/// <summary>
        /// Se crea uncuerpo rigido a partir de un TgcMesh, pero no tiene masa por lo que va a ser estatico.
        /// </summary>
        /// <param name="mesh">TgcMesh</param>
        /// <returns>Cuerpo rigido de un Mesh</returns>
        public RigidBody CreateRigidBodyFromTgcMesh(TgcMesh mesh)
        {
            var vertexCoords = mesh.getVertexPositions();

            TriangleMesh triangleMesh = new TriangleMesh();

            for (int i = 0; i < vertexCoords.Length; i = i + 3)
            {
                triangleMesh.AddTriangle(vertexCoords[i].ToBulletVector3(), vertexCoords[i + 1].ToBulletVector3(), vertexCoords[i + 2].ToBulletVector3());
            }

            var transformationMatrix       = TGCMatrix.RotationYawPitchRoll(0, 0, 0).ToBsMatrix;
            DefaultMotionState motionState = new DefaultMotionState(transformationMatrix);

            var bulletShape     = new BvhTriangleMeshShape(triangleMesh, false);
            var boxLocalInertia = bulletShape.CalculateLocalInertia(0);

            var bodyInfo  = new RigidBodyConstructionInfo(0, motionState, bulletShape, boxLocalInertia);
            var rigidBody = new RigidBody(bodyInfo);

            rigidBody.Friction        = 0.4f;
            rigidBody.RollingFriction = 1;
            rigidBody.Restitution     = 1f;

            return(rigidBody);
        }
Пример #2
0
        protected override CollisionShape CreateShape()
        {
            TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(this.indices, this.vertices);
            BvhTriangleMeshShape     bvh = new BvhTriangleMeshShape(tiv, true, true);

            return(bvh);
        }
Пример #3
0
        public ConvexDecompositionDemoSimulation(bool enableSat)
        {
            _enableSat = enableSat;

            CollisionConfiguration = new DefaultCollisionConfiguration();
            Dispatcher             = new CollisionDispatcher(CollisionConfiguration);
            Broadphase             = new AxisSweep3(new Vector3(-10000, -10000, -10000), new Vector3(10000, 10000, 10000));
            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, CollisionConfiguration);

            CreateGround();

            ManifoldPoint.ContactAdded += MyContactCallback;
            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;

            string path           = Path.Combine("data", "file.obj");
            var    wavefrontModel = WavefrontObj.Load(path);

            if (wavefrontModel.Indices.Count == 0)
            {
                return;
            }

            var localScaling = new Vector3(6, 6, 6);

            _triangleMesh = CreateTriangleMesh(wavefrontModel.Indices, wavefrontModel.Vertices, localScaling);

            // Convex hull approximation
            ConvexHullShape convexShape = CreateHullApproximation(_triangleMesh);
            float           mass        = 1.0f;

            PhysicsHelper.CreateBody(mass, Matrix.Translation(0, 2, 14), convexShape, World);

            // Non-moving body
            var        objectOffset    = new Vector3(10, 0, 0);
            const bool useQuantization = true;
            var        concaveShape    = new BvhTriangleMeshShape(_triangleMesh, useQuantization);

            PhysicsHelper.CreateStaticBody(Matrix.Translation(objectOffset), concaveShape, World);


            Hacd hacd = ComputeHacd(wavefrontModel);

            hacd.Save("output.wrl", false);

            var compoundShape = CreateCompoundShape(hacd, localScaling);

            mass         = 10.0f;
            objectOffset = new Vector3(-10, 0, -6);
            var body2 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);

            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = PhysicsHelper.CreateBody(mass, Matrix.Translation(objectOffset), compoundShape, World);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
        }
Пример #4
0
        private void CreateMeshBody(TriangleMesh mesh, Matrix transform)
        {
            const bool useQuantization = true;
            var        concaveShape    = new BvhTriangleMeshShape(mesh, useQuantization);

            PhysicsHelper.CreateStaticBody(transform, concaveShape, World);
        }
Пример #5
0
        public void AddShape(Mesh mesh, Transform tran)
        {
            // Cube, Plane은 잘 된다. 구는 잘 안 되는데
            // C++로 불릿 내부를 본 뒤에 다시 보도록 한다.

            // TriangleMesh는 정적 노드를 기준으로 한다.
            // 변환해서 넣어야 됨. WorldTransform 반영 안 함

            var triMesh = new TriangleMesh(true, true);

            for (int i = 0; i < mesh.Indices.Count; i += 3)
            {
                var v0 = ToBulletVector3(OpenTK.Vector3.TransformPosition(mesh.Vertices[mesh.Indices[i + 0]].Position, tran.Matrix));
                var v1 = ToBulletVector3(OpenTK.Vector3.TransformPosition(mesh.Vertices[mesh.Indices[i + 1]].Position, tran.Matrix));
                var v2 = ToBulletVector3(OpenTK.Vector3.TransformPosition(mesh.Vertices[mesh.Indices[i + 2]].Position, tran.Matrix));

                triMesh.AddTriangle(v0, v1, v2, false);
            }

            var triShape = new BvhTriangleMeshShape(triMesh, true, true);
            // 아래는 생략해도 피킹 잘 됨
            // triShape.BuildOptimizedBvh();

            var colObj = new CollisionObject();

            colObj.CollisionShape = triShape;
            colObj.WorldTransform = ToBulletMatrix(OpenTK.Matrix4.Identity);

            world.AddCollisionObject(colObj);
            world.StepSimulation(0.1f);
        }
Пример #6
0
        public void SetUp()
        {
            conf       = new DefaultCollisionConfiguration();
            dispatcher = new CollisionDispatcher(conf);
            broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world      = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            // Initialize TriangleIndexVertexArray with float array
            indexVertexArray = new TriangleIndexVertexArray(TorusMesh.Indices, TorusMesh.Vertices);
            gImpactMeshShape = new GImpactMeshShape(indexVertexArray);
            gImpactMeshShape.CalculateLocalInertia(1.0f);
            gImpactMesh = CreateBody(1.0f, gImpactMeshShape, Vector3.Zero);


