Пример #1
0
        private void PickRigidBody(RigidBody body, ref Vector3 pickPosition)
        {
            if (body.IsStaticObject || body.IsKinematicObject)
            {
                return;
            }

            _pickedBody = body;
            _pickedBody.ActivationState = ActivationState.DisableDeactivation;

            DynamicsWorld world = _demo.World;

            Vector3 localPivot = Vector3.TransformCoordinate(pickPosition, Matrix.Invert(body.CenterOfMassTransform));

            if (_demo.Input.KeysDown.Contains(Keys.ShiftKey))
            {
                var dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                {
                    LinearLowerLimit  = Vector3.Zero,
                    LinearUpperLimit  = Vector3.Zero,
                    AngularLowerLimit = Vector3.Zero,
                    AngularUpperLimit = Vector3.Zero
                };

                world.AddConstraint(dof6);
                _rigidBodyPickConstraint = dof6;

                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
            }
            else
            {
                var p2p = new Point2PointConstraint(body, localPivot);
                world.AddConstraint(p2p);
                _rigidBodyPickConstraint = p2p;
                p2p.Setting.ImpulseClamp = 30;
                //very weak constraint for picking
                p2p.Setting.Tau = 0.001f;

                /*
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                 * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                 * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                 */
            }
        }
Пример #2
0
        private void CreateLegs(Matrix rootTransform)
        {
            _thighShape = new CapsuleShape(0.10f, ThighLength);
            _shinShape  = new CapsuleShape(0.08f, ShinLength);

            const float PI_2 = (float)(0.5f * Math.PI);
            Vector3     up   = new Vector3(0, 1, 0);

            for (int i = 0; i < NumLegs; i++)
            {
                float direction = (float)(2 * Math.PI * i / NumLegs);

                Vector3   thighOrigin = ToCartesian(direction, BodyRadius + 0.5f * ThighLength);
                Vector3   toBone      = thighOrigin.Normalized;
                Vector3   vAxis       = Vector3.Cross(toBone, up);
                Matrix    transform   = Matrix.RotationQuaternion(Quaternion.RotationAxis(vAxis, PI_2)) * Matrix.Translation(thighOrigin);
                RigidBody thigh       = LocalCreateRigidBody(1, transform * rootTransform, _thighShape);
                SetDamping(thigh);

                Vector3 translation = ToCartesian(direction, BodyRadius + ThighLength);
                translation.Y = -0.5f * ShinLength;
                transform     = Matrix.Translation(translation);
                RigidBody shin = LocalCreateRigidBody(1, transform * rootTransform, _shinShape);
                SetDamping(shin);

                Joints[2 * i] = CreateHipJoint(_rootBody, thigh, direction);
                _ownerWorld.AddConstraint(Joints[2 * i], true);

                Joints[2 * i + 1] = CreateKneeJoint(_rootBody, thigh, shin, direction);
                _ownerWorld.AddConstraint(Joints[2 * i + 1], true);

                _jointBodies.Add(thigh);
                _jointBodies.Add(shin);
            }
        }
Пример #3
0
        private void SetupConstraints()
        {
            Matrix localA, localB, localC;

            for (int i = 0; i < Legs.Length; i++)
            {
                Leg leg = Legs[i];

                float legAngle = (float)(2 * Math.PI * i / Legs.Length);
                float fSin     = (float)Math.Sin(legAngle);
                float fCos     = (float)Math.Cos(legAngle);

                localA  = Matrix.RotationYawPitchRoll(-legAngle, 0, 0) * Matrix.Translation(fCos * BodyRadius, 0, fSin * BodyRadius);
                localB  = localA * _bodyObject.WorldTransform * Matrix.Invert(leg.Thigh.WorldTransform);
                leg.Hip = new HingeConstraint(_bodyObject, leg.Thigh, localA, localB);
                leg.Hip.SetLimit(-0.75f * PI_4, PI_8);
                //leg.Hip.SetLimit(-0.1f, 0.1f);
                _world.AddConstraint(leg.Hip, true);

                localA   = Matrix.RotationYawPitchRoll(-legAngle, 0, 0) * Matrix.Translation(fCos * (BodyRadius + ThighLength), 0, fSin * (BodyRadius + ThighLength));
                localB   = localA * _bodyObject.WorldTransform * Matrix.Invert(leg.Thigh.WorldTransform);
                localC   = localA * _bodyObject.WorldTransform * Matrix.Invert(leg.Shin.WorldTransform);
                leg.Knee = new HingeConstraint(leg.Thigh, leg.Shin, localB, localC);
                //leg.Knee.SetLimit(-0.01f, 0.01f);
                leg.Knee.SetLimit(-PI_8, 0.2f);
                _world.AddConstraint(leg.Knee, true);
            }
        }
 public override void AddConstraint(Physic.Constraints.IPhysicConstraint ctn)
 {
     if (ctn is BulletConstraint)
     {
         BulletConstraint BulletConstraint = ctn as BulletConstraint;
         world.AddConstraint(BulletConstraint.Constraint, BulletConstraint.DisableCollisionsBetweenLinkedBodies);
     }
     ctns.Add(ctn);
 }
Пример #5
0
 /// <summary>
 /// add to default world
 /// </summary>
 private void AddToWorld()
 {
     for (int i = 0; i < RigidBodies.Length; i++)
     {
         World.AddRigidBody(RigidBodies[i]);
     }
     for (int i = 0; i < Constraints.Length; i++)
     {
         World.AddConstraint(Constraints[i], true);
     }
 }
 public bool AddConstraint(BTypedConstraint c)
 {
     if (!_isDisposed)
     {
         Debug.LogFormat("Adding constraint {0} to world", c);
         if (c._BuildConstraint())
         {
             World.AddConstraint(c.GetConstraint(), c.disableCollisionsBetweenConstrainedBodies);
         }
         return(true);
     }
     return(false);
 }
Пример #7
0
            public TestRig(DynamicsWorld ownerWorld, Vector3 positionOffset, bool bFixed)
            {
                this.ownerWorld = ownerWorld;
                Vector3 vUp = new Vector3(0, 1, 0);

                //
                // Setup geometry
                //
                const float fBodySize      = 0.25f;
                const float fLegLength     = 0.45f;
                const float fForeLegLength = 0.75f;
                const float PI_2           = (float)(0.5f * Math.PI);
                const float PI_4           = (float)(0.25f * Math.PI);
                const float PI_8           = (float)(0.125f * Math.PI);

                shapes[0] = new CapsuleShape(fBodySize, 0.10f);
                int i;

                for (i = 0; i < NumLegs; i++)
                {
                    shapes[1 + 2 * i] = new CapsuleShape(0.10f, fLegLength);
                    shapes[2 + 2 * i] = new CapsuleShape(0.08f, fForeLegLength);
                }

