TwistLimit);
            Add(TwistMotor);
        }
Exemplo n.º 6
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 /// <summary>
 /// Constructs a new constraint which restricts the linear and angular motion between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="anchor">The location of the weld.</param>
 public WeldJoint(Entity connectionA, Entity connectionB, Vector3 anchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     BallSocketJoint = new BallSocketJoint(connectionA, connectionB, anchor);
     NoRotationJoint = new NoRotationJoint(connectionA, connectionB);
     Add(BallSocketJoint);
     Add(NoRotationJoint);
 }
Exemplo n.º 7
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 /// <summary>
 /// Constructs a new constraint which restricts the linear and angular motion between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 public WeldJoint(Entity connectionA, Entity connectionB)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     BallSocketJoint = new BallSocketJoint(connectionA, connectionB, (connectionA.position + connectionB.position) * .5f);
     NoRotationJoint = new NoRotationJoint(connectionA, connectionB);
     Add(BallSocketJoint);
     Add(NoRotationJoint);
 }
 /// <summary>
 /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of twisting angular freedom between two entities.
 /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
 /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
 /// </summary>
 public UniversalJoint()
 {
     IsActive = false;
     BallSocketJoint = new BallSocketJoint();
     TwistJoint = new TwistJoint();
     Limit = new TwistLimit();
     Motor = new TwistMotor();
     Add(BallSocketJoint);
     Add(TwistJoint);
     Add(Limit);
     Add(Motor);
 }
Exemplo n.º 9
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		/// <summary>
		/// Constructs a new constraint which restricts the linear and angular motion between two entities.
		/// Uses the average of the two entity positions for the anchor.
		/// </summary>
		/// <param name="connectionA">First entity of the constraint pair.</param>
		/// <param name="connectionB">Second entity of the constraint pair.</param>
		public WeldJoint(Entity connectionA, Entity connectionB)
        {
			if( connectionA == null )
				connectionA = TwoEntityConstraint.WorldEntity;
			if( connectionB == null )
				connectionB = TwoEntityConstraint.WorldEntity;
			Vector3 anchor;  GetAnchorGuess( connectionA, connectionB, out anchor );
            BallSocketJoint = new BallSocketJoint( connectionA, connectionB, ref anchor );
			NoRotationJoint = new NoRotationJoint( connectionA, connectionB );
			Add( BallSocketJoint );
			Add( NoRotationJoint );
		}
Exemplo n.º 10
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        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and two degrees of angular freedom between two entities.
        /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
        /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
        /// </summary>
        public RevoluteJoint()
        {
            IsActive = false;
            BallSocketJoint = new BallSocketJoint();
            AngularJoint = new RevoluteAngularJoint();
            Limit = new RevoluteLimit();
            Motor = new RevoluteMotor();

            Add(BallSocketJoint);
            Add(AngularJoint);
            Add(Limit);
            Add(Motor);
        }
 public PointPointConstraint(Vector3 position, IPhysicObject obA, IPhysicObject obB)
 {
     if (obA.PhysicObjectTypes != PhysicObjectTypes.TRIANGLEMESHOBJECT && obB.PhysicObjectTypes != PhysicObjectTypes.TRIANGLEMESHOBJECT)
     {
         BodyA = (BepuEntityObject)obA;
         BodyB = (BepuEntityObject)obB;
         joint = new BallSocketJoint(BodyA.Entity, BodyB.Entity, position);
     }
     else
     {
         throw new Exception("Cannot apply this Constraint on Triangle Meshes");
     }            
 }
Exemplo n.º 12
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        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and two degrees of angular freedom between two entities.
        /// </summary>
        /// <param name="connectionA">First entity of the constraint pair.</param>
        /// <param name="connectionB">Second entity of the constraint pair.</param>
        /// <param name="anchor">Point around which both entities rotate.</param>
        /// <param name="freeAxis">Axis around which the hinge can rotate.</param>
        public RevoluteJoint(Entity connectionA, Entity connectionB, System.Numerics.Vector3 anchor, System.Numerics.Vector3 freeAxis)
        {
            if (connectionA == null)
                connectionA = TwoEntityConstraint.WorldEntity;
            if (connectionB == null)
                connectionB = TwoEntityConstraint.WorldEntity;
            BallSocketJoint = new BallSocketJoint(connectionA, connectionB, anchor);
            AngularJoint = new RevoluteAngularJoint(connectionA, connectionB, freeAxis);
            Limit = new RevoluteLimit(connectionA, connectionB);
            Motor = new RevoluteMotor(connectionA, connectionB, freeAxis);
            Limit.IsActive = false;
            Motor.IsActive = false;

            //Ensure that the base and test direction is perpendicular to the free axis.
            System.Numerics.Vector3 baseAxis = anchor - connectionA.position;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon) //anchor and connection a in same spot, so try the other way.
                baseAxis = connectionB.position - anchor;
            baseAxis -= Vector3Ex.Dot(baseAxis, freeAxis) * freeAxis;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                baseAxis = System.Numerics.Vector3.Cross(freeAxis, Vector3Ex.Up);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    baseAxis = System.Numerics.Vector3.Cross(freeAxis, Vector3Ex.Right);
                }
            }
            Limit.Basis.SetWorldAxes(freeAxis, baseAxis, connectionA.orientationMatrix);
            Motor.Basis.SetWorldAxes(freeAxis, baseAxis, connectionA.orientationMatrix);

            baseAxis = connectionB.position - anchor;
            baseAxis -= Vector3Ex.Dot(baseAxis, freeAxis) * freeAxis;
            if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
            {
                //However, if the free axis is totally aligned (like in an axis constraint), pick another reasonable direction.
                baseAxis = System.Numerics.Vector3.Cross(freeAxis, Vector3Ex.Up);
                if (baseAxis.LengthSquared() < Toolbox.BigEpsilon)
                {
                    baseAxis = System.Numerics.Vector3.Cross(freeAxis, Vector3Ex.Right);
                }
            }
            Limit.TestAxis = baseAxis;
            Motor.TestAxis = baseAxis;

            Add(BallSocketJoint);
            Add(AngularJoint);
            Add(Limit);
            Add(Motor);
        }
 /// <summary>
 /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of twisting angular freedom between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="anchor">Point around which both entities rotate in world space.</param>
 public UniversalJoint(Entity connectionA, Entity connectionB, Vector3 anchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     BallSocketJoint = new BallSocketJoint(connectionA, connectionB, anchor);
     TwistJoint = new TwistJoint(connectionA, connectionB, BallSocketJoint.OffsetA, -BallSocketJoint.OffsetB);
     Limit = new TwistLimit(connectionA, connectionB, BallSocketJoint.OffsetA, -BallSocketJoint.OffsetB, 0, 0);
     Motor = new TwistMotor(connectionA, connectionB, BallSocketJoint.OffsetA, -BallSocketJoint.OffsetB);
     Limit.IsActive = false;
     Motor.IsActive = false;
     Add(BallSocketJoint);
     Add(TwistJoint);
     Add(Limit);
     Add(Motor);
 }
        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of angular freedom between two entities.
        /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
        /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
        /// </summary>
        public SwivelHingeJoint()
        {
            IsActive = false;
            BallSocketJoint = new BallSocketJoint();
            AngularJoint = new SwivelHingeAngularJoint();
            HingeLimit = new RevoluteLimit();
            HingeMotor = new RevoluteMotor();
            TwistLimit = new TwistLimit();
            TwistMotor = new TwistMotor();

