internal void AddCollider(cl_entity_t *pEntity) { var node = _old.Find(pEntity->index); if (node != null) { _old.Remove(node); _added.AddFirst(node); // if model changed if (_rigidbodyCache[node.Value].ModelInUse != pEntity->curstate.modelindex) { var shape = GetCollisionShape(pEntity); if (shape == null) { return; } _rigidbodyCache[node.Value].RigidBody.CollisionShape = shape; } } else { var shape = GetCollisionShape(pEntity); if (shape == null) { return; } RigidBody kinematic = BulletHelper.CreateBodyForEntity(0, pEntity, shape, BWorld.Instance); _rigidbodyCache[pEntity->index] = new RigidbodyCache { RigidBody = kinematic, ModelInUse = pEntity->curstate.modelindex }; BWorld.Instance.AddRigidBody(kinematic); _added.AddFirst(pEntity->index); } }
private static void LoadScene(string levelName) { var path = PhyConfiguration.GetValue("ModDir"); string[] searchPath = { "", "downloaded", string.Format(@"../{0}_schinese", path), string.Format(@"../{0}_schinese/downloaded",path) }; string filePath = null; foreach (var i in searchPath) { filePath = Path.Combine(path, i, levelName); if (File.Exists(filePath)) { Debug.LogLine("Load map {0}", filePath); var bspLoader = new BspLoader(filePath); _kinematicsManager?.Clear(); _kinematicsManager = new KinematicsManager(bspLoader.Models); _sceneStaticObjects.Add(BulletHelper.CreateStaticBody(Matrix.Translation(0, 0, 0), new BvhTriangleMeshShape(bspLoader.Models[0], true), BWorld.Instance)); return; } } throw new FileNotFoundException(string.Format("Cannot found map file {0} on these paths: {1}", levelName, "\n" + string.Join("\n", searchPath))); }
//public static Ragdoll Build(string modelName, BuildOption buildOption) //{ // switch (buildOption) // { // case BuildOption.Default: // var defultOption = PhyConfiguration.GetValue("BuildOption"); // Debug.LogLine("Default ragdoll build option is [{0}]", defultOption); // return Build(modelName, (BuildOption)Enum.Parse(buildOption.GetType(),defultOption)); // case BuildOption.FromFile: // break; // case BuildOption.Bipped: // { // var info = BippedBone.Get(modelName); // if (info != null) // return BuildBipped(IEngineStudio.Mod_ForName(modelName,true),info,BoneAccessor.GetCurrent()); // Debug.LogLine("BippedBone missing. Model:{0}", modelName); // } // break; // case BuildOption.Spider: // break; // default: // break; // } // //missing inoformation to build for this model // return null; //} // 6 ------------- 5 // / / // / | / | // / | / | height/height // 2 ------------- 1 | // | | // | | // | 7 ------|------ 4 // | / | / // | / | / depth/width // / / // 3 ------------- 0 // width/length private static unsafe Ragdoll BuildBipped(studiohdr_t *pStudioHeader, BippedBone info, BoneAccessor accessor) { Debug.LogLine(); Debug.LogLine("========================================="); Debug.LogLine("Bipped build begin..."); var listKeybone = new List <int>() { info.Head, //info.Spine, info.Pelvis, info.LeftArm, info.LeftElbow, //info.LeftHand, info.LeftHip, info.LeftKnee, //info.LeftFoot, info.RightArm, info.RightElbow, //info.RightHand, info.RightHip, info.RightKnee, //info.RightFoot, }; var