                //
                // Setup rigid bodies
                //
                const float fHeight = 0.5f;
                Matrix      offset  = Matrix.Translation(positionOffset);

                // root
                Vector3 vRoot     = new Vector3(0, fHeight, 0);
                Matrix  transform = Matrix.Translation(vRoot);

                if (bFixed)
                {
                    bodies[0] = LocalCreateRigidBody(0, transform * offset, shapes[0]);
                }
                else
                {
                    bodies[0] = LocalCreateRigidBody(1, transform * offset, shapes[0]);
                }
                // legs
                for (i = 0; i < NumLegs; i++)
                {
                    float fAngle = (float)(2 * Math.PI * i / NumLegs);
                    float fSin   = (float)Math.Sin(fAngle);
                    float fCos   = (float)Math.Cos(fAngle);

                    Vector3 vBoneOrigin = new Vector3(fCos * (fBodySize + 0.5f * fLegLength), fHeight, fSin * (fBodySize + 0.5f * fLegLength));

                    // thigh
                    Vector3 vToBone = (vBoneOrigin - vRoot);
                    vToBone.Normalize();
                    Vector3 vAxis = Vector3.Cross(vToBone, vUp);
                    transform         = Matrix.RotationQuaternion(Quaternion.RotationAxis(vAxis, PI_2)) * Matrix.Translation(vBoneOrigin);
                    bodies[1 + 2 * i] = LocalCreateRigidBody(1, transform * offset, shapes[1 + 2 * i]);

                    // shin
                    transform         = Matrix.Translation(fCos * (fBodySize + fLegLength), fHeight - 0.5f * fForeLegLength, fSin * (fBodySize + fLegLength));
                    bodies[2 + 2 * i] = LocalCreateRigidBody(1, transform * offset, shapes[2 + 2 * i]);
                }

                // Setup some damping on the bodies
                for (i = 0; i < BodyPartCount; ++i)
                {
                    bodies[i].SetDamping(0.05f, 0.85f);
                    bodies[i].DeactivationTime = 0.8f;
                    //bodies[i].SetSleepingThresholds(1.6f, 2.5f);
                    bodies[i].SetSleepingThresholds(0.5f, 0.5f);
                }

                //
                // Setup the constraints
                //
                HingeConstraint hingeC;
                //ConeTwistConstraint coneC;

                Matrix localA, localB, localC;

                for (i = 0; i < NumLegs; i++)
                {
                    float fAngle = (float)(2 * Math.PI * i / NumLegs);
                    float fSin   = (float)Math.Sin(fAngle);
                    float fCos   = (float)Math.Cos(fAngle);

                    // hip joints
                    localA = Matrix.RotationYawPitchRoll(-fAngle, 0, 0) * Matrix.Translation(fCos * fBodySize, 0, fSin * fBodySize); // OK
                    localB = localA * bodies[0].WorldTransform * Matrix.Invert(bodies[1 + 2 * i].WorldTransform);
                    hingeC = new HingeConstraint(bodies[0], bodies[1 + 2 * i], localA, localB);
                    hingeC.SetLimit(-0.75f * PI_4, PI_8);
                    //hingeC.SetLimit(-0.1f, 0.1f);
                    joints[2 * i] = hingeC;
                    ownerWorld.AddConstraint(joints[2 * i], true);

                    // knee joints
                    localA = Matrix.RotationYawPitchRoll(-fAngle, 0, 0) * Matrix.Translation(fCos * (fBodySize + fLegLength), 0, fSin * (fBodySize + fLegLength));
                    localB = localA * bodies[0].WorldTransform * Matrix.Invert(bodies[1 + 2 * i].WorldTransform);
                    localC = localA * bodies[0].WorldTransform * Matrix.Invert(bodies[2 + 2 * i].WorldTransform);
                    hingeC = new HingeConstraint(bodies[1 + 2 * i], bodies[2 + 2 * i], localB, localC);
                    //hingeC.SetLimit(-0.01f, 0.01f);
                    hingeC.SetLimit(-PI_8, 0.2f);
                    joints[1 + 2 * i] = hingeC;
                    ownerWorld.AddConstraint(joints[1 + 2 * i], true);
                }
            }
Пример #8
0
        public virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Graphics.Form.Close();
                    return;

                case Keys.F3:
                    IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F8:
                    Input.ClearKeyCache();
                    GraphicsLibraryManager.ExitWithReload = true;
                    Graphics.Form.Close();
                    break;

                case Keys.F11:
                    Graphics.IsFullScreen = !Graphics.IsFullScreen;
                    break;

                case (Keys.Control | Keys.F):
                    const int         maxSerializeBufferSize = 1024 * 1024 * 5;
                    DefaultSerializer serializer             = new DefaultSerializer(maxSerializeBufferSize);
                    World.Serialize(serializer);

                    byte[] dataBytes = new byte[serializer.CurrentBufferSize];
                    Marshal.Copy(serializer.BufferPointer, dataBytes, 0, dataBytes.Length);

                    System.IO.FileStream file = new System.IO.FileStream("world.bullet", System.IO.FileMode.Create);
                    file.Write(dataBytes, 0, dataBytes.Length);
                    file.Dispose();
                    break;

                case Keys.G:
                    //shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView));
                    break;

                case Keys.Return:
                    ClientResetScene();
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (_world != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        _world.RayTestRef(ref rayFrom, ref rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            RigidBody body = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 pickPos    = rayCallback.HitPointWorld;
                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };

                                        _world.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        _world.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }

                                    oldPickingDist = (pickPos - rayFrom).Length;
                                }
                            }
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                if (pickConstraint != null)
                {
                    Vector3 newRayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                    if (pickConstraint.ConstraintType == TypedConstraintType.D6)
                    {
                        Generic6DofConstraint pickCon = pickConstraint as Generic6DofConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        Vector3 newPivotB = rayFrom + dir;

                        Matrix tempFrameOffsetA = pickCon.FrameOffsetA;
                        tempFrameOffsetA.M41 = newPivotB.X;
                        tempFrameOffsetA.M42 = newPivotB.Y;
                        tempFrameOffsetA.M43 = newPivotB.Z;
                        pickCon.SetFrames(tempFrameOffsetA, pickCon.FrameOffsetB);
                    }
                    else
                    {
                        Point2PointConstraint pickCon = pickConstraint as Point2PointConstraint;