            Add(BallSocketJoint);
            Add(AngularJoint);
            Add(HingeLimit);
            Add(HingeMotor);
            Add(TwistLimit);
            Add(TwistMotor);
        }
Exemplo n.º 15
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        /// <summary>
        /// Constructs a new constraint which restricts three degrees of linear freedom and one degree of twisting angular freedom between two entities.
        /// </summary>
        /// <param name="connectionA">First entity of the constraint pair.</param>
        /// <param name="connectionB">Second entity of the constraint pair.</param>
        /// <param name="anchor">Point around which both entities rotate in world space.</param>
        public UniversalJoint(Entity connectionA, Entity connectionB, ref Vector3 anchor)
        {
            if (connectionA == null)
                connectionA = TwoEntityConstraint.WorldEntity;
            if (connectionB == null)
                connectionB = TwoEntityConstraint.WorldEntity;
            BallSocketJoint = new BallSocketJoint(connectionA, connectionB, ref anchor);
			Vector3 tmp; BallSocketJoint.OffsetB.Invert( out tmp );
            TwistJoint = new TwistJoint(connectionA, connectionB, ref BallSocketJoint.worldOffsetA, ref tmp);
            Limit = new TwistLimit(connectionA, connectionB, ref BallSocketJoint.worldOffsetA, ref tmp, 0, 0);
            Motor = new TwistMotor(connectionA, connectionB, ref BallSocketJoint.worldOffsetA, ref tmp );
            Limit.IsActive = false;
            Motor.IsActive = false;
            Add(BallSocketJoint);
            Add(TwistJoint);
            Add(Limit);
            Add(Motor);
        }
        void BuildCyclicMesh(Vector3 position)
        {
            int widthCount = 5;
            int heightCount = 5;
            var boneMesh = new BoneRelationship[widthCount, heightCount];
            for (int i = 0; i < widthCount; i++)
            {
                for (int j = 0; j < heightCount; j++)
                {
                    var bonePosition = position + new Vector3(i, j, 0);
                    boneMesh[i, j] = new BoneRelationship(
                        new Bone(bonePosition, Quaternion.Identity, .4f, .8f),
                        new Box(bonePosition, .8f, .8f, .8f, 10));
                    Space.Add(boneMesh[i, j].Entity);
                    bones.Add(boneMesh[i, j]);
                }
            }

            for (int i = 0; i < widthCount; i++)
            {
                for (int j = 0; j < heightCount; j++)
                {
                    if (i > 0)
                    {
                        var boneA = boneMesh[i, j];
                        var boneB = boneMesh[i - 1, j];
                        var anchor = (boneA.Entity.Position + boneB.Entity.Position) / 2;
                        var dynamicsJoint = new BallSocketJoint(boneA.Entity, boneB.Entity, anchor);
                        CollisionRules.AddRule(boneA.Entity, boneB.Entity, CollisionRule.NoBroadPhase);
                        Space.Add(dynamicsJoint);
                        joints.Add(new IKBallSocketJoint(boneA.Bone, boneB.Bone, anchor));
                    }
                    if (j > 0)
                    {
                        var boneA = boneMesh[i, j];
                        var boneB = boneMesh[i, j - 1];
                        var anchor = (boneA.Entity.Position + boneB.Entity.Position) / 2;
                        var dynamicsJoint = new BallSocketJoint(boneA.Entity, boneB.Entity, anchor);
                        CollisionRules.AddRule(boneA.Entity, boneB.Entity, CollisionRule.NoBroadPhase);
                        Space.Add(dynamicsJoint);
                        joints.Add(new IKBallSocketJoint(boneA.Bone, boneB.Bone, anchor));
                    }
                    if (i > 0 && j > 0)
                    {
                        var boneA = boneMesh[i, j];
                        var boneB = boneMesh[i - 1, j - 1];
                        var anchor = (boneA.Entity.Position + boneB.Entity.Position) / 2;
                        var dynamicsJoint = new BallSocketJoint(boneA.Entity, boneB.Entity, anchor);
                        CollisionRules.AddRule(boneA.Entity, boneB.Entity, CollisionRule.NoBroadPhase);
                        Space.Add(dynamicsJoint);
                        joints.Add(new IKBallSocketJoint(boneA.Bone, boneB.Bone, anchor));
                    }

                    if (i < widthCount - 1 && j > 0)
                    {
                        var boneA = boneMesh[i, j];
                        var boneB = boneMesh[i + 1, j - 1];
                        var anchor = (boneA.Entity.Position + boneB.Entity.Position) / 2;
                        var dynamicsJoint = new BallSocketJoint(boneA.Entity, boneB.Entity, anchor);
                        CollisionRules.AddRule(boneA.Entity, boneB.Entity, CollisionRule.NoBroadPhase);
                        Space.Add(dynamicsJoint);
                        joints.Add(new IKBallSocketJoint(boneA.Bone, boneB.Bone, anchor));
                    }
                }
            }

            int limbCount = 4;

            var previous = boneMesh[boneMesh.GetLength(0) / 2, 0];

            for (int i = 0; i < limbCount; i++)
            {
                Bone bone = new Bone(previous.Bone.Position + new Vector3(0, -0.8f, 0), Quaternion.Identity, .2f, .4f);
                Entity entity = new Box(bone.Position, .4f, .4f, .4f, 10);
                Space.Add(entity);
                var anchor = (entity.Position + previous.Entity.Position) / 2;
                Space.Add(new BallSocketJoint(entity, previous.Entity, anchor));
                joints.Add(new IKBallSocketJoint(bone, previous.Bone, anchor));
                CollisionRules.AddRule(entity, previous.Entity, CollisionRule.NoBroadPhase);
                previous = new BoneRelationship(bone, entity);
                bones.Add(previous);
            }

            previous = boneMesh[boneMesh.GetLength(0) / 2, boneMesh.GetLength(1) - 1];

            for (int i = 0; i < limbCount; i++)
            {
                Bone bone = new Bone(previous.Bone.Position + new Vector3(0, 0.8f, 0), Quaternion.Identity, .2f, .4f);
                Entity entity = new Box(bone.Position, .4f, .4f, .4f, 10);
                Space.Add(entity);
                var anchor = (entity.Position + previous.Entity.Position) / 2;
                Space.Add(new BallSocketJoint(entity, previous.Entity, anchor));
                CollisionRules.AddRule(entity, previous.Entity, CollisionRule.NoBroadPhase);
                joints.Add(new IKBallSocketJoint(bone, previous.Bone, anchor));
                previous = new BoneRelationship(bone, entity);
                bones.Add(previous);
            }

            previous = boneMesh[0, boneMesh.GetLength(1) / 2];