listNonKeybone = new List <int>(); for (int i = info.Pelvis; i < accessor.BoneCount; i++) { if (!listKeybone.Contains(i)) { listNonKeybone.Add(i); } } var ragdoll = new Ragdoll(pStudioHeader) { RigidBodies = new RigidBody[(int)BodyPart.Count], Constraints = new TypedConstraint[9], BoneRelativeTransform = new Matrix[accessor.BoneCount], EntityId = 0, RagdollData = new RagdollData() { KeyBoneIndeces = listKeybone, NonKeyBoneIndeces = listNonKeybone, } }; //===========Rigidbody================= Debug.LogLine("Now setup rigidbody..."); var lArm = accessor.Pos(info.LeftArm); var rArm = accessor.Pos(info.RightArm); var bodyWidth = (lArm - rArm).Length; Debug.LogLine("body width:{0}", bodyWidth); //head var head = accessor.Pos(info.Head); var headWidth = bodyWidth / 2.5f; //躯干是头的2.5倍 var headRaito = 5.85f / 8.1f; //头宽高比 var headHeight = headWidth / headRaito; var headShape = new SphereShape(headHeight / 2); var rigidOrigin = head; rigidOrigin.Z += headHeight / 2; rigidOrigin.X += headWidth / 4.6f; var headLookAt = head; headLookAt.X += headWidth / 4.6f; var headRigid = Matrix.Translation(rigidOrigin); var headBone = accessor.GetWorldTransform(info.Head); ragdoll.RigidBodies[(int)BodyPart.Head] = BulletHelper.CreateBoneRigidbody(1, ref headBone, ref headRigid, headShape); ragdoll.RigidBodies[(int)BodyPart.Head].UserIndex = info.Head; //lArm var lArmBone = accessor.GetWorldTransform(info.LeftArm); var lElbow = accessor.Pos(info.LeftElbow); ragdoll.RigidBodies[(int)BodyPart.LeftArm] = CreateLimb(ref lArmBone, lElbow, headWidth * 0.55f); ragdoll.RigidBodies[(int)BodyPart.LeftArm].UserIndex = info.LeftArm; //rArm var rArmBone = accessor.GetWorldTransform(info.RightArm); var rElbow = accessor.Pos(info.RightElbow); ragdoll.RigidBodies[(int)BodyPart.RightArm] = CreateLimb(ref rArmBone, rElbow, headWidth * 0.55f); ragdoll.RigidBodies[(int)BodyPart.RightArm].UserIndex = info.RightArm; //lElbow var lElbowBone = accessor.GetWorldTransform(info.LeftElbow); var lHand = accessor.Pos(info.LeftHand); ragdoll.RigidBodies[(int)BodyPart.LeftElbow] = CreateLimb(ref lElbowBone, lHand, headWidth * 0.5f); ragdoll.RigidBodies[(int)BodyPart.LeftElbow].UserIndex = info.LeftElbow; //rElbow var rElbowBone = accessor.GetWorldTransform(info.RightElbow); var rHand = accessor.Pos(info.RightHand); ragdoll.RigidBodies[(int)BodyPart.RightElbow] = CreateLimb(ref rElbowBone, rHand, headWidth * 0.5f); ragdoll.RigidBodies[(int)BodyPart.RightElbow].UserIndex = info.RightElbow; //lHip var lHipBone = accessor.GetWorldTransform(info.LeftHip); var lKnee = accessor.Pos(info.LeftKnee); ragdoll.RigidBodies[(int)BodyPart.LeftHip] = CreateLimb(ref lHipBone, lKnee, headWidth * 0.55f); ragdoll.RigidBodies[(int)BodyPart.LeftHip].UserIndex = info.LeftHip; //rHip var rHipBone = accessor.GetWorldTransform(info.RightHip); var rKnee = accessor.Pos(info.RightKnee); ragdoll.RigidBodies[(int)BodyPart.RightHip] = CreateLimb(ref rHipBone, rKnee, headWidth * 0.55f); ragdoll.RigidBodies[(int)BodyPart.RightHip].UserIndex = info.RightHip; //lKnee var lKneeBone = accessor.GetWorldTransform(info.LeftKnee); var lFoot = accessor.Pos(info.LeftFoot); ragdoll.RigidBodies[(int)BodyPart.LeftKnee] = CreateLimb(ref lKneeBone, lFoot, headWidth * 0.5f); ragdoll.RigidBodies[(int)BodyPart.LeftKnee].UserIndex = info.LeftKnee; //rKnee var rKneeBone = accessor.GetWorldTransform(info.RightKnee); var rFoot = accessor.Pos(info.RightFoot); ragdoll.RigidBodies[(int)BodyPart.RightKnee] = CreateLimb(ref rKneeBone, rFoot, headWidth * 0.5f); ragdoll.RigidBodies[(int)BodyPart.RightKnee].UserIndex = info.RightKnee; //body var pelvis = accessor.Pos(info.Pelvis); var pelvisBone = accessor.GetWorldTransform(info.Pelvis); var bodyHeight = (head - pelvis).Length; var bodyShape = new CapsuleShape(bodyWidth / 2, bodyHeight - bodyWidth); var bodyRigidTrans = BulletMathUtils.CenterOf(pelvis, head).LookAt(in head, in Vector3.UnitY); ragdoll.RigidBodies[(int)BodyPart.Pelvis] = BulletHelper.CreateBoneRigidbody(3, ref pelvisBone, ref bodyRigidTrans, bodyShape); ragdoll.RigidBodies[(int)BodyPart.Pelvis].UserIndex = info.Pelvis; //==============Constraint============= Debug.LogLine("Now setup constraint..."); var bodys = ragdoll.RigidBodies; // head constraint { //ragdoll.Constraints[0] = CreateJoint(bodys[(int)BodyPart.Head], bodys[(int)BodyPart.Pelvis], head); var bodyHead = bodys[(int)BodyPart.Head]; var bodyPelvis = bodys[(int)BodyPart.Pelvis]; var jointTrans = Matrix.Translation(head).LookAt(rigidOrigin, Vector3.UnitX); var localHead = jointTrans * bodyHead.WorldTransform.GetInverse(); var localPelvis = jointTrans * bodyPelvis.WorldTransform.GetInverse(); ragdoll.Constraints[0] = new ConeTwistConstraint(bodyHead, bodyPelvis, localHead, localPelvis); (ragdoll.Constraints[0] as ConeTwistConstraint).SetLimit((float)Math.PI / 6.5f, (float)Math.PI / 6.5f, (float)Math.PI * 0.3333333f); } // left arm constraint { //ragdoll.Constraints[1] = CreateJoint(bodys[(int)BodyPart.LeftArm], bodys[(int)BodyPart.Pelvis], lArm); var bodyLeftArm = bodys[(int)BodyPart.LeftArm]; var bodyPelvis = bodys[(int)BodyPart.Pelvis]; var jointOrigin = accessor.Pos(info.LeftArm); var jointTransform = Matrix.Translation(jointOrigin).LookAt(jointOrigin + new Vector3(0, -1, 0), Vector3.UnitX); var localInLeftArm = jointTransform * bodyLeftArm.WorldTransform.GetInverse(); var localPelvis = jointTransform * bodyPelvis.WorldTransform.GetInverse(); var joint = new ConeTwistConstraint(bodyLeftArm, bodyPelvis, localInLeftArm, localPelvis); joint.SetLimit(3.1415926f * 0.6f, 3.1415926f * 0.6f, 0); ragdoll.Constraints[1] = joint; } // right arm constraint { //ragdoll.Constraints[2] = CreateJoint(bodys[(int)BodyPart.RightArm], bodys[(int)BodyPart.Pelvis], rArm); var bodyRightArm = bodys[(int)BodyPart.RightArm]; var bodyPelvis = bodys[(int)BodyPart.Pelvis]; var jointOrigin = accessor.Pos(info.RightArm); var jointTransform = Matrix.Translation(jointOrigin).LookAt(jointOrigin + new Vector3(0, 1, 0), Vector3.UnitX); var localInRightArm = jointTransform * bodyRightArm.WorldTransform.GetInverse(); var localPelvis = jointTransform * bodyPelvis.WorldTransform.GetInverse(); var joint = new ConeTwistConstraint(bodyRightArm, bodyPelvis, localInRightArm, localPelvis); joint.SetLimit(3.1415926f * 0.6f, 3.1415926f * 0.6f, 0); ragdoll.Constraints[2] = joint; } {// Left elbow //ragdoll.Constraints[3] = CreateJoint(bodys[(int)BodyPart.LeftElbow], bodys[(int)BodyPart.LeftArm], lElbow); var bodyArm = bodys[(int)BodyPart.LeftArm]; var bodyElbow = bodys[(int)BodyPart.LeftElbow]; var jointTrans = Matrix.Translation(lElbow).LookAt(lElbow + new Vector3(0, 0, -1), Vector3.UnitZ); // joint's local transform var localInArm = jointTrans * bodyArm.WorldTransform.GetInverse(); var localInElbow = jointTrans * bodyElbow.WorldTransform.GetInverse(); var joint = new HingeConstraint(bodyArm, bodyElbow, localInArm, localInElbow); joint.SetAxis(Vector3.UnitZ); joint.SetLimit(-(float)Math.PI * 0.7f, 1); ragdoll.Constraints[3] = joint; } {// right elbow //ragdoll.Constraints[4] = CreateJoint(bodys[(int)BodyPart.RightElbow], bodys[(int)BodyPart.RightArm], rElbow); var bodyArm = bodys[(int)BodyPart.RightArm]; var bodyElbow = bodys[(int)BodyPart.RightElbow]; var jointTrans = Matrix.Translation(rElbow).LookAt(rElbow + new Vector3(0, 0, -1), Vector3.UnitZ); // joint's local transform var localInArm = jointTrans * bodyArm.WorldTransform.GetInverse(); var localInElbow = jointTrans * bodyElbow.WorldTransform.GetInverse(); var joint = new HingeConstraint(bodyArm, bodyElbow, localInArm, localInElbow); joint.SetAxis(Vector3.UnitZ); joint.SetLimit(-(float)Math.PI * 0.7f, 1); ragdoll.Constraints[4] = joint; } { //ragdoll.Constraints[5] = CreateJoint(bodys[(int)BodyPart.LeftHip], bodys[(int)BodyPart.Pelvis], accessor.Pos(info.LeftHip)); var bodyHipL = bodys[(int)BodyPart.LeftHip]; var bodyPelvis = bodys[(int)BodyPart.Pelvis]; var leglen = (accessor.Pos(info.LeftHip) - lKnee).Length; var x = (float)Math.Cos(Math.PI / 6) * leglen; var z = (float)Math.Sin(Math.PI / 6) * leglen; var posA = accessor.Pos(info.LeftHip); posA.Z += z; posA.X += x; var posB = lKnee; var posCenter = (posA + posB) / 2; var jointTrans = Matrix.Translation(accessor.Pos(info.LeftHip)).LookAt(posCenter, Vector3.UnitX); var localPelvis = jointTrans * bodyPelvis.WorldTransform.GetInverse(); var localHipL = jointTrans * bodyHipL.WorldTransform.GetInverse(); ragdoll.Constraints[5] = new ConeTwistConstraint(bodyHipL, bodyPelvis, localHipL, localPelvis); (ragdoll.Constraints[5] as ConeTwistConstraint).SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI / 12); } { //ragdoll.Constraints[6] = CreateJoint(bodys[(int)BodyPart.RightHip], bodys[(int)BodyPart.Pelvis], accessor.Pos(info.RightHip)); var bodyHipR = bodys[(int)BodyPart.RightHip]; var bodyPelvis = bodys[(int)BodyPart.Pelvis]; var leglen = (accessor.Pos(info.RightHip) - rKnee).Length; var x = (float)Math.Cos(Math.PI / 6) * leglen; var z = (float)Math.Sin(Math.PI / 6) * leglen; var posA = accessor.Pos(info.RightHip); posA.Z += z; posA.X += x; var posB = rKnee; var posCenter = (posA + posB) / 2; var jointTrans = Matrix.Translation(accessor.Pos(info.RightHip)).LookAt(posCenter, Vector3.UnitX); var localPelvis = jointTrans * bodyPelvis.WorldTransform.GetInverse(); var localHipR = jointTrans * bodyHipR.WorldTransform.GetInverse(); ragdoll.Constraints[6] = new