            // Initialize TriangleIndexVertexArray with Vector3 array
            Vector3[] torusVertices = new Vector3[TorusMesh.Vertices.Length / 3];
            for (int i = 0; i < torusVertices.Length; i++)
            {
                torusVertices[i] = new Vector3(
                    TorusMesh.Vertices[i * 3],
                    TorusMesh.Vertices[i * 3 + 1],
                    TorusMesh.Vertices[i * 3 + 2]);
            }
            indexVertexArray2 = new TriangleIndexVertexArray(TorusMesh.Indices, torusVertices);
            triangleMeshShape = new BvhTriangleMeshShape(indexVertexArray2, true);
            // CalculateLocalInertia must fail for static shapes (shapes based on TriangleMeshShape)
            //triangleMeshShape.CalculateLocalInertia(1.0f);
            triangleMesh = CreateBody(0.0f, triangleMeshShape, Vector3.Zero);
        }
        public override void OnDrawGizmosSelected()
        {
            if (!drawGizmo)
            {
                return;
            }
            Gizmos.color = Color.yellow;
            CollisionShape  shape       = GetCollisionShape();
            ConvexHullShape convexShape = shape as ConvexHullShape;

            Gizmos.matrix = transform.localToWorldMatrix * Matrix4x4.Scale(transform.lossyScale).inverse;
            if (convexShape != null)
            {
                //BulletSharp.Math.Matrix childShapeTransform = this.transform;
                //childShapeTransform.Invert();
                //BulletSharp.Math.Matrix shapeTransform = childShapeTransform * this.transform.localToWorldMatrix.ToBullet();
                int nbEdges = convexShape.NumEdges;
                for (int j = 0; j < nbEdges; j++)
                {
                    BulletSharp.Math.Vector3 vertex1;
                    BulletSharp.Math.Vector3 vertex2;
                    convexShape.GetEdge(j, out vertex1, out vertex2);
                    Vector3 vertexUnity1 = BSExtensionMethods2.ToUnity(vertex1);
                    Vector3 vertexUnity2 = BSExtensionMethods2.ToUnity(vertex2);
                    Gizmos.DrawLine(vertexUnity1, vertexUnity2);
                }
            }
            BvhTriangleMeshShape triangleShape = shape as BvhTriangleMeshShape;

            if (triangleShape != null)
            {
                DisplayTriangleCallback cb = new DisplayTriangleCallback();
                triangleShape.MeshInterface.InternalProcessAllTriangles(cb, triangleShape.LocalAabbMin, triangleShape.LocalAabbMax);
            }
        }
Пример #8
0
        internal static object CreateMeshShapeF(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
        {
            ObjectArray <int>   indicesarr = new ObjectArray <int>(indices);
            ObjectArray <float> vertices   = new ObjectArray <float>(verticesAsFloats);
            var         world = pWorld as DiscreteDynamicsWorld;
            IndexedMesh mesh  = new IndexedMesh();

            mesh.m_indexType           = PHY_ScalarType.PHY_INTEGER;
            mesh.m_numTriangles        = pIndicesCount / 3;
            mesh.m_numVertices         = pVerticesCount;
            mesh.m_triangleIndexBase   = indicesarr;
            mesh.m_vertexBase          = vertices;
            mesh.m_vertexStride        = 3;
            mesh.m_vertexType          = PHY_ScalarType.PHY_FLOAT;
            mesh.m_triangleIndexStride = 3;

            TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();

            tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
            BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, false, true);
            //TriangleMeshShape meshShape = new TriangleMeshShape(tribuilder);
            //meshShape.SetMargin(world.WorldSettings.Params.collisionMargin);
            float margin = 0.02f;

            meshShape.SetMargin(margin);
            return(meshShape);
        }
Пример #9
0
        /// <summary>
        /// Starts the component.
        /// </summary>
        /// <param name="time">Time snapshot</param>
        protected override void OnStart(GameTime time)
        {
            base.OnStart(time);

            while (!this.Model.IsLoaded)
            {
                Thread.Sleep(0);
            }