            for (int i = 0; i < limbCount; i++)
            {
                Bone bone = new Bone(previous.Bone.Position + new Vector3(-.8f, 0, 0), Quaternion.Identity, .2f, .4f);
                Entity entity = new Box(bone.Position, .4f, .4f, .4f, 10);
                Space.Add(entity);
                var anchor = (entity.Position + previous.Entity.Position) / 2;
                Space.Add(new BallSocketJoint(entity, previous.Entity, anchor));
                CollisionRules.AddRule(entity, previous.Entity, CollisionRule.NoBroadPhase);
                joints.Add(new IKBallSocketJoint(bone, previous.Bone, anchor));
                previous = new BoneRelationship(bone, entity);
                bones.Add(previous);
            }

            previous = boneMesh[boneMesh.GetLength(0) - 1, boneMesh.GetLength(1) / 2];

            for (int i = 0; i < limbCount; i++)
            {
                Bone bone = new Bone(previous.Bone.Position + new Vector3(0.8f, 0, 0), Quaternion.Identity, .2f, .4f);
                Entity entity = new Box(bone.Position, .4f, .4f, .4f, 10);
                Space.Add(entity);
                var anchor = (entity.Position + previous.Entity.Position) / 2;
                Space.Add(new BallSocketJoint(entity, previous.Entity, anchor));
                CollisionRules.AddRule(entity, previous.Entity, CollisionRule.NoBroadPhase);
                joints.Add(new IKBallSocketJoint(bone, previous.Bone, anchor));
                previous = new BoneRelationship(bone, entity);
                bones.Add(previous);
            }
        }
Exemplo n.º 17
0
        public Ragdoll()
        {
            #region Ragdoll Entities
            //Create the ragdoll's bones.
            var pelvis = new Box(Vector3.Zero, .5f, .28f, .33f, 20);
            var torsoBottom = new Box(pelvis.Position + new Vector3(0, .3f, 0), .42f, .48f, .3f, 15);
            var torsoTop = new Box(torsoBottom.Position + new Vector3(0, .3f, 0), .5f, .38f, .32f, 20);

            var neck = new Box(torsoTop.Position + new Vector3(0, .2f, .04f), .19f, .24f, .2f, 5);
            var head = new Sphere(neck.Position + new Vector3(0, .22f, -.04f), .19f, 7);

            var leftUpperArm = new Box(torsoTop.Position + new Vector3(-.46f, .1f, 0), .52f, .19f, .19f, 6);
            var leftForearm = new Box(leftUpperArm.Position + new Vector3(-.5f, 0, 0), .52f, .18f, .18f, 5);
            var leftHand = new Box(leftForearm.Position + new Vector3(-.35f, 0, 0), .28f, .13f, .22f, 4);

            var rightUpperArm = new Box(torsoTop.Position + new Vector3(.46f, .1f, 0), .52f, .19f, .19f, 6);
            var rightForearm = new Box(rightUpperArm.Position + new Vector3(.5f, 0, 0), .52f, .18f, .18f, 5);
            var rightHand = new Box(rightForearm.Position + new Vector3(.35f, 0, 0), .28f, .13f, .22f, 4);

            var leftThigh = new Box(pelvis.Position + new Vector3(-.15f, -.4f, 0), .23f, .63f, .23f, 10);
            var leftShin = new Box(leftThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7);
            var leftFoot = new Box(leftShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5);

            var rightThigh = new Box(pelvis.Position + new Vector3(.15f, -.4f, 0), .23f, .63f, .23f, 10);
            var rightShin = new Box(rightThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7);
            var rightFoot = new Box(rightShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5);
            #endregion

            #region Bone List
            //Make a convenient list of all of the bones.
            bones.Add(pelvis);
            bones.Add(torsoBottom);
            bones.Add(torsoTop);
            bones.Add(neck);
            bones.Add(head);
            bones.Add(leftUpperArm);
            bones.Add(leftForearm);
            bones.Add(leftHand);
            bones.Add(rightUpperArm);
            bones.Add(rightForearm);
            bones.Add(rightHand);
            bones.Add(leftThigh);
            bones.Add(leftShin);
            bones.Add(leftFoot);
            bones.Add(rightThigh);
            bones.Add(rightShin);
            bones.Add(rightFoot);
            #endregion

            #region Collision Rules
            //Prevent adjacent limbs from colliding.
            CollisionRules.AddRule(pelvis, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(torsoBottom, torsoTop, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(torsoTop, neck, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(neck, head, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(head, torsoTop, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(torsoTop, leftUpperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftUpperArm, leftForearm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftForearm, leftHand, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(torsoTop, rightUpperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightUpperArm, rightForearm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightForearm, rightHand, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(pelvis, leftThigh, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftThigh, leftShin, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftThigh, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftShin, leftFoot, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(pelvis, rightThigh, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightThigh, rightShin, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightThigh, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightShin, rightFoot, CollisionRule.NoBroadPhase);
            #endregion

            //Create the constraints between the bones.
            #region Pelvis up to Head Constraints
            var pelvisToTorsoBottomBallSocketJoint = new BallSocketJoint(pelvis, torsoBottom, pelvis.Position + new Vector3(0, .1f, 0));
            var pelvisToTorsoBottomTwistLimit = new TwistLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToTorsoBottomSwingLimit = new SwingLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var pelvisToTorsoBottomMotor = new AngularMotor(pelvis, torsoBottom);
            pelvisToTorsoBottomMotor.Settings.VelocityMotor.Softness = .05f;

            var torsoBottomToTorsoTopBallSocketJoint = new BallSocketJoint(torsoBottom, torsoTop, torsoBottom.Position + new Vector3(0, .25f, 0));
            var torsoBottomToTorsoTopSwingLimit = new SwingLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var torsoBottomToTorsoTopTwistLimit = new TwistLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var torsoBottomToTorsoTopMotor = new AngularMotor(torsoBottom, torsoTop);
            torsoBottomToTorsoTopMotor.Settings.VelocityMotor.Softness = .05f;

            var torsoTopToNeckBallSocketJoint = new BallSocketJoint(torsoTop, neck, torsoTop.Position + new Vector3(0, .15f, .05f));
            var torsoTopToNeckSwingLimit = new SwingLimit(torsoTop, neck, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var torsoTopToNeckTwistLimit = new TwistLimit(torsoTop, neck, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var torsoTopToNeckMotor = new AngularMotor(torsoTop, neck);
            torsoTopToNeckMotor.Settings.VelocityMotor.Softness = .1f;

            var neckToHeadBallSocketJoint = new BallSocketJoint(neck, head, neck.Position + new Vector3(0, .1f, .05f));
            var neckToHeadTwistLimit = new TwistLimit(neck, head, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var neckToHeadSwingLimit = new SwingLimit(neck, head, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var neckToHeadMotor = new AngularMotor(neck, head);
            neckToHeadMotor.Settings.VelocityMotor.Softness = .1f;
            #endregion