                        //keep it at the same picking distance
                        Vector3 rayFrom = Freelook.Eye;
                        Vector3 dir     = newRayTo - rayFrom;
                        dir.Normalize();
                        dir *= oldPickingDist;
                        pickCon.PivotInB = rayFrom + dir;
                    }
                }
            }
        }
Пример #9
0
        public Ragdoll(DynamicsWorld ownerWorld, Vector3 positionOffset)
        {
            this.ownerWorld = ownerWorld;

            // Setup the geometry
            shapes[(int)BodyPart.Pelvis]        = new CapsuleShape(0.15f, 0.20f);
            shapes[(int)BodyPart.Spine]         = new CapsuleShape(0.15f, 0.28f);
            shapes[(int)BodyPart.Head]          = new CapsuleShape(0.10f, 0.05f);
            shapes[(int)BodyPart.LeftUpperLeg]  = new CapsuleShape(0.07f, 0.45f);
            shapes[(int)BodyPart.LeftLowerLeg]  = new CapsuleShape(0.05f, 0.37f);
            shapes[(int)BodyPart.RightUpperLeg] = new CapsuleShape(0.07f, 0.45f);
            shapes[(int)BodyPart.RightLowerLeg] = new CapsuleShape(0.05f, 0.37f);
            shapes[(int)BodyPart.LeftUpperArm]  = new CapsuleShape(0.05f, 0.33f);
            shapes[(int)BodyPart.LeftLowerArm]  = new CapsuleShape(0.04f, 0.25f);
            shapes[(int)BodyPart.RightUpperArm] = new CapsuleShape(0.05f, 0.33f);
            shapes[(int)BodyPart.RightLowerArm] = new CapsuleShape(0.04f, 0.25f);

            Matrix offset = Matrix.Translation(positionOffset);
            Matrix transform;

            transform = offset * Matrix.Translation(0, 1, 0);
            bodies[(int)BodyPart.Pelvis] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.Pelvis]);

            transform = offset * Matrix.Translation(0, 1.2f, 0);
            bodies[(int)BodyPart.Spine] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.Spine]);

            transform = offset * Matrix.Translation(0, 1.6f, 0);
            bodies[(int)BodyPart.Head] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.Head]);

            transform = offset * Matrix.Translation(-0.18f, 0.6f, 0);
            bodies[(int)BodyPart.LeftUpperLeg] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.LeftUpperLeg]);

            transform = offset * Matrix.Translation(-0.18f, 0.2f, 0);
            bodies[(int)BodyPart.LeftLowerLeg] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.LeftLowerLeg]);

            transform = offset * Matrix.Translation(0.18f, 0.65f, 0);
            bodies[(int)BodyPart.RightUpperLeg] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.RightUpperLeg]);

            transform = offset * Matrix.Translation(0.18f, 0.2f, 0);
            bodies[(int)BodyPart.RightLowerLeg] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.RightLowerLeg]);

            transform = Matrix.RotationX((float)Math.PI / 2) * offset * Matrix.Translation(-0.35f, 1.45f, 0);
            bodies[(int)BodyPart.LeftUpperArm] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.LeftUpperArm]);

            transform = Matrix.RotationY((float)Math.PI / 2) * offset * Matrix.Translation(-0.7f, 1.45f, 0);
            bodies[(int)BodyPart.LeftLowerArm] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.LeftLowerArm]);

            transform = Matrix.RotationY(-(float)Math.PI / 2) * offset * Matrix.Translation(0.35f, 1.45f, 0);
            bodies[(int)BodyPart.RightUpperArm] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.RightUpperArm]);

            transform = Matrix.RotationY(-(float)Math.PI / 2) * offset * Matrix.Translation(0.7f, 1.45f, 0);
            bodies[(int)BodyPart.RightLowerArm] = LocalCreateRigidBody(1, transform, shapes[(int)BodyPart.RightLowerArm]);

            // Setup some damping on the m_bodies
            foreach (RigidBody body in bodies)
            {
                body.SetDamping(0.05f, 0.85f);
                body.DeactivationTime = 0.8f;
                body.SetSleepingThresholds(1.6f, 2.5f);
            }

            // Now setup the constraints
            HingeConstraint     hingeC;
            ConeTwistConstraint coneC;

            Matrix localA, localB;

            localA = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -0.15f, 0);
            hingeC = new HingeConstraint(bodies[(int)BodyPart.Pelvis], bodies[(int)BodyPart.Spine], localA, localB);
            hingeC.SetLimit(-(float)Math.PI / 4, -(float)Math.PI / 2);
            joints[(int)Joint.PelvisSpine] = hingeC;
            hingeC.DebugDrawSize           = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.PelvisSpine], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2) * Matrix.Translation(0, 0.30f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2) * Matrix.Translation(0, -0.14f, 0);
            coneC  = new ConeTwistConstraint(bodies[(int)BodyPart.Spine], bodies[(int)BodyPart.Head], localA, localB);
            coneC.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI / 2);
            joints[(int)Joint.SpineHead] = coneC;
            coneC.DebugDrawSize          = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.SpineHead], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, -5 * (float)Math.PI / 4) * Matrix.Translation(-0.18f, -0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, -5 * (float)Math.PI / 4) * Matrix.Translation(0, 0.225f, 0);
            coneC  = new ConeTwistConstraint(bodies[(int)BodyPart.Pelvis], bodies[(int)BodyPart.LeftUpperLeg], localA, localB);
            coneC.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, 0);
            joints[(int)Joint.LeftHip] = coneC;
            coneC.DebugDrawSize        = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.LeftHip], true);


            localA = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -0.225f, 0);
            localB = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, 0.185f, 0);
            hingeC = new HingeConstraint(bodies[(int)BodyPart.LeftUpperLeg], bodies[(int)BodyPart.LeftLowerLeg], localA, localB);
            hingeC.SetLimit(0, (float)Math.PI / 2);
            joints[(int)Joint.LeftKnee] = hingeC;
            hingeC.DebugDrawSize        = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.LeftKnee], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 4) * Matrix.Translation(0.18f, -0.10f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 4) * Matrix.Translation(0, 0.225f, 0);
            coneC  = new ConeTwistConstraint(bodies[(int)BodyPart.Pelvis], bodies[(int)BodyPart.RightUpperLeg], localA, localB);
            coneC.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, 0);
            joints[(int)Joint.RightHip] = coneC;
            coneC.DebugDrawSize         = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.RightHip], true);