            List <Vector3> positions = new List <Vector3>();
            List <int>     indexList = new List <int>();

            int offset = 0;

            foreach (var mesh in this.Model.GetMeshes())
            {
                offset = positions.Count;
                foreach (var vertex in mesh.GetVertices())
                {
                    positions.Add(new Vector3(vertex.Position.X, vertex.Position.Y, vertex.Position.Z));
                }

                uint[] indexes = mesh.GetIndexes();
                for (int i = 0; i < indexes.Length; i++)
                {
                    indexList.Add(offset + (int)indexes[i]);
                }
            }

            var triangleMesh = new TriangleIndexVertexArray(indexList.ToArray(), positions.ToArray());

            this.shape            = new BvhTriangleMeshShape(triangleMesh, true, true);
            this.shape.UserObject = this;
        }
        /// <summary>
        ///     Crea una coleccion de triangulos para Bullet a partir de los triangulos generados por un heighmap
        ///     o una coleccion de triangulos a partir de un Custom Vertex Buffer con vertices del tipo Position Texured.
        ///     Se utilizo el codigo de un snippet de Bullet http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Code_Snippets
        /// </summary>
        /// <param name="triangleDataVB">Custom Vertex Buffer que puede ser de un Heightmap</param>
        /// <returns>Rigid Body del terreno</returns>
        public static RigidBody CreateSurfaceFromHeighMap(CustomVertex.PositionTextured[] triangleDataVB)
        {
            //Triangulos
            var        triangleMesh = new TriangleMesh();
            int        i            = 0;
            TGCVector3 vector0;
            TGCVector3 vector1;
            TGCVector3 vector2;

            while (i < triangleDataVB.Length)
            {
                var triangle = new Triangle();
                vector0 = new TGCVector3(triangleDataVB[i].X, triangleDataVB[i].Y, triangleDataVB[i].Z);
                vector1 = new TGCVector3(triangleDataVB[i + 1].X, triangleDataVB[i + 1].Y, triangleDataVB[i + 1].Z);
                vector2 = new TGCVector3(triangleDataVB[i + 2].X, triangleDataVB[i + 2].Y, triangleDataVB[i + 2].Z);

                i = i + 3;

                triangleMesh.AddTriangle(vector0.ToBsVector, vector1.ToBsVector, vector2.ToBsVector, false);
            }

            CollisionShape meshCollisionShape = new BvhTriangleMeshShape(triangleMesh, true);
            var            meshMotionState    = new DefaultMotionState();
            var            meshRigidBodyInfo  = new RigidBodyConstructionInfo(0, meshMotionState, meshCollisionShape);
            RigidBody      meshRigidBody      = new RigidBody(meshRigidBodyInfo);

            return(meshRigidBody);
        }
        /// <summary>
        ///     Crea una coleccion de triangulos para Bullet a partir de los triangulos generados por un heighmap
        /// </summary>
        /// <param name="triangleDataVB"></param>
        /// <returns></returns>
        public static RigidBody CreateSurfaceFromHeighMap(CustomVertex.PositionTextured[] triangleDataVB)
        {
            /*
             * This come from a bullet page
             * http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Code_Snippets
             * btTriangleMesh *mTriMesh = new btTriangleMesh();
             *
             * while(!done) {
             *  // For whatever your source of triangles is
             *  //   give the three points of each triangle:
             *  btVector3 v0(x0,y0,z0);
             *  btVector3 v1(x1,y1,z1);
             *  btVector3 v2(x2,y2,z2);
             *
             *  // Then add the triangle to the mesh:
             *  mTriMesh->addTriangle(v0,v1,v2);
             * }
             *
             * btCollisionShape *mTriMeshShape = new btBvhTriangleMeshShape(mTriMesh,true);
             *
             * // Now use mTriMeshShape as your collision shape.
             * // Everything else is like a normal rigid body
             */

            /*
             * Para 1 solo triangulo
             * var triangle = new Triangle();
             * TGCVector3 vector0 = new TGCVector3(0, 0, 0);
             * TGCVector3 vector1 = new TGCVector3(100, 0, 0);
             * TGCVector3 vector2 = new TGCVector3(0, 0, 100);
             *
             * triangleMesh.AddTriangle(vector0.ToBsVector,vector1.ToBsVector,vector2.ToBsVector,false);
             */

            //Triangulos
            var        triangleMesh = new TriangleMesh();
            int        i            = 0;
            TGCVector3 vector0;
            TGCVector3 vector1;
            TGCVector3 vector2;

            while (i < triangleDataVB.Length)
            {
                var triangle = new Triangle();
                vector0 = new TGCVector3(triangleDataVB[i].X, triangleDataVB[i].Y, triangleDataVB[i].Z);
                vector1 = new TGCVector3(triangleDataVB[i + 1].X, triangleDataVB[i + 1].Y, triangleDataVB[i + 1].Z);
                vector2 = new TGCVector3(triangleDataVB[i + 2].X, triangleDataVB[i + 2].Y, triangleDataVB[i + 2].Z);

                i = i + 3;

                triangleMesh.AddTriangle(vector0.ToBsVector, vector1.ToBsVector, vector2.ToBsVector, false);
            }

            CollisionShape meshCollisionShape = new BvhTriangleMeshShape(triangleMesh, true);
            var            meshMotionState    = new DefaultMotionState();
            var            meshRigidBodyInfo  = new RigidBodyConstructionInfo(0, meshMotionState, meshCollisionShape);
            RigidBody      meshRigidBody      = new RigidBody(meshRigidBodyInfo);

            return(meshRigidBody);
        }
Пример #12
0
        public override void Run()
        {
            var conf       = new DefaultCollisionConfiguration();
            var dispatcher = new CollisionDispatcher(conf);
            var broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));