            #region Left Arm
            var torsoTopToLeftArmBallSocketJoint = new BallSocketJoint(torsoTop, leftUpperArm, torsoTop.Position + new Vector3(-.3f, .1f, 0));
            var torsoTopToLeftArmEllipseLimit = new EllipseSwingLimit(torsoTop, leftUpperArm, Vector3.Left, MathHelper.Pi * .75f, MathHelper.PiOver2);
            var torsoTopToLeftArmTwistLimit = new TwistLimit(torsoTop, leftUpperArm, Vector3.Left, Vector3.Left, -MathHelper.PiOver2, MathHelper.PiOver2);
            var torsoTopToLeftArmMotor = new AngularMotor(torsoTop, leftUpperArm);
            torsoTopToLeftArmMotor.Settings.VelocityMotor.Softness = .2f;

            var leftUpperArmToLeftForearmSwivelHingeJoint = new SwivelHingeJoint(leftUpperArm, leftForearm, leftUpperArm.Position + new Vector3(-.28f, 0, 0), Vector3.Up);
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.IsActive = true;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.IsActive = true;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8;
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MinimumAngle = -MathHelper.Pi * .8f;
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MaximumAngle = 0;
            //The SwivelHingeJoint has motors, but they are separately defined for twist/bending.
            //The AngularMotor covers all degrees of freedom.
            var leftUpperArmToLeftForearmMotor = new AngularMotor(leftUpperArm, leftForearm);
            leftUpperArmToLeftForearmMotor.Settings.VelocityMotor.Softness = .3f;

            var leftForearmToLeftHandBallSocketJoint = new BallSocketJoint(leftForearm, leftHand, leftForearm.Position + new Vector3(-.2f, 0, 0));
            var leftForearmToLeftHandEllipseSwingLimit = new EllipseSwingLimit(leftForearm, leftHand, Vector3.Left, MathHelper.PiOver2, MathHelper.Pi / 6);
            var leftForearmToLeftHandTwistLimit = new TwistLimit(leftForearm, leftHand, Vector3.Left, Vector3.Left, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var leftForearmToLeftHandMotor = new AngularMotor(leftForearm, leftHand);
            leftForearmToLeftHandMotor.Settings.VelocityMotor.Softness = .4f;
            #endregion

            #region Right Arm
            var torsoTopToRightArmBallSocketJoint = new BallSocketJoint(torsoTop, rightUpperArm, torsoTop.Position + new Vector3(.3f, .1f, 0));
            var torsoTopToRightArmEllipseLimit = new EllipseSwingLimit(torsoTop, rightUpperArm, Vector3.Right, MathHelper.Pi * .75f, MathHelper.PiOver2);
            var torsoTopToRightArmTwistLimit = new TwistLimit(torsoTop, rightUpperArm, Vector3.Right, Vector3.Right, -MathHelper.PiOver2, MathHelper.PiOver2);
            var torsoTopToRightArmMotor = new AngularMotor(torsoTop, rightUpperArm);
            torsoTopToRightArmMotor.Settings.VelocityMotor.Softness = .2f;

            var rightUpperArmToRightForearmSwivelHingeJoint = new SwivelHingeJoint(rightUpperArm, rightForearm, rightUpperArm.Position + new Vector3(.28f, 0, 0), Vector3.Up);
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.IsActive = true;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.IsActive = true;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8;
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MinimumAngle = 0;
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MaximumAngle = MathHelper.Pi * .8f;
            //The SwivelHingeJoint has motors, but they are separately defined for twist/bending.
            //The AngularMotor covers all degrees of freedom.
            var rightUpperArmToRightForearmMotor = new AngularMotor(rightUpperArm, rightForearm);
            rightUpperArmToRightForearmMotor.Settings.VelocityMotor.Softness = .3f;

            var rightForearmToRightHandBallSocketJoint = new BallSocketJoint(rightForearm, rightHand, rightForearm.Position + new Vector3(.2f, 0, 0));
            var rightForearmToRightHandEllipseSwingLimit = new EllipseSwingLimit(rightForearm, rightHand, Vector3.Right, MathHelper.PiOver2, MathHelper.Pi / 6);
            var rightForearmToRightHandTwistLimit = new TwistLimit(rightForearm, rightHand, Vector3.Right, Vector3.Right, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var rightForearmToRightHandMotor = new AngularMotor(rightForearm, rightHand);
            rightForearmToRightHandMotor.Settings.VelocityMotor.Softness = .4f;
            #endregion

            #region Left Leg
            var pelvisToLeftThighBallSocketJoint = new BallSocketJoint(pelvis, leftThigh, pelvis.Position + new Vector3(-.15f, -.1f, 0));
            var pelvisToLeftThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, leftThigh, Vector3.Normalize(new Vector3(-.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4);
            pelvisToLeftThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down;
            var pelvisToLeftThighTwistLimit = new TwistLimit(pelvis, leftThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToLeftThighMotor = new AngularMotor(pelvis, leftThigh);
            pelvisToLeftThighMotor.Settings.VelocityMotor.Softness = .1f;

            var leftThighToLeftShinRevoluteJoint = new RevoluteJoint(leftThigh, leftShin, leftThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right);
            leftThighToLeftShinRevoluteJoint.Limit.IsActive = true;
            leftThighToLeftShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f;
            leftThighToLeftShinRevoluteJoint.Limit.MaximumAngle = 0;
            leftThighToLeftShinRevoluteJoint.Motor.IsActive = true;
            leftThighToLeftShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f;

            var leftShinToLeftFootBallSocketJoint = new BallSocketJoint(leftShin, leftFoot, leftShin.Position + new Vector3(0, -.3f, 0));
            var leftShinToLeftFootSwingLimit = new SwingLimit(leftShin, leftFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8);
            var leftShinToLeftFootTwistLimit = new TwistLimit(leftShin, leftFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var leftShinToLeftFootMotor = new AngularMotor(leftShin, leftFoot);
            leftShinToLeftFootMotor.Settings.VelocityMotor.Softness = .2f;

            #endregion

            #region Right Leg
            var pelvisToRightThighBallSocketJoint = new BallSocketJoint(pelvis, rightThigh, pelvis.Position + new Vector3(.15f, -.1f, 0));
            var pelvisToRightThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, rightThigh, Vector3.Normalize(new Vector3(.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4);
            pelvisToRightThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down;
            var pelvisToRightThighTwistLimit = new TwistLimit(pelvis, rightThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToRightThighMotor = new AngularMotor(pelvis, rightThigh);
            pelvisToRightThighMotor.Settings.VelocityMotor.Softness = .1f;

            var rightThighToRightShinRevoluteJoint = new RevoluteJoint(rightThigh, rightShin, rightThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right);
            rightThighToRightShinRevoluteJoint.Limit.IsActive = true;
            rightThighToRightShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f;
            rightThighToRightShinRevoluteJoint.Limit.MaximumAngle = 0;
            rightThighToRightShinRevoluteJoint.Motor.IsActive = true;
            rightThighToRightShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f;

            var rightShinToRightFootBallSocketJoint = new BallSocketJoint(rightShin, rightFoot, rightShin.Position + new Vector3(0, -.3f, 0));
            var rightShinToRightFootSwingLimit = new SwingLimit(rightShin, rightFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8);
            var rightShinToRightFootTwistLimit = new TwistLimit(rightShin, rightFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var rightShinToRightFootMotor = new AngularMotor(rightShin, rightFoot);
            rightShinToRightFootMotor.Settings.VelocityMotor.Softness = .2f;