            localA = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -0.225f, 0);
            localB = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, 0.185f, 0);
            hingeC = new HingeConstraint(bodies[(int)BodyPart.RightUpperLeg], bodies[(int)BodyPart.RightLowerLeg], localA, localB);
            hingeC.SetLimit(0, (float)Math.PI / 2);
            joints[(int)Joint.RightKnee] = hingeC;
            hingeC.DebugDrawSize         = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.RightKnee], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI) * Matrix.Translation(-0.2f, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2) * Matrix.Translation(0, -0.18f, 0);
            coneC  = new ConeTwistConstraint(bodies[(int)BodyPart.Spine], bodies[(int)BodyPart.LeftUpperArm], localA, localB);
            coneC.SetLimit((float)Math.PI / 2, (float)Math.PI / 2, 0);
            joints[(int)Joint.LeftShoulder] = coneC;
            coneC.DebugDrawSize             = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.LeftShoulder], true);


            localA = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, 0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -0.14f, 0);
            hingeC = new HingeConstraint(bodies[(int)BodyPart.LeftUpperArm], bodies[(int)BodyPart.LeftLowerArm], localA, localB);
            hingeC.SetLimit(0, (float)Math.PI / 2);
            joints[(int)Joint.LeftElbow] = hingeC;
            hingeC.DebugDrawSize         = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.LeftElbow], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, 0) * Matrix.Translation(0.2f, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2) * Matrix.Translation(0, -0.18f, 0);
            coneC  = new ConeTwistConstraint(bodies[(int)BodyPart.Spine], bodies[(int)BodyPart.RightUpperArm], localA, localB);
            coneC.SetLimit((float)Math.PI / 2, (float)Math.PI / 2, 0);
            joints[(int)Joint.RightShoulder] = coneC;
            coneC.DebugDrawSize = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.RightShoulder], true);


            localA = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, 0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -0.14f, 0);
            hingeC = new HingeConstraint(bodies[(int)BodyPart.RightUpperArm], bodies[(int)BodyPart.RightLowerArm], localA, localB);
            //hingeC.SetLimit(-(float)Math.PI / 2, 0);
            hingeC.SetLimit(0, (float)Math.PI / 2);
            joints[(int)Joint.RightElbow] = hingeC;
            hingeC.DebugDrawSize          = ConstraintDebugSize;

            ownerWorld.AddConstraint(joints[(int)Joint.RightElbow], true);
        }
Пример #10
0
        public TestRig(DemoApplication demoApplication, DynamicsWorld ownerWorld, ref IndexedVector3 positionOffset, bool bFixed)
        {
            m_dynamicsWorld = ownerWorld;
            IndexedVector3 vUp = new IndexedVector3(0, 1, 0);

            //
            // Setup geometry
            //
            float fBodySize      = 0.25f;
            float fLegLength     = 0.45f;
            float fForeLegLength = 0.75f;

            m_shapes[0] = new CapsuleShape(fBodySize, 0.10f);
            for (int i = 0; i < NUM_LEGS; i++)
            {
                m_shapes[1 + 2 * i] = new CapsuleShape(0.10f, fLegLength);
                m_shapes[2 + 2 * i] = new CapsuleShape(0.08f, fForeLegLength);
            }

            //
            // Setup rigid bodies
            //
            float         fHeight = 0.5f;
            IndexedMatrix offset  = IndexedMatrix.Identity;

            offset._origin = positionOffset;

            // root
            IndexedVector3 vRoot     = new IndexedVector3(0, fHeight, 0);
            IndexedMatrix  transform = IndexedMatrix.Identity;

            transform._origin = vRoot;

            if (bFixed)
            {
                m_bodies[0] = demoApplication.LocalCreateRigidBody(0.0f, offset * transform, m_shapes[0]);
            }
            else
            {
                m_bodies[0] = demoApplication.LocalCreateRigidBody(1.0f, offset * transform, m_shapes[0]);
            }
            // legs
            for (int i = 0; i < NUM_LEGS; i++)
            {
                float fAngle = MathUtil.SIMD_2_PI * i / NUM_LEGS;
                float fSin   = (float)Math.Sin(fAngle);
                float fCos   = (float)Math.Cos(fAngle);

                transform = IndexedMatrix.Identity;
                IndexedVector3 vBoneOrigin = new IndexedVector3(fCos * (fBodySize + 0.5f * fLegLength), fHeight, fSin * (fBodySize + 0.5f * fLegLength));
                transform._origin = vBoneOrigin;

                // thigh
                IndexedVector3 vToBone = (vBoneOrigin - vRoot);
                vToBone.Normalize();

                IndexedVector3 vAxis = IndexedVector3.Cross(vToBone, vUp);
                transform._basis    = new IndexedBasisMatrix(new IndexedQuaternion(vAxis, MathUtil.SIMD_HALF_PI));
                transform._origin   = vBoneOrigin;
                m_bodies[1 + 2 * i] = demoApplication.LocalCreateRigidBody(1.0f, offset * transform, m_shapes[1 + 2 * i]);

                // shin
                transform           = IndexedMatrix.Identity;
                transform._origin   = new IndexedVector3(fCos * (fBodySize + fLegLength), fHeight - 0.5f * fForeLegLength, fSin * (fBodySize + fLegLength));
                m_bodies[2 + 2 * i] = demoApplication.LocalCreateRigidBody(1.0f, offset * transform, m_shapes[2 + 2 * i]);
            }

            // Setup some damping on the m_bodies
            for (int i = 0; i < BODYPART_COUNT; ++i)
            {
                m_bodies[i].SetDamping(0.05f, 0.85f);
                m_bodies[i].SetDeactivationTime(0.8f);
                //m_bodies[i].setSleepingThresholds(1.6, 2.5);
                m_bodies[i].SetSleepingThresholds(0.5f, 0.5f);
            }


            //
            // Setup the constraints
            //
            HingeConstraint hingeC;

            IndexedMatrix localA, localB, localC;

            for (int i = 0; i < NUM_LEGS; i++)
            {
                float fAngle = MathUtil.SIMD_2_PI * i / NUM_LEGS;
                float fSin   = (float)Math.Sin(fAngle);
                float fCos   = (float)Math.Cos(fAngle);