            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            var indexVertexArray = new TriangleIndexVertexArray(TorusMesh.Indices, TorusMesh.Vertices);

            foreach (var indexedMesh in indexVertexArray.IndexedMeshArray)
            {
                indexedMesh.ToString();
            }
            AddToDisposeQueue(indexVertexArray);

            var     gImpactMesh = new GImpactMeshShape(indexVertexArray);
            Vector3 aabbMin, aabbMax;

            gImpactMesh.GetAabb(Matrix.Identity, out aabbMin, out aabbMax);
            CreateBody(1.0f, gImpactMesh, Vector3.Zero);
            AddToDisposeQueue(gImpactMesh);
            gImpactMesh = null;

            var triangleMesh = new BvhTriangleMeshShape(indexVertexArray, true);

            triangleMesh.CalculateLocalInertia(1.0f);
            triangleMesh.GetAabb(Matrix.Identity, out aabbMin, out aabbMax);
            CreateBody(1.0f, triangleMesh, Vector3.Zero);
            AddToDisposeQueue(triangleMesh);
            triangleMesh = null;

            indexVertexArray = null;


            AddToDisposeQueue(conf);
            AddToDisposeQueue(dispatcher);
            AddToDisposeQueue(broadphase);
            AddToDisposeQueue(world);

            //conf.Dispose();
            conf = null;
            //dispatcher.Dispose();
            dispatcher = null;
            //broadphase.Dispose();
            broadphase = null;
            for (int i = 0; i < 600; i++)
            {
                world.StepSimulation(1.0f / 60.0f);
            }
            world.Dispose();
            world = null;

            ForceGC();
            TestWeakRefs();
            ClearRefs();
        }
Пример #13
0
        public BvhTriangleMeshShape GetAccurateCollisionShape()
        {
            //if (CachedBvhTriangleMeshShape != null) return CachedBvhTriangleMeshShape;
            List <Vector3> vectors = GetRawVertexList();
            var            smesh   = new TriangleIndexVertexArray(Enumerable.Range(0, Vertices.Count).ToArray(), vectors.Select((a) => a).ToArray());

            CachedBvhTriangleMeshShape = new BvhTriangleMeshShape(smesh, false);
            //CachedBvhTriangleMeshShape.LocalScaling = new Vector3(scale);
            return(CachedBvhTriangleMeshShape);
        }
Пример #14
0
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            //CompoundCollisionAlgorithm.CompoundChildShapePairCallback = MyCompoundChildShapeCallback;

            string path           = Path.Combine("data", "file.obj");
            var    wavefrontModel = WavefrontObj.Load(path);

            if (wavefrontModel.Indices.Count == 0)
            {
                return;
            }

            var localScaling = new Vector3(6, 6, 6);

            _triangleMesh = CreateTriangleMesh(wavefrontModel.Indices, wavefrontModel.Vertices, localScaling);

            // Convex hull approximation
            ConvexHullShape convexShape = CreateHullApproximation(_triangleMesh);
            float           mass        = 1.0f;

            LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

            // Non-moving body
            var        objectOffset    = new Vector3(10, 0, 0);
            const bool useQuantization = true;
            var        concaveShape    = new BvhTriangleMeshShape(_triangleMesh, useQuantization);

            LocalCreateRigidBody(0, Matrix.Translation(objectOffset), concaveShape);


            Hacd hacd = ComputeHacd(wavefrontModel);

            hacd.Save("output.wrl", false);

            var compoundShape = CreateCompoundShape(hacd, localScaling);

            mass         = 10.0f;
            objectOffset = new Vector3(-10, 0, -6);
            var body2 = LocalCreateRigidBody(mass, Matrix.Translation(objectOffset), compoundShape);

            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = LocalCreateRigidBody(mass, Matrix.Translation(objectOffset), compoundShape);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

            objectOffset.Z       += 6;
            body2                 = LocalCreateRigidBody(mass, Matrix.Translation(objectOffset), compoundShape);
            body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
        }
Пример #15
0
        protected override CollisionShape CreateShape()
        {
            //ConvexHullShape shape = new ConvexHullShape(this.vertices);
            //BvhTriangleMeshShape bvh = new BvhTriangleMeshShape(
            //StridingMeshInterface smi = new StridingMeshInterface();
            TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(this.indices, this.vertices);
            BvhTriangleMeshShape     bvh = new BvhTriangleMeshShape(tiv, true, true);

            //StridingMeshInterface
            return(bvh);
        }
Пример #16
0
        public static libTechCollisionShape FromVerticesConcave(IEnumerable <Vector3> Verts)
        {
            Vector3[]    VertsArray = Verts.ToArray();
            TriangleMesh TriMesh    = new TriangleMesh();

            for (int i = 0; i < VertsArray.Length; i += 3)
            {
                TriMesh.AddTriangle(VertsArray[i + 0], VertsArray[i + 1], VertsArray[i + 2]);
            }

