Exemplo n.º 1
0
        public virtual Object CastRay(ref IndexedVector3 from, ref IndexedVector3 to, ref VehicleRaycasterResult result)
        {
            //	RayResultCallback& resultCallback;
            ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref from, ref to);

            m_dynamicsWorld.RayTest(ref from, ref to, rayCallback);

            if (rayCallback.HasHit())
            {
                RigidBody body = RigidBody.Upcast(rayCallback.m_collisionObject);
                if (body != null && body.HasContactResponse())
                {
                    result.m_hitPointInWorld  = rayCallback.m_hitPointWorld;
                    result.m_hitNormalInWorld = rayCallback.m_hitNormalWorld;
                    result.m_hitNormalInWorld.Normalize();
                    result.m_distFraction = rayCallback.m_closestHitFraction;
                    return(body);
                }
            }
            else
            {
                ClosestRayResultCallback rayCallback2 = new ClosestRayResultCallback(ref from, ref to);

                m_dynamicsWorld.RayTest(ref from, ref to, rayCallback2);
            }
            rayCallback.Cleanup();
            return(null);
        }
Exemplo n.º 2
0
 public override void SynchronizeMotionStates()
 {
     if (m_synchronizeAllMotionStates)
     {
         //iterate  over all collision objects
         int length = m_collisionObjects.Count;
         for (int i = 0; i < length; ++i)
         {
             RigidBody body = RigidBody.Upcast(m_collisionObjects[i]);
             if (body != null)
             {
                 SynchronizeSingleMotionState(body);
             }
         }
     }
     else
     {
         //iterate over all active rigid bodies
         int length = m_nonStaticRigidBodies.Count;
         for (int i = 0; i < length; ++i)
         {
             RigidBody body = m_nonStaticRigidBodies[i];
             if (body.IsActive())
             {
                 SynchronizeSingleMotionState(body);
             }
         }
     }
 }
 public override void SetGravity(ref IndexedVector3 gravity)
 {
     m_gravity = gravity;
     foreach (CollisionObject colObj in m_collisionObjects)
     {
         RigidBody body = RigidBody.Upcast(colObj);
         if (body != null)
         {
             body.SetGravity(ref gravity);
         }
     }
 }
        ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
        public override void RemoveCollisionObject(CollisionObject collisionObject)
        {
            RigidBody body = RigidBody.Upcast(collisionObject);

            if (body != null)
            {
                RemoveRigidBody(body);
            }
            else
            {
                base.RemoveCollisionObject(collisionObject);
            }
        }
        public override void ClearForces()
        {
            ///@todo: iterate over awake simulation islands!
            for (int i = 0; i < m_collisionObjects.Count; i++)
            {
                CollisionObject colObj = m_collisionObjects[i];

                RigidBody body = RigidBody.Upcast(colObj);
                if (body != null)
                {
                    body.ClearForces();
                }
            }
        }
 public override void SynchronizeMotionStates()
 {
     ///@todo: iterate over awake simulation islands!
     foreach (CollisionObject colObj in m_collisionObjects)
     {
         RigidBody body = RigidBody.Upcast(colObj);
         if (body != null && body.GetMotionState() != null)
         {
             if (body.GetActivationState() != ActivationState.ISLAND_SLEEPING)
             {
                 body.GetMotionState().SetWorldTransform(body.GetWorldTransform());
             }
         }
     }
 }
Exemplo n.º 7
0
        //response  between two dynamic objects without friction, assuming 0 penetration depth
        public static float ResolveSingleCollision(
            RigidBody body1,
            CollisionObject colObj2,
            ref IndexedVector3 contactPositionWorld,
            ref IndexedVector3 contactNormalOnB,
            ContactSolverInfo solverInfo,
            float distance)
        {
            RigidBody body2 = RigidBody.Upcast(colObj2);


            IndexedVector3 normal = contactNormalOnB;

            IndexedVector3 rel_pos1 = contactPositionWorld - body1.GetWorldTransform()._origin;
            IndexedVector3 rel_pos2 = contactPositionWorld - colObj2.GetWorldTransform()._origin;

            IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
            IndexedVector3 vel2 = body2 != null?body2.GetVelocityInLocalPoint(ref rel_pos2) : IndexedVector3.Zero;