            #endregion

            #region Joint List
            //Collect the joints.
            joints.Add(pelvisToTorsoBottomBallSocketJoint);
            joints.Add(pelvisToTorsoBottomTwistLimit);
            joints.Add(pelvisToTorsoBottomSwingLimit);
            joints.Add(pelvisToTorsoBottomMotor);

            joints.Add(torsoBottomToTorsoTopBallSocketJoint);
            joints.Add(torsoBottomToTorsoTopTwistLimit);
            joints.Add(torsoBottomToTorsoTopSwingLimit);
            joints.Add(torsoBottomToTorsoTopMotor);

            joints.Add(torsoTopToNeckBallSocketJoint);
            joints.Add(torsoTopToNeckTwistLimit);
            joints.Add(torsoTopToNeckSwingLimit);
            joints.Add(torsoTopToNeckMotor);

            joints.Add(neckToHeadBallSocketJoint);
            joints.Add(neckToHeadTwistLimit);
            joints.Add(neckToHeadSwingLimit);
            joints.Add(neckToHeadMotor);

            joints.Add(torsoTopToLeftArmBallSocketJoint);
            joints.Add(torsoTopToLeftArmEllipseLimit);
            joints.Add(torsoTopToLeftArmTwistLimit);
            joints.Add(torsoTopToLeftArmMotor);

            joints.Add(leftUpperArmToLeftForearmSwivelHingeJoint);
            joints.Add(leftUpperArmToLeftForearmMotor);

            joints.Add(leftForearmToLeftHandBallSocketJoint);
            joints.Add(leftForearmToLeftHandEllipseSwingLimit);
            joints.Add(leftForearmToLeftHandTwistLimit);
            joints.Add(leftForearmToLeftHandMotor);

            joints.Add(torsoTopToRightArmBallSocketJoint);
            joints.Add(torsoTopToRightArmEllipseLimit);
            joints.Add(torsoTopToRightArmTwistLimit);
            joints.Add(torsoTopToRightArmMotor);

            joints.Add(rightUpperArmToRightForearmSwivelHingeJoint);
            joints.Add(rightUpperArmToRightForearmMotor);

            joints.Add(rightForearmToRightHandBallSocketJoint);
            joints.Add(rightForearmToRightHandEllipseSwingLimit);
            joints.Add(rightForearmToRightHandTwistLimit);
            joints.Add(rightForearmToRightHandMotor);

            joints.Add(pelvisToLeftThighBallSocketJoint);
            joints.Add(pelvisToLeftThighEllipseSwingLimit);
            joints.Add(pelvisToLeftThighTwistLimit);
            joints.Add(pelvisToLeftThighMotor);

            joints.Add(leftThighToLeftShinRevoluteJoint);

            joints.Add(leftShinToLeftFootBallSocketJoint);
            joints.Add(leftShinToLeftFootSwingLimit);
            joints.Add(leftShinToLeftFootTwistLimit);
            joints.Add(leftShinToLeftFootMotor);

            joints.Add(pelvisToRightThighBallSocketJoint);
            joints.Add(pelvisToRightThighEllipseSwingLimit);
            joints.Add(pelvisToRightThighTwistLimit);
            joints.Add(pelvisToRightThighMotor);

            joints.Add(rightThighToRightShinRevoluteJoint);

            joints.Add(rightShinToRightFootBallSocketJoint);
            joints.Add(rightShinToRightFootSwingLimit);
            joints.Add(rightShinToRightFootTwistLimit);
            joints.Add(rightShinToRightFootMotor);
            #endregion
        }
Exemplo n.º 18
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public SelfCollidingClothDemo(DemosGame game)
            : base(game)
        {
            //Joints can also act like springs by modifying their springSettings.
            //Though using a bunch of DistanceJoint objects can be slower than just applying direct spring forces,
            //it is significantly more stable and allows rigid structures.
            //The extra stability can make it useful for cloth-like simulations.
            Entity latticePiece;
            BallSocketJoint joint;

            NarrowPhaseHelper.Factories.BoxBox.Count = 4000;
            NarrowPhaseHelper.Factories.BoxSphere.Count = 1000;

            int numColumns = 40;
            int numRows = 40;
            float xSpacing = 1.0f;
            float zSpacing = 1.0f;
            var lattice = new Entity[numRows, numColumns];
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                {
                    latticePiece = new Box(
                        new Vector3(
                            xSpacing * i - (numRows - 1) * xSpacing / 2f,
                            15.58f,
                            2 + zSpacing * j - (numColumns - 1) * zSpacing / 2f),
                        xSpacing, .2f, zSpacing, 10);

                    lattice[i, j] = latticePiece;

                    Space.Add(latticePiece);
                }
            //The joints composing the cloth can have their max iterations set independently from the solver iterations.
            //More iterations (up to the solver's own max) will increase the quality at the cost of speed.
            int clothIterations = 3;
            //So while the above clamps joint iterations, setting the solver's iteration limit can lower the
            //rest of the solving load (collisions).
            Space.Solver.IterationLimit = 10;

            float damping = 20000, stiffness = 20000;
            float starchDamping = 5000, starchStiffness = 500;

            //Loop through the grid and set up the joints.
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                {
                    if (i == 0 && j + 1 < numColumns)
                    {
                        //Add in column connections for left edge.
                        joint = new BallSocketJoint(lattice[0, j], lattice[0, j + 1], lattice[0, j].Position + new Vector3(-xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);
                    }
                    if (i == numRows - 1 && j + 1 < numColumns)
                    {
                        //Add in column connections for right edge.
                        joint = new BallSocketJoint(lattice[numRows - 1, j], lattice[numRows - 1, j + 1], lattice[numRows - 1, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);
                    }
                    if (i + 1 < numRows && j == 0)
                    {
                        //Add in row connections for top edge.
                        joint = new BallSocketJoint(lattice[i, 0], lattice[i + 1, 0], lattice[i, 0].Position + new Vector3(xSpacing / 2, 0, -zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);
                    }
                    if (i + 1 < numRows && j == numColumns - 1)
                    {
                        //Add in row connections for bottom edge.
                        joint = new BallSocketJoint(lattice[i, numColumns - 1], lattice[i + 1, numColumns - 1], lattice[i, numColumns - 1].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);

                    }

                    if (i + 1 < numRows && j + 1 < numColumns)
                    {
                        //Add in interior connections.
                        joint = new BallSocketJoint(lattice[i, j], lattice[i + 1, j], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);

                        joint = new BallSocketJoint(lattice[i, j], lattice[i, j + 1], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);

                        joint = new BallSocketJoint(lattice[i, j], lattice[i + 1, j + 1], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2));
                        joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);
                    }

                    if (i + 2 < numRows && j + 2 < numColumns)
                    {
                        //Add in skipping 'starch' connections.
                        joint = new BallSocketJoint(lattice[i, j], lattice[i + 2, j], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing));
                        joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);

                        joint = new BallSocketJoint(lattice[i, j], lattice[i, j + 2], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing));
                        joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);