            BvhTriangleMeshShape TriShape = new BvhTriangleMeshShape(TriMesh, false);

            return(new libTechCollisionShape(TriShape));
        }
        public static CollisionShape GetCollisionShapeFromCollider(Collider collider)
        {
            MeshCollider meshCollider = collider as MeshCollider;

            if (meshCollider != null)
            {
                try
                {
                    Vector3[] vertices = meshCollider.sharedMesh.vertices;
                    if (meshCollider.convex)
                    {
                        float[] points = new float[vertices.Length * 3];
                        for (int i = 0; i < vertices.Length; ++i)
                        {
                            int idx = i * 3;
                            points[idx]     = vertices[i].x;
                            points[idx + 1] = vertices[i].y;
                            points[idx + 2] = vertices[i].z;
                        }
                        ConvexHullShape cs = new ConvexHullShape(points);
                        cs.LocalScaling = meshCollider.transform.lossyScale.ToBullet();
                        cs.Margin       = 0f;
                        //TODO
                        // cs.OptimizeConvexHull();
                        return(cs);
                    }
                    else
                    {
                        int[]        tris = meshCollider.sharedMesh.triangles;
                        TriangleMesh tm   = new TriangleMesh();
                        for (int i = 0; i < tris.Length; i += 3)
                        {
                            tm.AddTriangle(vertices[tris[i]].ToBullet(),
                                           vertices[tris[i + 1]].ToBullet(),
                                           vertices[tris[i + 2]].ToBullet(),
                                           true);
                        }
                        BvhTriangleMeshShape ts = new BvhTriangleMeshShape(tm, true);
                        ts.LocalScaling = meshCollider.transform.lossyScale.ToBullet();
                        return(ts);
                    }
                }
                catch (NullReferenceException e)
                {
                    Debug.LogError("Could not get collision shape from collider. Maybe it's not a mesh collider ?", collider);
                }
            }
            return(null);
        }
Пример #18
0
        private RigidBody construirRigidBodyDeTriangleMeshShape(BvhTriangleMeshShape triangleMeshShape)
        {
            var transformationMatrix       = TGCMatrix.RotationYawPitchRoll(0, 0, 0).ToBsMatrix;
            DefaultMotionState motionState = new DefaultMotionState(transformationMatrix);

            var boxLocalInertia = triangleMeshShape.CalculateLocalInertia(0);
            var bodyInfo        = new RigidBodyConstructionInfo(0, motionState, triangleMeshShape, boxLocalInertia);
            var rigidBody       = new RigidBody(bodyInfo);

            rigidBody.Friction        = 0.4f;
            rigidBody.RollingFriction = 1;
            rigidBody.Restitution     = 1f;

            return(rigidBody);
        }
        private void CreateGround()
        {
            const int totalVerts          = NumVertsX * NumVertsY;
            const int totalTriangles      = 2 * (NumVertsX - 1) * (NumVertsY - 1);
            const int triangleIndexStride = 3 * sizeof(int);
            const int vertexStride        = Vector3.SizeInBytes;

            var mesh = new IndexedMesh();

            mesh.Allocate(totalTriangles, totalVerts, triangleIndexStride, vertexStride);

            var indicesStream = mesh.GetTriangleStream();

            using (var indices = new BinaryWriter(indicesStream))
            {
                for (int x = 0; x < NumVertsX - 1; x++)
                {
                    for (int y = 0; y < NumVertsY - 1; y++)
                    {
                        int row1Index = x * NumVertsX + y;
                        int row2Index = row1Index + NumVertsX;
                        indices.Write(row1Index);
                        indices.Write(row1Index + 1);
                        indices.Write(row2Index + 1);

                        indices.Write(row1Index);
                        indices.Write(row2Index + 1);
                        indices.Write(row2Index);
                    }
                }
            }

            indexVertexArrays = new TriangleIndexVertexArray();
            indexVertexArrays.AddIndexedMesh(mesh);

            SetVertexPositions(waveHeight, 0.0f);

            const bool useQuantizedAabbCompression = true;

            groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression);
            CollisionShapes.Add(groundShape);

            staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape);
            staticBody.CollisionFlags |= CollisionFlags.StaticObject;
            staticBody.UserObject      = "Ground";
        }
Пример #20
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Vector3 worldMin = new Vector3(-1000, -1000, -1000);
            Vector3 worldMax = new Vector3(1000, 1000, 1000);

            Broadphase = new AxisSweep3(worldMin, worldMax);
            Solver     = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.SolverInfo.SplitImpulse = 1;
            World.Gravity      = new Vector3(0, -10, 0);
            IsDebugDrawEnabled = true;


            CollisionShape colShape = new BoxShape(1);

            CollisionShapes.Add(colShape);

            for (int j = 0; j < NumDynamicBoxesX; j++)
            {
                for (int i = 0; i < NumDynamicBoxesY; i++)
                {
                    //CollisionShape colShape = new CapsuleShape(0.5f,2.0f);//boxShape = new SphereShape(1.0f);
                    Matrix startTransform = Matrix.Translation(5 * (i - NumDynamicBoxesX / 2), 10, 5 * (j - NumDynamicBoxesY / 2));
                    LocalCreateRigidBody(1.0f, startTransform, colShape);
                }
            }