            IndexedVector3 vel     = vel1 - vel2;
            float          rel_vel = normal.Dot(ref vel);

            float combinedRestitution = body1.GetRestitution() * colObj2.GetRestitution();
            float restitution         = combinedRestitution * -rel_vel;

            float positionalError = solverInfo.m_erp * -distance / solverInfo.m_timeStep;
            float velocityError   = -(1.0f + restitution) * rel_vel;          // * damping;
            float denom0          = body1.ComputeImpulseDenominator(ref contactPositionWorld, ref normal);
            float denom1          = body2 != null?body2.ComputeImpulseDenominator(ref contactPositionWorld, ref normal) : 0.0f;

            float relaxation   = 1.0f;
            float jacDiagABInv = relaxation / (denom0 + denom1);

            float penetrationImpulse = positionalError * jacDiagABInv;
            float velocityImpulse    = velocityError * jacDiagABInv;

            float normalImpulse = penetrationImpulse + velocityImpulse;

            normalImpulse = 0.0f > normalImpulse ? 0.0f : normalImpulse;

            body1.ApplyImpulse(normal * (normalImpulse), rel_pos1);
            if (body2 != null)
            {
                body2.ApplyImpulse(-normal * (normalImpulse), rel_pos2);
            }

            return(normalImpulse);
        }
        public void IntegrateTransforms(float timeStep)
        {
            IndexedMatrix predictedTrans;

            foreach (CollisionObject colObj in m_collisionObjects)
            {
                RigidBody body = RigidBody.Upcast(colObj);
                if (body != null)
                {
                    if (body.IsActive() && (!body.IsStaticObject()))
                    {
                        body.PredictIntegratedTransform(timeStep, out predictedTrans);
                        body.ProceedToTransform(ref predictedTrans);
                    }
                }
            }
        }
 public override void UpdateAabbs()
 {
     //IndexedMatrix predictedTrans = IndexedMatrix.Identity;
     foreach (CollisionObject colObj in m_collisionObjects)
     {
         RigidBody body = RigidBody.Upcast(colObj);
         if (body != null)
         {
             if (body.IsActive() && (!body.IsStaticObject()))
             {
                 IndexedVector3 minAabb;
                 IndexedVector3 maxAabb;
                 colObj.GetCollisionShape().GetAabb(colObj.GetWorldTransform(), out minAabb, out maxAabb);
                 IBroadphaseInterface bp = GetBroadphase();
                 bp.SetAabb(body.GetBroadphaseHandle(), ref minAabb, ref maxAabb, m_dispatcher1);
             }
         }
     }
 }
Exemplo n.º 10
0
        public virtual void SaveKinematicState(float timeStep)
        {
            ///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
            ///to switch status _after_ adding kinematic objects to the world
            ///fix it for Bullet 3.x release

            int length = m_collisionObjects.Count;

            for (int i = 0; i < length; ++i)
            {
                RigidBody body = RigidBody.Upcast(m_collisionObjects[i]);
                if (body != null && body.GetActivationState() != ActivationState.ISLAND_SLEEPING)
                {
                    if (body.IsKinematicObject())
                    {
                        //to calculate velocities next frame
                        body.SaveKinematicState(timeStep);
                    }
                }
            }
        }
 public void PredictUnconstraintMotion(float timeStep)
 {
     foreach (CollisionObject colObj in m_collisionObjects)
     {
         RigidBody body = RigidBody.Upcast(colObj);
         if (body != null)
         {
             if (!body.IsStaticObject())
             {
                 if (body.IsActive())
                 {
                     body.ApplyGravity();
                     body.IntegrateVelocities(timeStep);
                     body.ApplyDamping(timeStep);
                     IndexedMatrix temp = body.GetInterpolationWorldTransform();
                     body.PredictIntegratedTransform(timeStep, out temp);
                     body.SetInterpolationWorldTransform(ref temp);
                 }
             }
         }
     }
 }
Exemplo n.º 12
0
        public override bool CheckCollideWithOverride(CollisionObject co)
        {
            RigidBody otherRb = RigidBody.Upcast(co);

            if (otherRb == null)
            {
                return(true);
            }

            for (int i = 0; i < m_constraintRefs.Count; ++i)
            {
                TypedConstraint c = m_constraintRefs[i];
                if (c.IsEnabled())
                {
                    if (c.GetRigidBodyA() == otherRb || c.GetRigidBodyB() == otherRb)
                    {
                        return(false);
                    }
                }
            }

            return(true);
        }