                // hip joints
                localA = IndexedMatrix.Identity;
                localB = IndexedMatrix.Identity;

                localA         = MathUtil.SetEulerZYX(0f, -fAngle, 0f);
                localA._origin = new IndexedVector3(fCos * fBodySize, 0.0f, fSin * fBodySize);
                localB         = m_bodies[1 + 2 * i].GetWorldTransform().Inverse() * m_bodies[0].GetWorldTransform() * localA;


                if (BulletGlobals.g_streamWriter != null && false)
                {
                    MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "Hip LocalA", localA);
                    MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "Hip LocalB", localB);
                }

                hingeC = new HingeConstraint(m_bodies[0], m_bodies[1 + 2 * i], ref localA, ref localB);
                hingeC.SetLimit(-0.75f * MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_QUARTER_PI / 2f);
                m_joints[2 * i] = hingeC;
                m_dynamicsWorld.AddConstraint(m_joints[2 * i], true);

                // knee joints
                localA = IndexedMatrix.Identity;
                localB = IndexedMatrix.Identity;
                localC = IndexedMatrix.Identity;

                localA         = MathUtil.SetEulerZYX(0f, -fAngle, 0f);
                localA._origin = new IndexedVector3(fCos * (fBodySize + fLegLength), 0.0f, fSin * (fBodySize + fLegLength));

                localB = m_bodies[1 + 2 * i].GetWorldTransform().Inverse() * m_bodies[0].GetWorldTransform() * localA;
                localC = m_bodies[2 + 2 * i].GetWorldTransform().Inverse() * m_bodies[0].GetWorldTransform() * localA;


                if (BulletGlobals.g_streamWriter != null && false)
                {
                    MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "Knee LocalA", localA);
                    MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "Knee LocalB", localB);
                    MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "Knee LocalC", localC);
                }

                hingeC = new HingeConstraint(m_bodies[1 + 2 * i], m_bodies[2 + 2 * i], ref localB, ref localC);
                //hingeC.setLimit(float(-0.01), float(0.01));
                hingeC.SetLimit(-MathUtil.SIMD_QUARTER_PI / 2f, 0.2f);
                m_joints[1 + 2 * i] = hingeC;
                m_dynamicsWorld.AddConstraint(m_joints[1 + 2 * i], true);
            }
        }
Пример #11
0
        private void SetupConstraints()
        {
            HingeConstraint     hinge;
            ConeTwistConstraint cone;

            Matrix localA, localB;

            localA = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, -0.15f, 0);
            hinge  = new HingeConstraint(_bodies[(int)BodyPart.Pelvis], _bodies[(int)BodyPart.Spine], localA, localB);
            hinge.SetLimit(-PI_4, PI_2);
            _joints[(int)Joint.PelvisSpine] = hinge;
            hinge.DebugDrawSize             = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.PelvisSpine], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, PI_2) * Matrix.Translation(0, 0.30f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, PI_2) * Matrix.Translation(0, -0.14f, 0);
            cone   = new ConeTwistConstraint(_bodies[(int)BodyPart.Spine], _bodies[(int)BodyPart.Head], localA, localB);
            cone.SetLimit(PI_4, PI_4, PI_2);
            _joints[(int)Joint.SpineHead] = cone;
            cone.DebugDrawSize            = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.SpineHead], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, -PI_4 * 5) * Matrix.Translation(-0.18f, -0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, -PI_4 * 5) * Matrix.Translation(0, 0.225f, 0);
            cone   = new ConeTwistConstraint(_bodies[(int)BodyPart.Pelvis], _bodies[(int)BodyPart.LeftUpperLeg], localA, localB);
            cone.SetLimit(PI_4, PI_4, 0);
            _joints[(int)Joint.LeftHip] = cone;
            cone.DebugDrawSize          = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.LeftHip], true);


            localA = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, -0.225f, 0);
            localB = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, 0.185f, 0);
            hinge  = new HingeConstraint(_bodies[(int)BodyPart.LeftUpperLeg], _bodies[(int)BodyPart.LeftLowerLeg], localA, localB);
            hinge.SetLimit(0, PI_2);
            _joints[(int)Joint.LeftKnee] = hinge;
            hinge.DebugDrawSize          = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.LeftKnee], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, PI_4) * Matrix.Translation(0.18f, -0.10f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, PI_4) * Matrix.Translation(0, 0.225f, 0);
            cone   = new ConeTwistConstraint(_bodies[(int)BodyPart.Pelvis], _bodies[(int)BodyPart.RightUpperLeg], localA, localB);
            cone.SetLimit(PI_4, PI_4, 0);
            _joints[(int)Joint.RightHip] = cone;
            cone.DebugDrawSize           = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.RightHip], true);


            localA = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, -0.225f, 0);
            localB = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, 0.185f, 0);
            hinge  = new HingeConstraint(_bodies[(int)BodyPart.RightUpperLeg], _bodies[(int)BodyPart.RightLowerLeg], localA, localB);
            hinge.SetLimit(0, PI_2);
            _joints[(int)Joint.RightKnee] = hinge;
            hinge.DebugDrawSize           = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.RightKnee], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI) * Matrix.Translation(-0.2f, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, PI_2) * Matrix.Translation(0, -0.18f, 0);
            cone   = new ConeTwistConstraint(_bodies[(int)BodyPart.Spine], _bodies[(int)BodyPart.LeftUpperArm], localA, localB);
            cone.SetLimit(PI_2, PI_2, 0);
            _joints[(int)Joint.LeftShoulder] = cone;
            cone.DebugDrawSize = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.LeftShoulder], true);


            localA = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, 0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, -0.14f, 0);
            hinge  = new HingeConstraint(_bodies[(int)BodyPart.LeftUpperArm], _bodies[(int)BodyPart.LeftLowerArm], localA, localB);
            hinge.SetLimit(0, PI_2);
            _joints[(int)Joint.LeftElbow] = hinge;
            hinge.DebugDrawSize           = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.LeftElbow], true);


            localA = Matrix.RotationYawPitchRoll(0, 0, 0) * Matrix.Translation(0.2f, 0.15f, 0);
            localB = Matrix.RotationYawPitchRoll(0, 0, PI_2) * Matrix.Translation(0, -0.18f, 0);
            cone   = new ConeTwistConstraint(_bodies[(int)BodyPart.Spine], _bodies[(int)BodyPart.RightUpperArm], localA, localB);
            cone.SetLimit(PI_2, PI_2, 0);
            _joints[(int)Joint.RightShoulder] = cone;
            cone.DebugDrawSize = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.RightShoulder], true);


            localA = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, 0.18f, 0);
            localB = Matrix.RotationYawPitchRoll(PI_2, 0, 0) * Matrix.Translation(0, -0.14f, 0);
            hinge  = new HingeConstraint(_bodies[(int)BodyPart.RightUpperArm], _bodies[(int)BodyPart.RightLowerArm], localA, localB);
            //hinge.SetLimit(-PI_2, 0);
            hinge.SetLimit(0, PI_2);
            _joints[(int)Joint.RightElbow] = hinge;
            hinge.DebugDrawSize            = ConstraintDebugSize;