            SetVertexPositions(WaveHeight, 0.0f);

            const bool useQuantizedAabbCompression = true;

            groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression);
            CollisionShapes.Add(groundShape);

            staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape);
            staticBody.CollisionFlags |= CollisionFlags.StaticObject;
            staticBody.UserObject      = "Ground";
        }
Пример #21
0
        private RigidBody BuildRigidBodyFromTriangleMeshShape(BvhTriangleMeshShape triangleMeshShape, int mass, TGCVector3 position, TGCVector3 scale)
        {
            var transformationMatrix = TGCMatrix.RotationYawPitchRoll(0, 0, 0);

            transformationMatrix.Origin = position;
            DefaultMotionState motionState = new DefaultMotionState(transformationMatrix.ToBsMatrix);

            var bulletShape     = new ScaledBvhTriangleMeshShape(triangleMeshShape, scale.ToBulletVector3());
            var boxLocalInertia = bulletShape.CalculateLocalInertia(0);

            var bodyInfo  = new RigidBodyConstructionInfo(mass, motionState, bulletShape, boxLocalInertia);
            var rigidBody = new RigidBody(bodyInfo);

            rigidBody.Friction        = 0.4f;
            rigidBody.RollingFriction = 1;
            rigidBody.Restitution     = 1f;

            return(rigidBody);
        }
Пример #22
0
        public override void SetupFromMesh(Mesh mesh)
        {
            var triMesh = new TriangleMesh();

            int i = 0;

            var vertices = mesh.Vertices;

            while (i < mesh.Indices.Length)
            {
                triMesh.AddTriangle(
                    vertices[mesh.Indices[i++]],
                    vertices[mesh.Indices[i++]],
                    vertices[mesh.Indices[i++]]
                    );
            }

            collisionShape = new BvhTriangleMeshShape(triMesh, true);
        }
Пример #23
0
        private CollisionObject CreateCollisionFromTgcMesh(TgcMesh mesh)
        {
            var vertexCoords = mesh.getVertexPositions();

            TriangleMesh triangleMesh = new TriangleMesh();

            for (int i = 0; i < vertexCoords.Length; i = i + 3)
            {
                triangleMesh.AddTriangle(vertexCoords[i].ToBulletVector3(), vertexCoords[i + 1].ToBulletVector3(), vertexCoords[i + 2].ToBulletVector3());
            }

            var transformationMatrix = TGCMatrix.RotationYawPitchRoll(0, 0, 0).ToBsMatrix;
            var bulletShape          = new BvhTriangleMeshShape(triangleMesh, false);

            CollisionObject collisionObject = new CollisionObject();

            collisionObject.CollisionShape = bulletShape;
            return(collisionObject);
        }
Пример #24
0
        BvhTriangleMeshShape _CreateBvhTriangleMeshShape()
        {
            Vector3[] verts = hullMesh.vertices;
            int[]     tris  = hullMesh.triangles;
            //todo test for convex. Make convex if not.
            TriangleMesh tm = new TriangleMesh();

            for (int i = 0; i < tris.Length; i += 3)
            {
                tm.AddTriangle(verts[tris[i]].ToBullet(),
                               verts[tris[i + 1]].ToBullet(),
                               verts[tris[i + 2]].ToBullet(),
                               true);
            }
            BvhTriangleMeshShape ms = new BvhTriangleMeshShape(tm, true);

            ms.LocalScaling = m_localScaling.ToBullet();
            return(ms);
        }
Пример #25
0
        private void CreateGround()
        {
            const int totalVerts          = NumVertsX * NumVertsY;
            const int totalTriangles      = 2 * (NumVertsX - 1) * (NumVertsY - 1);
            const int triangleIndexStride = 3 * sizeof(int);

            indexVertexArrays = new TriangleIndexVertexArray();

            var mesh = new IndexedMesh();

            mesh.Allocate(totalTriangles, totalVerts, triangleIndexStride, Vector3.SizeInBytes, PhyScalarType.Int32, PhyScalarType.Single);
            DataStream indices = mesh.LockIndices();

            for (int x = 0; x < NumVertsX - 1; x++)
            {
                for (int y = 0; y < NumVertsY - 1; y++)
                {
                    int row1Index = x * NumVertsX + y;
                    int row2Index = row1Index + NumVertsX;
                    indices.Write(row1Index);
                    indices.Write(row1Index + 1);
                    indices.Write(row2Index + 1);

                    indices.Write(row1Index);
                    indices.Write(row2Index + 1);
                    indices.Write(row2Index);
                }
            }
            indices.Dispose();

            indexVertexArrays = new TriangleIndexVertexArray();
            indexVertexArrays.AddIndexedMesh(mesh);

            SetVertexPositions(WaveHeight, 0.0f);

            const bool useQuantizedAabbCompression = true;

            groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression);

            staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape);
            staticBody.CollisionFlags |= CollisionFlags.StaticObject;
            staticBody.UserObject      = "Ground";
        }
Пример #26
0
        public RigidBody AddStaticGeometry(ColladaGeometry geometry, Matrix4 transform, object UserData)
        {
            TriangleMesh mesh = new TriangleMesh();

            foreach (Triangle tri in geometry.triangles)
            {
                mesh.AddTriangle(tri.vertices[0], tri.vertices[1], tri.vertices[2]
                                 );
            }
            CollisionShape shape = new BvhTriangleMeshShape(mesh, true);

            shape.UserObject = UserData;

            collisionShapes.Add(shape);