                        joint = new BallSocketJoint(lattice[i, j], lattice[i + 2, j + 2], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing));
                        joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness;
                        joint.SolverSettings.MaximumIterationCount = clothIterations;
                        Space.Add(joint);
                    }

                    //Add in collision rules.
                    if (j - 1 >= 0)
                    {
                        if (i - 1 >= 0) CollisionRules.AddRule(lattice[i, j], lattice[i - 1, j - 1], CollisionRule.NoBroadPhase);
                        CollisionRules.AddRule(lattice[i, j], lattice[i, j - 1], CollisionRule.NoBroadPhase);
                        if (i + 1 < numRows) CollisionRules.AddRule(lattice[i, j], lattice[i + 1, j - 1], CollisionRule.NoBroadPhase);
                    }

                    if (i + 1 < numRows) CollisionRules.AddRule(lattice[i, j], lattice[i + 1, j], CollisionRule.NoBroadPhase);
                }

            //Add some ground.
            var sphere = new Sphere(new Vector3(7, 0, 0), 10);
            sphere.Material.KineticFriction = .2f;
            Space.Add(sphere);
            Space.Add(new Box(new Vector3(0, -20.5f, 0), 100f, 10, 100f));

            game.Camera.Position = new Vector3(0, 5, 25);
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public ReverseTrikeDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 2, 15);

            Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));

            var body = new Box(new Vector3(0, 0, 0), 2, 1, 3, 10);
            body.CollisionInformation.LocalPosition = new Vector3(0, .8f, 0);
            Space.Add(body);

            #region First Wheel

            var wheel = new Cylinder(body.Position + new Vector3(-1.3f, 0, -1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            var swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor1 = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor1.Settings.VelocityMotor.Softness = .2f;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor1.IsActive = false;
            steeringMotor1 = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor1.Settings.Mode = MotorMode.Servomechanism;
            //The constructor makes a guess about how to set up the constraint.
            //It can't always be right since it doesn't have all the information;
            //in this case, it chooses the basis and test axis incorrectly.
            //This leads to a 'flipping' behavior when the wheel is rolling
            //(the test axis is 'rolling' with the wheel, and passes over
            //a singularity which causes a flip).

            //To fix this, we configure the constraint directly.
            //The basis is aligned with how the wheel is set up; we choose 'up' as 
            //the motorized axis, and right/forward to define the angle measurement plane.
            //The test axis is set to be perpendicular to the wheel's rotation so that
            //it only measures the steering angle.

            //If you're curious, the angle measurement is just a Math.Atan2.
            //The current world test axis is dotted against the two plane axes (Right and Forward here).
            //This gives an x and y value.  These can be plugged into Atan2 just like when
            //you compute an angle on a normal 2d graph.
            steeringMotor1.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor1.TestAxis = Vector3.Right;


            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor1);
            Space.Add(steeringMotor1);

            #endregion

            #region Second Wheel

            wheel = new Cylinder(body.Position + new Vector3(1.3f, 0, -1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);


            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor2 = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor2.Settings.VelocityMotor.Softness = .2f;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor2.IsActive = false;
            steeringMotor2 = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor2.Settings.Mode = MotorMode.Servomechanism;
            //Configure the motor.  See wheel 1 for more description.
            steeringMotor2.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor2.TestAxis = Vector3.Right;


            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor2);
            Space.Add(steeringMotor2);

            #endregion

            #region Third Wheel

            wheel = new Cylinder(body.Position + new Vector3(0, -.3f, 1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            //Notice that the third wheel isn't a swivel hinge, it's just a revolute axis.
            //This lets it roll, but prevents flopping around like the wheels of a grocery cart.
            //Could have used a RevoluteJoint solver group here, but this shows it's possible to do
            //the same things without using the combo-constraints.
            var revoluteAngularJoint = new RevoluteAngularJoint(body, wheel, Vector3.Right);

            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);

            #endregion

            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                new Vector3(xSpacing, 1, zSpacing), 
                Quaternion.Identity, 
                new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));
            Space.Add(terrain);

            game.ModelDrawer.Add(terrain);
        }
Exemplo n.º 20
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public DogbotDemo(DemosGame game)
            : base(game)
        {
            Entity body = new Box(new Vector3(0, 0, 0), 4, 2, 2, 20);
            Space.Add(body);

            Entity head = new Cone(body.Position + new Vector3(3.2f, .3f, 0), 1.5f, .7f, 4);
            head.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Space.Add(head);

            //Attach the head to the body
            var universalJoint = new UniversalJoint(body, head, head.Position + new Vector3(-.8f, 0, 0));
            Space.Add(universalJoint);
            //Keep the head from swinging around too much.
            var angleLimit = new SwingLimit(body, head, Vector3.Right, Vector3.Right, MathHelper.PiOver4);
            Space.Add(angleLimit);

            var tail = new Box(body.Position + new Vector3(-3f, 1f, 0), 1.6f, .1f, .1f, 4);
            Space.Add(tail);
            //Keep the tail from twisting itself off.
            universalJoint = new UniversalJoint(body, tail, tail.Position + new Vector3(.8f, 0, 0));
            Space.Add(universalJoint);

            //Give 'em some floppy ears.
            var ear = new Box(head.Position + new Vector3(-.2f, 0, -.65f), .01f, .7f, .2f, 1);
            Space.Add(ear);

            var ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, -.65f));
            Space.Add(ballSocketJoint);

            ear = new Box(head.Position + new Vector3(-.2f, 0, .65f), .01f, .7f, .3f, 1);
            Space.Add(ear);

            ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, .65f));
            Space.Add(ballSocketJoint);

            Box arm;
            Cylinder shoulder;
            PointOnLineJoint pointOnLineJoint;

            //*************  First Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            var axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Second Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //*************  Third Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Fourth Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //Add some ground.
            Space.Add(new Box(new Vector3(0, -3.5f, 0), 20f, 1, 20f));

            game.Camera.Position = new Vector3(0, 2, 20);
        }
Exemplo n.º 21
0
 public void GrabEntity()
 {
     if (_grabbing)
         return;
     if (!grabbedEntity.IsDynamic)
         return;
     EntityTag eT = lastTouched.Tag as EntityTag;
     bsj = new BallSocketJoint(grabbedEntity, grabPairCollector, grabPairCollector.Position);
     bsj.SpringSettings.StiffnessConstant = 2000000.0f;
     nrj = new NoRotationJoint(grabbedEntity, grabPairCollector);
     Space.Add(bsj);
     Space.Add(nrj);
     _grabbing = true;
     eT.ParentComponent.Mesh.Highlight = true;
 }
Exemplo n.º 22
0
        public JointLimitTestDemo(DemosGame game)
            : base(game)
        {
            float bounciness = 1;
            float baseMass = 100;
            float armMass = 10;
            //DistanceLimit
            Box boxA = new Box(new Vector3(-21, 4, 0), 3, 3, 3, baseMass);
            Box boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var distanceLimit = new DistanceLimit(boxA, boxB, boxA.Position, boxB.Position - new Vector3(0, 2, 0), 1, 6);
            distanceLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(distanceLimit);

            //EllipseSwingLimit
            boxA = new Box(new Vector3(-14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var ellipseSwingLimit = new EllipseSwingLimit(boxA, boxB, Vector3.Up, MathHelper.Pi / 1.5f, MathHelper.Pi / 3);
            ellipseSwingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(ellipseSwingLimit);