            _world.AddConstraint(_joints[(int)Joint.RightElbow], true);
        }
Пример #12
0
        public virtual void OnHandleInput()
        {
            if (Input.KeysPressed.Count != 0)
            {
                switch (Input.KeysPressed[0])
                {
                case Keys.Escape:
                case Keys.Q:
                    Graphics.Form.Close();
                    return;

                case Keys.F3:
                    IsDebugDrawEnabled = !IsDebugDrawEnabled;
                    break;

                case Keys.F8:
                    Input.ClearKeyCache();
                    GraphicsLibraryManager.ExitWithReload = true;
                    Graphics.Form.Close();
                    break;

                case Keys.F11:
                    Graphics.IsFullScreen = !Graphics.IsFullScreen;
                    break;

                case Keys.G:
                    //shadowsEnabled = !shadowsEnabled;
                    break;

                case Keys.Space:
                    ShootBox(Freelook.Eye, GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView));
                    break;

                case Keys.Return:
                    ClientResetScene();
                    break;
                }
            }

            if (Input.MousePressed != MouseButtons.None)
            {
                Vector3 rayTo = GetRayTo(Input.MousePoint, Freelook.Eye, Freelook.Target, Graphics.FieldOfView);

                if (Input.MousePressed == MouseButtons.Right)
                {
                    if (_world != null)
                    {
                        Vector3 rayFrom = Freelook.Eye;

                        ClosestRayResultCallback rayCallback = new ClosestRayResultCallback(ref rayFrom, ref rayTo);
                        _world.RayTest(ref rayFrom, ref rayTo, rayCallback);
                        if (rayCallback.HasHit)
                        {
                            Vector3   pickPos = rayCallback.HitPointWorld;
                            RigidBody body    = rayCallback.CollisionObject as RigidBody;
                            if (body != null)
                            {
                                if (!(body.IsStaticObject || body.IsKinematicObject))
                                {
                                    pickedBody = body;
                                    pickedBody.ActivationState = ActivationState.DisableDeactivation;

                                    Vector3 localPivot = Vector3.TransformCoordinate(pickPos, Matrix.Invert(body.CenterOfMassTransform));

                                    if (Input.KeysDown.Contains(Keys.ShiftKey))
                                    {
                                        Generic6DofConstraint dof6 = new Generic6DofConstraint(body, Matrix.Translation(localPivot), false)
                                        {
                                            LinearLowerLimit  = Vector3.Zero,
                                            LinearUpperLimit  = Vector3.Zero,
                                            AngularLowerLimit = Vector3.Zero,
                                            AngularUpperLimit = Vector3.Zero
                                        };

                                        _world.AddConstraint(dof6);
                                        pickConstraint = dof6;

                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 0);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 1);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 2);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 3);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 4);
                                        dof6.SetParam(ConstraintParam.StopCfm, 0.8f, 5);

                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 0);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 1);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 2);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 3);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 4);
                                        dof6.SetParam(ConstraintParam.StopErp, 0.1f, 5);
                                    }
                                    else
                                    {
                                        Point2PointConstraint p2p = new Point2PointConstraint(body, localPivot);
                                        _world.AddConstraint(p2p);
                                        pickConstraint           = p2p;
                                        p2p.Setting.ImpulseClamp = 30;
                                        //very weak constraint for picking
                                        p2p.Setting.Tau = 0.001f;

                                        /*
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 0);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 1);
                                         * p2p.SetParam(ConstraintParams.Cfm, 0.8f, 2);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 0);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 1);
                                         * p2p.SetParam(ConstraintParams.Erp, 0.1f, 2);
                                         */
                                    }
                                }
                            }
                            else
                            {
                                MultiBodyLinkCollider multiCol = rayCallback.CollisionObject as MultiBodyLinkCollider;
                                if (multiCol != null && multiCol.MultiBody != null)
                                {
                                    MultiBody mb = multiCol.MultiBody;

                                    prevCanSleep = mb.CanSleep;
                                    mb.CanSleep  = false;
                                    Vector3 pivotInA = mb.WorldPosToLocal(multiCol.Link, pickPos);

                                    MultiBodyPoint2Point p2p = new MultiBodyPoint2Point(mb, multiCol.Link, null, pivotInA, pickPos);
                                    p2p.MaxAppliedImpulse = 2;

                                    (World as MultiBodyDynamicsWorld).AddMultiBodyConstraint(p2p);
                                    pickingMultiBodyPoint2Point = p2p;
                                }
                            }
                            oldPickingDist = (pickPos - rayFrom).Length;
                        }
                        rayCallback.Dispose();
                    }
                }
            }
            else if (Input.MouseReleased == MouseButtons.Right)
            {
                RemovePickingConstraint();
            }

            // Mouse movement
            if (Input.MouseDown == MouseButtons.Right)
            {
                MovePickedBody();
            }
        }
Пример #13
0
            public RagDoll(RagDollDemo ragDollDemo, DynamicsWorld ownerWorld, ref IndexedVector3 positionOffset, StreamWriter streamWriter)

            {
                m_ownerWorld  = ownerWorld;
                m_ragDollDemo = ragDollDemo;
                // Setup the geometry
                m_shapes[(int)BODYPART.PELVIS]          = new CapsuleShape(0.15f, 0.20f);
                m_shapes[(int)BODYPART.SPINE]           = new CapsuleShape(0.15f, 0.28f);
                m_shapes[(int)BODYPART.HEAD]            = new CapsuleShape(0.10f, 0.05f);
                m_shapes[(int)BODYPART.LEFT_UPPER_LEG]  = new CapsuleShape(0.07f, 0.45f);
                m_shapes[(int)BODYPART.LEFT_LOWER_LEG]  = new CapsuleShape(0.05f, 0.37f);
                m_shapes[(int)BODYPART.RIGHT_UPPER_LEG] = new CapsuleShape(0.07f, 0.45f);
                m_shapes[(int)BODYPART.RIGHT_LOWER_LEG] = new CapsuleShape(0.05f, 0.37f);
                m_shapes[(int)BODYPART.LEFT_UPPER_ARM]  = new CapsuleShape(0.05f, 0.33f);
                m_shapes[(int)BODYPART.LEFT_LOWER_ARM]  = new CapsuleShape(0.04f, 0.25f);
                m_shapes[(int)BODYPART.RIGHT_UPPER_ARM] = new CapsuleShape(0.05f, 0.33f);
                m_shapes[(int)BODYPART.RIGHT_LOWER_ARM] = new CapsuleShape(0.04f, 0.25f);