            RigidBody body = CreateRigidBody(0, transform, shape); //Zero mass for static body

            return(body);
        }
Пример #27
0
 public override CollisionShape GetCollisionShape()
 {
     if (collisionShapePtr == null)
     {
         Vector3[] verts = hullMesh.vertices;
         int[]     tris  = hullMesh.triangles;
         //todo test for convex. Make convex if not.
         TriangleMesh tm = new TriangleMesh();
         for (int i = 0; i < tris.Length; i += 3)
         {
             tm.AddTriangle(verts[tris[i]].ToBullet(),
                            verts[tris[i + 1]].ToBullet(),
                            verts[tris[i + 2]].ToBullet(),
                            true);
         }
         collisionShapePtr = new BvhTriangleMeshShape(tm, true);
     }
     return(collisionShapePtr);
 }
Пример #28
0
        private static CollisionShape loadConcaveMesh(Mesh mesh, Vector3 scale)
        {
            TriangleMesh trimesh = new TriangleMesh();

            for (int i = 0; i < mesh.submeshes[0].vertex_data.Length; i += 3)
            {
                int index0 = (int)mesh.submeshes[0].index_data[i];
                int index1 = (int)mesh.submeshes[0].index_data[i + 1];
                int index2 = (int)mesh.submeshes[0].index_data[i + 2];

                Vector3 vertex0 = new Vector3(mesh.submeshes[0].vertex_data[index0].position.X, mesh.submeshes[0].vertex_data[index0].position.Y, mesh.submeshes[0].vertex_data[index0].position.Z) * (scale);
                Vector3 vertex1 = new Vector3(mesh.submeshes[0].vertex_data[index1].position.X, mesh.submeshes[0].vertex_data[index1].position.Y, mesh.submeshes[0].vertex_data[index1].position.Z) * (scale);
                Vector3 vertex2 = new Vector3(mesh.submeshes[0].vertex_data[index2].position.X, mesh.submeshes[0].vertex_data[index2].position.Y, mesh.submeshes[0].vertex_data[index2].position.Z) * (scale);

                trimesh.AddTriangle(vertex0, vertex1, vertex2);
            }

            CollisionShape concaveShape = new BvhTriangleMeshShape(trimesh, true, true);

            return(concaveShape);
        }
Пример #29
0
        public BulletTriangleMesh(IModelo model, Vector3 pos, Matrix rotation, Vector3 scale)
        {
            TriangleMesh TriangleMesh = new BulletSharp.TriangleMesh(true, false);

            Vector3[] vertices = null;
            int[]     indices  = null;
            ExtractData(ref vertices, ref indices, model);
            for (int i = 0; i < indices.Count(); i += 3)
            {
                TriangleMesh.AddTriangle(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
            }
            vertices = null;
            indices  = null;

            BvhTriangleMeshShape = new BvhTriangleMeshShape(TriangleMesh, true, true);
            this.Shape           = BvhTriangleMeshShape;

            this.Scale         = scale;
            Shape.LocalScaling = scale;
            Object             = LocalCreateRigidBody(0, Matrix.CreateTranslation(pos) * rotation, Shape);
        }
Пример #30
0
        public MeshCollider(GameObject obj)
        {
            gameObject = obj;

            MeshIndices.AddRange(gameObject.GetMeshRender()._mesh._indices);

            for (int i = 0; i < gameObject.GetMeshRender()._mesh._vertices.Length; i += 3)
            {
                Vector3 pos = new Vector3(gameObject.GetMeshRender()._mesh._vertices[i], gameObject.GetMeshRender()._mesh._vertices[i + 1], gameObject.GetMeshRender()._mesh._vertices[i + 2]);
                MeshVertices.Add(pos);
            }
            //ANTIGO ANTIGO ANTIGO

            // Initialize TriangleIndexVertexArray with float array

            /*indexVertexArray = new TriangleIndexVertexArray(MeshIndices.ToArray(), MeshVertices.ToArray());
             * gImpactMeshShape = new GImpactMeshShape(indexVertexArray);
             * gImpactMeshShape.CalculateLocalInertia(1.0f);
             * gImpactMesh = CreateBody(1.0f, gImpactMeshShape, Vector3.Zero);*/


            indexVertexArray2 = new TriangleIndexVertexArray(MeshIndices.ToArray(), MeshVertices.ToArray());
            triangleMeshShape = new BvhTriangleMeshShape(indexVertexArray2, true);

            _collisionObject = new CollisionObject();
            _collisionObject.WorldTransform = gameObject._transform.RotationMatrix * gameObject._transform.PositionMatrix * Matrix4.CreateScale(gameObject._transform.Size);
            _collisionObject.CollisionShape = triangleMeshShape;

            //TestTriangleArray(indexVertexArray);
            //TestTriangleArray(indexVertexArray2);

            Vector3 aabbMin, aabbMax;

            //gImpactMeshShape.GetAabb(Matrix4.Identity, out aabbMin, out aabbMax);
            triangleMeshShape.GetAabb(Matrix4.Identity, out aabbMin, out aabbMax);

            Physics.AddCollisionObject(_collisionObject);
        }
        /////////////////////////////////////////////////////////
        /////////////////////////////////////////////////////////

        public static void GenerateInternalEdgeInfo(BvhTriangleMeshShape trimeshShape, TriangleInfoMap triangleInfoMap)
        {
            //the user pointer shouldn't already be used for other purposes, we intend to store connectivity info there!
            if (trimeshShape.GetTriangleInfoMap() != null)
            {
                return;
            }

            trimeshShape.SetTriangleInfoMap(triangleInfoMap);