            //LinearAxisLimit
            boxA = new Box(new Vector3(-7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var pointOnLineJoint = new PointOnLineJoint(boxA, boxB, boxA.Position, Vector3.Up, boxB.Position + new Vector3(0, -2, 0));
            var linearAxisLimit = new LinearAxisLimit(boxA, boxB, boxA.Position, boxB.Position + new Vector3(0, -2, 0), Vector3.Up, 0, 4);
            linearAxisLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(pointOnLineJoint);
            Space.Add(linearAxisLimit);

            //RevoluteLimit
            boxA = new Box(new Vector3(0, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Forward);
            var revoluteLimit = new RevoluteLimit(boxA, boxB, Vector3.Forward, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            revoluteLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(revoluteLimit);

            //SwingLimit
            boxA = new Box(new Vector3(7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var swingLimit = new SwingLimit(boxA, boxB, Vector3.Up, Vector3.Up, MathHelper.PiOver4);
            swingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            //TwistLimit
            boxA = new Box(new Vector3(14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Up);
            var twistLimit = new TwistLimit(boxA, boxB, Vector3.Up, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            twistLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(twistLimit);

            Space.Add(new Box(new Vector3(0, 0, 0), 60, 1, 60));
            game.Camera.Position = new Vector3(0, 6, 15);
        }
        void jointDemo()
        {
            BepuEntity e1;
            BepuEntity e2;
            Joint joint;

            // Ball & socket joint
            e1 = createBox(new Vector3(20, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(20, 5, -10), 1, 1, 5);
            joint = new BallSocketJoint(e1.body, e2.body, new Vector3(20, 5, -15));
            space.Add(joint);

            // Hinge
            e1 = createBox(new Vector3(30, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(30, 5, -10), 1, 1, 5);

            RevoluteJoint hinge = new RevoluteJoint(e1.body, e2.body, new Vector3(20, 5, -15), new Vector3(1, 0, 0));
            space.Add(hinge);

            // Universal
            e1 = createBox(new Vector3(40, 5, -20), 1, 1, 5);

            e2 = createBox(new Vector3(40, 5, -10), 1, 1, 5);

            UniversalJoint uni = new UniversalJoint(e1.body, e2.body, new Vector3(40, 5, -15));
            space.Add(uni);

            // Weld Joint
            e1 = createBox(new Vector3(50, 5, -20), 1, 1, 5);
            e2 = createBox(new Vector3(50, 5, -10), 1, 1, 5);

            WeldJoint weld = new WeldJoint(e1.body, e2.body);
            space.Add(weld);

            // PointOnLine Joint
            // create the line
            e1 = createBox(new Vector3(60, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(60, 10, -10), 1, 1, 1);
            PointOnLineJoint pol = new PointOnLineJoint(e1.body, e2.body, new Vector3(60, 5, -20), new Vector3(0, 0, -1), new Vector3(60, 5, -10));
            space.Add(pol);
        }
Exemplo n.º 24
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public UnfortunateGuyDemo(DemosGame game)
            : base(game)
        {
            Entity ground = new Box(Vector3.Zero, 10, 1, 10);
            Space.Add(ground);

            //Rather than add basically redundant code for every limb, this demo
            //focuses on a single arm, showing some extra details and limits.

            //Make the torso.
            var bodies = new List<CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(2, 1.5f, 1), new Vector3(-1, 3, 0), 50),
                new CompoundShapeEntry(new SphereShape(.45f), new Vector3(.4f, 3, 0), 1),
                new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-1.9f, 3.5f, 0), 1),
                new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-1.9f, 2.5f, 0), 1),
                new CompoundShapeEntry(new SphereShape(.25f), new Vector3(-.3f, 2.3f, 0), 1)
            };

            var torso = new CompoundBody(bodies, 54);
            Space.Add(torso);

            //Make the upper arm.
            Entity upperArm = new Box(torso.Position + new Vector3(1, 1.4f, 0), .4f, 1.2f, .4f, 8);
            Space.Add(upperArm);

            //A ball socket joint will handle the linear degrees of freedom between the two entities.
            var ballSocketJoint = new BallSocketJoint(torso, upperArm, torso.Position + new Vector3(1, .7f, 0));
            Space.Add(ballSocketJoint);

            //Shoulders don't have a simple limit.  The EllipseSwingLimit allows angles within an ellipse, which is closer to how some joints function
            //than just flat planes (like two RevoluteLimits) or a single angle (like SwingLimits).
            var swingLimit = new EllipseSwingLimit(torso, upperArm, Vector3.Up, MathHelper.PiOver2, MathHelper.PiOver4 * 3);
            Space.Add(swingLimit);

            //Upper arms can't spin around forever.
            var twistLimit = new TwistLimit(torso, upperArm, Vector3.Up, Vector3.Up, -MathHelper.PiOver4 / 2, MathHelper.PiOver4);
            twistLimit.SpringSettings.StiffnessConstant = 100;
            twistLimit.SpringSettings.DampingConstant = 100;
            Space.Add(twistLimit);

            //Make the lower arm.
            Entity lowerArm = new Box(upperArm.Position + new Vector3(0, 1.4f, 0), .35f, 1.3f, .35f, 8);
            Space.Add(lowerArm);

            var elbow = new SwivelHingeJoint(upperArm, lowerArm, upperArm.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            //Forearm can twist a little.
            elbow.TwistLimit.IsActive = true;
            elbow.TwistLimit.MinimumAngle = -MathHelper.PiOver4 / 2;
            elbow.TwistLimit.MaximumAngle = MathHelper.PiOver4 / 2;
            elbow.TwistLimit.SpringSettings.DampingConstant = 100;
            elbow.TwistLimit.SpringSettings.StiffnessConstant = 100;

            //The elbow is like a hinge, but it can't hyperflex.
            elbow.HingeLimit.IsActive = true;
            elbow.HingeLimit.MinimumAngle = 0;
            elbow.HingeLimit.MaximumAngle = MathHelper.Pi * .7f;
            Space.Add(elbow);

            Entity hand = new Box(lowerArm.Position + new Vector3(0, .9f, 0), .4f, .55f, .25f, 3);
            Space.Add(hand);

            ballSocketJoint = new BallSocketJoint(lowerArm, hand, lowerArm.Position + new Vector3(0, .7f, 0));
            Space.Add(ballSocketJoint);

            //Wrists can use an ellipse limit too.
            swingLimit = new EllipseSwingLimit(lowerArm, hand, Vector3.Up, MathHelper.PiOver4, MathHelper.PiOver2);
            Space.Add(swingLimit);

            //Allow a little extra twist beyond the forearm.
            twistLimit = new TwistLimit(lowerArm, hand, Vector3.Up, Vector3.Up, -MathHelper.PiOver4 / 2, MathHelper.PiOver4 / 2);
            twistLimit.SpringSettings.StiffnessConstant = 100;
            twistLimit.SpringSettings.DampingConstant = 100;
            Space.Add(twistLimit);