                // Setup all the rigid bodies
                IndexedMatrix offset = IndexedMatrix.CreateTranslation(positionOffset);

                IndexedMatrix transform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 1, 0));

                IndexedMatrix adjusted = offset * transform;

                m_bodies[(int)BODYPART.PELVIS] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.PELVIS], true);
                m_bodies[(int)BODYPART.PELVIS].SetUserPointer("PELVIS");
                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 1.2f, 0));
                adjusted  = offset * transform;
                m_bodies[(int)BODYPART.SPINE] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.SPINE], true);
                m_bodies[(int)BODYPART.SPINE].SetUserPointer("SPINE");

                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 1.6f, 0));
                adjusted  = offset * transform;
                m_bodies[(int)BODYPART.HEAD] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.HEAD], true);
                m_bodies[(int)BODYPART.HEAD].SetUserPointer("HEAD");

                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(-0.18f, 0.65f, 0));
                adjusted  = offset * transform
                ;
                m_bodies[(int)BODYPART.LEFT_UPPER_LEG] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.LEFT_UPPER_LEG], true);
                m_bodies[(int)BODYPART.LEFT_UPPER_LEG].SetUserPointer("LEFTUPPERLEG");

                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(-0.18f, 0.2f, 0));
                adjusted  = offset * transform;
                m_bodies[(int)BODYPART.LEFT_LOWER_LEG] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.LEFT_LOWER_LEG], true);
                m_bodies[(int)BODYPART.LEFT_LOWER_LEG].SetUserPointer("LEFTLOWERLEG");

                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(0.18f, 0.65f, 0));
                adjusted  = offset * transform;
                m_bodies[(int)BODYPART.RIGHT_UPPER_LEG] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.RIGHT_UPPER_LEG], true);
                m_bodies[(int)BODYPART.RIGHT_UPPER_LEG].SetUserPointer("RIGHTUPPERLEG");

                transform = IndexedMatrix.CreateTranslation(new IndexedVector3(0.18f, 0.2f, 0));
                adjusted  = offset * transform;
                m_bodies[(int)BODYPART.RIGHT_LOWER_LEG] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.RIGHT_LOWER_LEG], true);
                m_bodies[(int)BODYPART.RIGHT_LOWER_LEG].SetUserPointer("RIGHTLOWERLEG");

                transform         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                transform._origin = new IndexedVector3(-0.35f, 1.45f, 0);
                adjusted          = offset * transform;
                m_bodies[(int)BODYPART.LEFT_UPPER_ARM] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.LEFT_UPPER_ARM], true);
                m_bodies[(int)BODYPART.LEFT_UPPER_ARM].SetUserPointer("LEFTUPPERARM");

                transform         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                transform._origin = new IndexedVector3(-0.7f, 1.45f, 0);
                adjusted          = offset * transform;
                m_bodies[(int)BODYPART.LEFT_LOWER_ARM] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.LEFT_LOWER_ARM], true);
                m_bodies[(int)BODYPART.LEFT_LOWER_ARM].SetUserPointer("LEFTLOWERARM");

                transform         = MathUtil.SetEulerZYX(0, 0, -MathUtil.SIMD_HALF_PI);
                transform._origin = new IndexedVector3(0.35f, 1.45f, 0);
                adjusted          = offset * transform;
                m_bodies[(int)BODYPART.RIGHT_UPPER_ARM] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.RIGHT_UPPER_ARM], true);
                m_bodies[(int)BODYPART.RIGHT_UPPER_ARM].SetUserPointer("RIGHTUPPERARM");

                transform         = MathUtil.SetEulerZYX(0, 0, -MathUtil.SIMD_HALF_PI);
                transform._origin = new IndexedVector3(0.7f, 1.45f, 0);
                adjusted          = offset * transform;
                m_bodies[(int)BODYPART.RIGHT_LOWER_ARM] = m_ragDollDemo.LocalCreateRigidBody(1f, adjusted, m_shapes[(int)BODYPART.RIGHT_LOWER_ARM], true);
                m_bodies[(int)BODYPART.RIGHT_LOWER_ARM].SetUserPointer("RIGHTLOWERARM");

                // Setup some damping on the m_bodies
                for (int i = 0; i < (int)BODYPART.COUNT; ++i)
                {
                    if (m_bodies[i] != null)
                    {
                        //m_bodies[i].SetDamping(0.05f, 0.85f);
                        m_bodies[i].SetDamping(0.5f, 0.85f);
                        m_bodies[i].SetDeactivationTime(0.8f);
                        m_bodies[i].SetSleepingThresholds(1.6f, 2.5f);
                    }
                }

                // Now setup the constraints
                HingeConstraint     hingeC;
                ConeTwistConstraint coneC;

                IndexedMatrix localA = IndexedMatrix.Identity;
                IndexedMatrix localB = IndexedMatrix.Identity;

                localA         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localA._origin = new IndexedVector3(0.0f, 0.15f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localB._origin = new IndexedVector3(0.0f, -0.15f, 0.0f);
                hingeC         = new HingeConstraint(m_bodies[(int)BODYPART.PELVIS], m_bodies[(int)BODYPART.SPINE], ref localA, ref localB);
                hingeC.SetLimit(-MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.PELVIS_SPINE]             = hingeC;
                m_joints[(int)JOINT.PELVIS_SPINE].m_debugName = "PELVIS_SPINE";
                hingeC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.PELVIS_SPINE], true);


                localA         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                localA._origin = new IndexedVector3(0.0f, 0.30f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                localB._origin = new IndexedVector3(0.0f, -0.14f, 0.0f);
                coneC          = new ConeTwistConstraint(m_bodies[(int)BODYPART.SPINE], m_bodies[(int)BODYPART.HEAD], ref localA, ref localB);
                coneC.SetLimit(MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.SPINE_HEAD]             = coneC;
                m_joints[(int)JOINT.SPINE_HEAD].m_debugName = "SPINE_HEAD";