ConeTwistConstraint(bodyHipR, bodyPelvis, localHipR, localPelvis); (ragdoll.Constraints[6] as ConeTwistConstraint).SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI / 12); } { // left knee joint { // p2p joint //ragdoll.Constraints[7] = CreateJoint(bodys[(int)BodyPart.LeftKnee], bodys[(int)BodyPart.LeftHip], lKnee); } {// hinge joint 1 var bodyHipL = bodys[(int)BodyPart.LeftHip]; var bodyKneeL = bodys[(int)BodyPart.LeftKnee]; var jointTrans = Matrix.Translation(lKnee).LookAt(lKnee + new Vector3(0, 1, 0), Vector3.UnitZ); // joint's local transform in left hip var localInHipL = jointTrans * bodyHipL.WorldTransform.GetInverse(); var localInKneeL = jointTrans * bodyKneeL.WorldTransform.GetInverse(); ragdoll.Constraints[7] = new HingeConstraint(bodyHipL, bodyKneeL, localInHipL, localInKneeL); (ragdoll.Constraints[7] as HingeConstraint).SetLimit(-(float)Math.PI * 0.7f, 0); } {// hinge joint 2 //var bodyHipL = bodys[(int)BodyPart.LeftHip]; //var bodyKneeL = bodys[(int)BodyPart.LeftKnee]; //Vector3 axisInA = new Vector3(1, 0, 0); //Matrix transform = Matrix.Invert(bodyB.WorldTransform) * bodyA.WorldTransform; //Vector3 pivotInB = Vector3.TransformCoordinate(pivotInA, transform); //transform = Matrix.Invert(bodyB.WorldTransform) * bodyB.WorldTransform; //Vector3 axisInB = Vector3.TransformCoordinate(axisInA, transform); //var jointTrans = Matrix.Translation(lKnee).LookAt(lKnee + new Vector3(0, 1, 0), Vector3.UnitZ); //// joint's local transform in left hip //var localInHipL = jointTrans * bodyHipL.WorldTransform.GetInverse(); //var localInKneeL = jointTrans * bodyKneeL.WorldTransform.GetInverse(); //ragdoll.Constraints[7] = new HingeConstraint(bodyHipL, bodyKneeL, localInHipL, localInKneeL); //(ragdoll.Constraints[7] as HingeConstraint).SetLimit(-(float)Math.PI / 6, (float)Math.PI / 6); } } { //ragdoll.Constraints[8] = CreateJoint(bodys[(int)BodyPart.RightKnee], bodys[(int)BodyPart.RightHip], rKnee); {// hinge joint 1 var bodyHipR = bodys[(int)BodyPart.RightHip]; var bodyKneeR = bodys[(int)BodyPart.RightKnee]; var jointTrans = Matrix.Translation(rKnee).LookAt(rKnee + new Vector3(0, 1, 0), Vector3.UnitZ); // joint's local transform in left hip var localInHipR = jointTrans * bodyHipR.WorldTransform.GetInverse(); var localInKneeR = jointTrans * bodyKneeR.WorldTransform.GetInverse(); ragdoll.Constraints[8] = new HingeConstraint(bodyHipR, bodyKneeR, localInHipR, localInKneeR); (ragdoll.Constraints[8] as HingeConstraint).SetLimit(-(float)Math.PI * 0.7f, 0); } } foreach (var i in ragdoll.RigidBodies) { i.SetDamping(0.05f, 0.85f); i.DeactivationTime = 0.8f; i.SetSleepingThresholds(1.6f, 2.5f); i.Friction = 2.2f;//v1.0 is 2 } // damping, friction and restitution document forum //https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=8100 // What is the unit of Damping in Generic Spring Constraint? // https://github.com/bulletphysics/bullet3/issues/345 foreach (var i in ragdoll.Constraints) { i.DebugDrawSize = 3; } Debug.LogLine("Bipped build complete."); Debug.LogLine("========================================="); return(ragdoll); }