            //The hand is pretty floppy without some damping.
            var angularMotor = new AngularMotor(lowerArm, hand);
            angularMotor.Settings.VelocityMotor.Softness = .5f;
            Space.Add(angularMotor);

            //Make sure the parts of the arm don't collide.
            CollisionRules.AddRule(torso, upperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(lowerArm, upperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(lowerArm, hand, CollisionRule.NoBroadPhase);

            game.Camera.Position = new Vector3(0, 4, 20);
        }
        void BuildStick(Vector3 position)
        {
            //Set up a bone chain.
            float fullLength = 20;
            int linkCount = 20;
            float linkLength = fullLength / linkCount;
            float linkRadius = linkLength * 0.2f;
            var previousBoneEntity = new Cylinder(position, linkLength, linkRadius, 100);
            var previousBone = new Bone(previousBoneEntity.Position, previousBoneEntity.Orientation, previousBoneEntity.Radius, previousBoneEntity.Height);
            bones.Add(new BoneRelationship(previousBone, previousBoneEntity));
            Space.Add(previousBoneEntity);

            for (int i = 1; i < linkCount; i++)
            {
                var boneEntity = new Cylinder(previousBone.Position + new Vector3(0, linkLength, 0), linkLength, linkRadius, 100);
                var bone = new Bone(boneEntity.Position, boneEntity.Orientation, boneEntity.Radius, boneEntity.Height);
                bones.Add(new BoneRelationship(bone, boneEntity));
                Space.Add(boneEntity);

                //Make a relationship between the two bones and entities.
                CollisionRules.AddRule(previousBoneEntity, boneEntity, CollisionRule.NoBroadPhase);
                Vector3 anchor = (previousBoneEntity.Position + boneEntity.Position) / 2;
                var dynamicsBallSocketJoint = new BallSocketJoint(previousBoneEntity, boneEntity, anchor);
                var dynamicsAngularFriction = new NoRotationJoint(previousBoneEntity, boneEntity);
                Space.Add(dynamicsBallSocketJoint);
                Space.Add(dynamicsAngularFriction);
                var ikBallSocketJoint = new IKBallSocketJoint(previousBone, bone, anchor); //(the joint is auto-added to the bones; no solver-add is needed)
                var ikAngularJoint = new IKAngularJoint(previousBone, bone);
                joints.Add(ikBallSocketJoint);
                joints.Add(ikAngularJoint);

                previousBone = bone;
                previousBoneEntity = boneEntity;
            }
        }
        void BuildRing(Vector3 position)
        {
            int incrementCount = 20;
            float radius = 5;
            float anglePerIncrement = MathHelper.TwoPi / incrementCount;
            Bone[] bonesList = new Bone[incrementCount];
            for (int i = 0; i < incrementCount; i++)
            {
                Vector3 bonePosition;
            #if !WINDOWS
                bonePosition = new Vector3();
            #endif
                bonePosition.X = (float)Math.Cos(anglePerIncrement * i);
                bonePosition.Y = 0;
                bonePosition.Z = (float)Math.Sin(anglePerIncrement * i);
                bonePosition = bonePosition * radius + position;
                bonesList[i] = new Bone(bonePosition,
                                     Quaternion.Concatenate(Quaternion.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2), Quaternion.CreateFromAxisAngle(Vector3.Up, -anglePerIncrement * i)),
                                     0.5f,
                                     MathHelper.Pi * radius * 2 / incrementCount);
            }

            for (int i = 0; i < bonesList.Length; i++)
            {
                var boneA = bonesList[i];
                var boneB = bonesList[(i + 1) % incrementCount];
                var upA = Quaternion.Transform(Vector3.Up, boneA.Orientation);
                var upB = Quaternion.Transform(Vector3.Up, boneB.Orientation);
                joints.Add(new IKBallSocketJoint(boneA, boneB, (boneA.Position + upA * boneB.HalfHeight + boneB.Position - upB * boneB.HalfHeight) * .5f));
                joints.Add(new IKSwingLimit(boneA, boneB, upA, upB, MathHelper.Pi * .5f));
            }
            Cylinder[] boneEntitiesList = new Cylinder[incrementCount];
            for (int i = 0; i < incrementCount; i++)
            {
                var boneEntity = new Cylinder(new MotionState { Position = bonesList[i].Position, Orientation = bonesList[i].Orientation }, bonesList[i].Height, bonesList[i].Radius, 10);
                bones.Add(new BoneRelationship(bonesList[i], boneEntity));
                boneEntitiesList[i] = boneEntity;
                Space.Add(boneEntity);
            }

            for (int i = 0; i < incrementCount; i++)
            {
                var boneA = boneEntitiesList[i];
                var boneB = boneEntitiesList[(i + 1) % incrementCount];
                var upA = Quaternion.Transform(Vector3.Up, boneA.Orientation);
                var upB = Quaternion.Transform(Vector3.Up, boneB.Orientation);
                var joint = new BallSocketJoint(boneA, boneB, (boneA.Position + upA * boneB.Height * 0.5f + boneB.Position - upB * boneB.Height * 0.5f) * .5f);
                var swingLimit = new SwingLimit(boneA, boneB, upA, upB, MathHelper.Pi * .5f);
                Space.Add(swingLimit);
                Space.Add(joint);
                CollisionRules.AddRule(boneA, boneB, CollisionRule.NoBroadPhase);
            }
        }
        void BuildChain(Vector3 position)
        {
            //Set up a bone chain.
            int linkCount = 100;
            var previousBoneEntity = new Cylinder(position, 1, .2f, 10);
            var previousBone = new Bone(previousBoneEntity.Position, previousBoneEntity.Orientation, previousBoneEntity.Radius, previousBoneEntity.Height);
            bones.Add(new BoneRelationship(previousBone, previousBoneEntity));
            Space.Add(previousBoneEntity);

            for (int i = 1; i < linkCount; i++)
            {
                var boneEntity = new Cylinder(previousBone.Position + new Vector3(0, 1, 0), 1, .2f, 10);
                var bone = new Bone(boneEntity.Position, boneEntity.Orientation, boneEntity.Radius, boneEntity.Height);
                bones.Add(new BoneRelationship(bone, boneEntity));
                Space.Add(boneEntity);

                //Make a relationship between the two bones and entities.
                CollisionRules.AddRule(previousBoneEntity, boneEntity, CollisionRule.NoBroadPhase);
                Vector3 anchor = (previousBoneEntity.Position + boneEntity.Position) / 2;
                var dynamicsBallSocketJoint = new BallSocketJoint(previousBoneEntity, boneEntity, anchor);
                var dynamicsAngularFriction = new AngularMotor(previousBoneEntity, boneEntity);
                dynamicsAngularFriction.Settings.Mode = MotorMode.VelocityMotor;
                dynamicsAngularFriction.Settings.MaximumForce = 200;
                Space.Add(dynamicsBallSocketJoint);
                Space.Add(dynamicsAngularFriction);
                var ikBallSocketJoint = new IKBallSocketJoint(previousBone, bone, anchor); //(the joint is auto-added to the bones; no solver-add is needed)
                joints.Add(ikBallSocketJoint);

                previousBone = bone;
                previousBoneEntity = boneEntity;
            }
        }