                coneC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.SPINE_HEAD], true);


                localA         = IndexedMatrix.Identity;
                localB         = IndexedMatrix.Identity;
                localA         = MathUtil.SetEulerZYX(0, 0, -MathUtil.SIMD_QUARTER_PI * 5);
                localA._origin = new IndexedVector3(-0.18f, -0.10f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, 0, -MathUtil.SIMD_QUARTER_PI * 5);
                localB._origin = new IndexedVector3(0.0f, 0.225f, 0.0f);
                coneC          = new ConeTwistConstraint(m_bodies[(int)BODYPART.PELVIS], m_bodies[(int)BODYPART.LEFT_UPPER_LEG], ref localA, ref localB);
                coneC.SetLimit(MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_QUARTER_PI, 0);
                m_joints[(int)JOINT.LEFT_HIP]             = coneC;
                m_joints[(int)JOINT.LEFT_HIP].m_debugName = "LEFT_HIP";

                coneC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.LEFT_HIP], true);

                localA         = MathUtil.SetEulerZYX(0f, MathUtil.SIMD_HALF_PI, 0f);
                localA._origin = new IndexedVector3(0.0f, -0.225f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localB._origin = new IndexedVector3(0.0f, 0.185f, 0.0f);
                hingeC         = new HingeConstraint(m_bodies[(int)BODYPART.LEFT_UPPER_LEG], m_bodies[(int)BODYPART.LEFT_LOWER_LEG], ref localA, ref localB);
                hingeC.SetLimit(0, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.LEFT_KNEE]             = hingeC;
                m_joints[(int)JOINT.LEFT_KNEE].m_debugName = "LEFT_KNEE";

                hingeC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.LEFT_KNEE], true);


                localA         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_QUARTER_PI);
                localA._origin = new IndexedVector3(0.18f, -0.10f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_QUARTER_PI);
                localB._origin = new IndexedVector3(0.0f, 0.225f, 0.0f);
                coneC          = new ConeTwistConstraint(m_bodies[(int)BODYPART.PELVIS], m_bodies[(int)BODYPART.RIGHT_UPPER_LEG], ref localA, ref localB);
                coneC.SetLimit(MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_QUARTER_PI, 0);
                m_joints[(int)JOINT.RIGHT_HIP]             = coneC;
                m_joints[(int)JOINT.RIGHT_HIP].m_debugName = "RIGHT_HIP";

                coneC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.RIGHT_HIP], true);

                localA         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localA._origin = new IndexedVector3(0.0f, -0.225f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localB._origin = new IndexedVector3(0.0f, 0.185f, 0.0f);
                hingeC         = new HingeConstraint(m_bodies[(int)BODYPART.RIGHT_UPPER_LEG], m_bodies[(int)BODYPART.RIGHT_LOWER_LEG], ref localA, ref localB);
                hingeC.SetLimit(0, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.RIGHT_KNEE]             = hingeC;
                m_joints[(int)JOINT.RIGHT_KNEE].m_debugName = "RIGHT_KNEE";

                hingeC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.RIGHT_KNEE], true);


                localA         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_PI);
                localA._origin = new IndexedVector3(-0.2f, 0.15f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                localB._origin = new IndexedVector3(0.0f, -0.18f, 0.0f);
                coneC          = new ConeTwistConstraint(m_bodies[(int)BODYPART.SPINE], m_bodies[(int)BODYPART.LEFT_UPPER_ARM], ref localA, ref localB);
                coneC.SetLimit(MathUtil.SIMD_HALF_PI, MathUtil.SIMD_HALF_PI, 0);
                coneC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_joints[(int)JOINT.LEFT_SHOULDER]             = coneC;
                m_joints[(int)JOINT.LEFT_SHOULDER].m_debugName = "LEFT_SHOULDER";

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.LEFT_SHOULDER], true);

                localA         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localA._origin = new IndexedVector3(0.0f, 0.18f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localB._origin = new IndexedVector3(0.0f, -0.14f, 0.0f);
                hingeC         = new HingeConstraint(m_bodies[(int)BODYPART.LEFT_UPPER_ARM], m_bodies[(int)BODYPART.LEFT_LOWER_ARM], ref localA, ref localB);
                //		hingeC.setLimit(-MathUtil.SIMD_HALF_PI), 0));
                hingeC.SetLimit(0, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.LEFT_ELBOW]             = hingeC;
                m_joints[(int)JOINT.LEFT_ELBOW].m_debugName = "LEFT_ELBOW";

                hingeC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.LEFT_ELBOW], true);

                localA         = MathUtil.SetEulerZYX(0, 0, 0);
                localA._origin = new IndexedVector3(0.2f, 0.15f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI);
                localB._origin = new IndexedVector3(0.0f, -0.18f, 0.0f);
                coneC          = new ConeTwistConstraint(m_bodies[(int)BODYPART.SPINE], m_bodies[(int)BODYPART.RIGHT_UPPER_ARM], ref localA, ref localB);
                coneC.SetLimit(MathUtil.SIMD_HALF_PI, MathUtil.SIMD_HALF_PI, 0);
                m_joints[(int)JOINT.RIGHT_SHOULDER]             = coneC;
                m_joints[(int)JOINT.RIGHT_SHOULDER].m_debugName = "RIGHT_SHOULDER";

                coneC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.RIGHT_SHOULDER], true);

                localA         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localA._origin = new IndexedVector3(0.0f, 0.18f, 0.0f);
                localB         = MathUtil.SetEulerZYX(0, MathUtil.SIMD_HALF_PI, 0);
                localB._origin = new IndexedVector3(0.0f, -0.14f, 0.0f);
                hingeC         = new HingeConstraint(m_bodies[(int)BODYPART.RIGHT_UPPER_ARM], m_bodies[(int)BODYPART.RIGHT_LOWER_ARM], ref localA, ref localB);
                //		hingeC.setLimit(-MathUtil.SIMD_HALF_PI), 0));
                hingeC.SetLimit(0, MathUtil.SIMD_HALF_PI);
                m_joints[(int)JOINT.RIGHT_ELBOW]             = hingeC;
                m_joints[(int)JOINT.RIGHT_ELBOW].m_debugName = "RIGHT_ELBOW";

                hingeC.SetDbgDrawSize(CONSTRAINT_DEBUG_SIZE);

                m_ownerWorld.AddConstraint(m_joints[(int)JOINT.RIGHT_ELBOW], true);
            }