            StridingMeshInterface meshInterface = trimeshShape.GetMeshInterface();
            IndexedVector3 meshScaling = meshInterface.GetScaling();

            for (int partId = 0; partId < meshInterface.GetNumSubParts(); partId++)
            {
                object vertexbase = null;
                int numverts = 0;
                PHY_ScalarType type = PHY_ScalarType.PHY_INTEGER;
                int stride = 0;
                object indexbase = null;
                int indexstride = 0;
                int numfaces = 0;
                PHY_ScalarType indicestype = PHY_ScalarType.PHY_INTEGER;
                //PHY_ScalarType indexType=0;

                IndexedVector3[] triangleVerts = new IndexedVector3[3];
                meshInterface.GetLockedReadOnlyVertexIndexBase(out vertexbase, out numverts, out type, out stride, out indexbase, out indexstride, out numfaces, out indicestype, partId);
                IndexedVector3 aabbMin, aabbMax;

                switch (indicestype)
                {
                    case PHY_ScalarType.PHY_INTEGER:
                        {
                            int[] indexList = ((ObjectArray<int>)indexbase).GetRawArray();

                            if (vertexbase is ObjectArray<IndexedVector3>)
                            {
                                IndexedVector3[] vertexList = (vertexbase as ObjectArray<IndexedVector3>).GetRawArray();
                                int indexCounter = 0;
                                for (int triangleIndex = 0; triangleIndex < numfaces; triangleIndex++)
                                {
                                    int index1 = indexList[triangleIndex];
                                    int index2 = indexList[triangleIndex + 1];
                                    int index3 = indexList[triangleIndex + 2];

                                    triangleVerts[0] = new IndexedVector3(vertexList[index1]) * meshScaling;
                                    triangleVerts[1] = new IndexedVector3(vertexList[index2]) * meshScaling;
                                    triangleVerts[2] = new IndexedVector3(vertexList[index3]) * meshScaling;
                                    ProcessResult(triangleVerts, out aabbMin, out aabbMax, trimeshShape, partId, triangleIndex, triangleInfoMap);
                                }
                            }
#if XNA
                            else if (vertexbase is ObjectArray<Microsoft.Xna.Framework.Vector3>)
                            {
                                Microsoft.Xna.Framework.Vector3[] vertexList = (vertexbase as ObjectArray<Microsoft.Xna.Framework.Vector3>).GetRawArray();
                                int indexCounter = 0;
                                for (int triangleIndex = 0; triangleIndex < numfaces; triangleIndex++)
                                {
                                    int index1 = indexList[triangleIndex];
                                    int index2 = indexList[triangleIndex + 1];
                                    int index3 = indexList[triangleIndex + 2];

                                    triangleVerts[0] = new IndexedVector3(vertexList[index1]) * meshScaling;
                                    triangleVerts[1] = new IndexedVector3(vertexList[index2]) * meshScaling;
                                    triangleVerts[2] = new IndexedVector3(vertexList[index3]) * meshScaling;
                                    ProcessResult(triangleVerts, out aabbMin, out aabbMax, trimeshShape, partId, triangleIndex, triangleInfoMap);
                                }
                            }
#endif
                            else if (vertexbase is ObjectArray<float>)
                            {
                                float[] vertexList = (vertexbase as ObjectArray<float>).GetRawArray();
                                for (int triangleIndex = 0; triangleIndex < numfaces; triangleIndex++)
                                {
                                    triangleVerts[0] = new IndexedVector3(vertexList[indexList[triangleIndex]], vertexList[indexList[triangleIndex] + 1], vertexList[indexList[triangleIndex] + 2]) * meshScaling;
                                    triangleVerts[1] = new IndexedVector3(vertexList[indexList[triangleIndex + 1]], vertexList[indexList[triangleIndex + 1] + 1], vertexList[indexList[triangleIndex + 1] + 2]) * meshScaling;
                                    triangleVerts[2] = new IndexedVector3(vertexList[indexList[triangleIndex + 2]], vertexList[indexList[triangleIndex + 2] + 1], vertexList[indexList[triangleIndex + 2] + 2]) * meshScaling;
                                    ProcessResult(triangleVerts, out aabbMin, out aabbMax, trimeshShape, partId, triangleIndex, triangleInfoMap);
                                }
                            }
                            break;
                        }
                    default:
                        {
                            Debug.Assert(indicestype == PHY_ScalarType.PHY_INTEGER);
                            break;

                        }
                }
            }

        }
        private static void ProcessResult(IndexedVector3[] triangleVerts, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax, BvhTriangleMeshShape trimeshShape, int partId, int triangleIndex, TriangleInfoMap triangleInfoMap)
        {
            aabbMin = MathUtil.MAX_VECTOR;
            aabbMax = MathUtil.MIN_VECTOR;
            aabbMin.SetMin(ref triangleVerts[0]);
            aabbMax.SetMax(ref triangleVerts[0]);
            aabbMin.SetMin(ref triangleVerts[1]);
            aabbMax.SetMax(ref triangleVerts[1]);
            aabbMin.SetMin(ref triangleVerts[2]);
            aabbMax.SetMax(ref triangleVerts[2]);

            ConnectivityProcessor connectivityProcessor = new ConnectivityProcessor();
            connectivityProcessor.m_partIdA = partId;
            connectivityProcessor.m_triangleIndexA = triangleIndex;
            connectivityProcessor.m_triangleVerticesA = triangleVerts;
            connectivityProcessor.m_triangleInfoMap = triangleInfoMap;

            trimeshShape.ProcessAllTriangles(connectivityProcessor, ref aabbMin, ref aabbMax);

        }