Пример #1
0
        public BodyDef()
        {
            // Set all initial positions/velocties to zero
            Vec3.Identity(ref axis);
            angle = 0;
            Vec3.Identity(ref position);
            Vec3.Identity(ref linearVelocity);
            Vec3.Identity(ref angularVelocity);

            // Usually a gravity scale of 1 is the best
            gravityScale = 1;

            // Common default values
            bodyType   = eStaticBody;
            layers     = 0x000000001;
            userData   = null;
            allowSleep = true;
            awake      = true;
            active     = true;
            lockAxisX  = false;
            lockAxisY  = false;
            lockAxisZ  = false;

            linearDamping  = 0;
            angularDamping = 0.1;
        }
Пример #2
0
 public void SetToSleep()
 {
     Flags    &= ~eAwake;
     SleepTime = 0;
     Vec3.Identity(ref LinearVelocity);
     Vec3.Identity(ref AngularVelocity);
     Vec3.Identity(ref Force);
     Vec3.Identity(ref Torque);
 }
Пример #3
0
        // Run the simulation forward in time by dt (fixed timestep). Variable
        // timestep is not supported.
        public void Step(double Dt)
        {
            if (NewBox)
            {
                ContactManager.Broadphase.UpdatePairs();
                NewBox = false;
            }

            ContactManager.TestCollisions();

            foreach (var body in Bodies)
            {
                body.Flags &= ~BodyFlags.eIsland;
            }

            Island.AllowSleep     = AllowSleep;
            Island.EnableFriction = EnableFriction;
            Island.Dt             = Dt;
            Island.Gravity        = Gravity;
            Island.Iterations     = Iterations;

            // Build each active Island and then solve each built Island
//            int stackSize = Bodies.Count;
            foreach (var seed in Bodies)
            {
                // Seed cannot be apart of an Island already
                if ((seed.Flags & BodyFlags.eIsland) > 0)
                {
                    continue;
                }

                // Seed must be awake
                if ((seed.Flags & BodyFlags.eAwake) == 0)
                {
                    continue;
                }

                // Seed cannot be a static body in order to keep islands
                // as small as possible
                if ((seed.Flags & BodyFlags.eStatic) > 0)
                {
                    continue;
                }

                int stackCount = 0;
                stack[stackCount++] = seed;
                Island.Clear();


                // Mark seed as apart of Island
                seed.Flags |= BodyFlags.eIsland;

                // Perform DFS on constraint graph
                while (stackCount > 0)
                {
                    // Decrement stack to implement iterative backtracking
                    Body body = stack[--stackCount];
                    Island.Add(body);

                    // Awaken all bodies connected to the Island
                    body.SetToAwake();

                    // Do not search across static bodies to keep Island
                    // formations as small as possible, however the static
                    // body itself should be apart of the Island in order
                    // to properly represent a full contact
                    if ((body.Flags & BodyFlags.eStatic) > 0)
                    {
                        continue;
                    }

                    // Search all contacts connected to this body
                    foreach (var edge in body.ContactList)
                    {
                        ContactConstraint contact = edge.constraint;

                        // Skip contacts that have been added to an Island already
                        if ((contact.Flags & ContactFlags.eIsland) > 0)
                        {
                            continue;
                        }

                        // Can safely skip this contact if it didn't actually collide with anything
                        if ((contact.Flags & ContactFlags.eColliding) == 0)
                        {
                            continue;
                        }

                        // Skip sensors
                        if (contact.A.sensor || contact.B.sensor)
                        {
                            continue;
                        }

                        // Mark Island flag and add to Island
                        contact.Flags |= ContactFlags.eIsland;
                        Island.Add(contact);

                        // Attempt to add the other body in the contact to the Island
                        // to simulate contact awakening propogation
                        Body other = edge.other;
                        if ((other.Flags & BodyFlags.eIsland) > 0)
                        {
                            continue;
                        }

                        Assert(stackCount < 256);

                        stack[stackCount++] = other;
                        other.Flags        |= BodyFlags.eIsland;
                    }
                }

                Assert(Island.Bodies.Count != 0);

                Island.Initialize();
                Island.Solve();

                // Reset all static Island flags
                // This allows static bodies to participate in other Island formations
                foreach (var body in Island.Bodies)
                {
                    if ((body.Flags & BodyFlags.eStatic) > 0)
                    {
                        body.Flags &= ~BodyFlags.eIsland;
                    }
                }
            }

            // Update the broadphase AABBs
            foreach (var body in Bodies)
            {
                if ((body.Flags & BodyFlags.eStatic) > 0)
                {
                    continue;
                }

                body.SynchronizeProxies();
            }

            // Look for new contacts
            ContactManager.FindNewContacts();

            // Clear all forces
            foreach (var body in Bodies)
            {
                Vec3.Identity(ref body.Force);
                Vec3.Identity(ref body.Torque);
            }
        }
Пример #4
0
        void CalculateMassData()
        {
            Mat3 inertia = Mat3.Diagonal(0);

            InvInertiaModel = Mat3.Diagonal(0);
            InvInertiaWorld = Mat3.Diagonal(0);
            InvMass         = 0;
            Mass            = 0;
            double mass = 0;

            if ((Flags & eStatic) > 0 || (Flags & eKinematic) > 0)
            {
                Vec3.Identity(ref LocalCenter);
                WorldCenter = Tx.position;
                return;
            }

            Vec3 lc = new Vec3();

            Vec3.Identity(ref lc);

            foreach (var box in Boxes)
            {
                if (box.density == 0)
                {
                    continue;
                }

                MassData md;
                box.ComputeMass(out md);
                mass    += md.mass;
                inertia += md.inertia;
                lc      += md.center * md.mass;
            }

            if (mass > 0)
            {
                Mass            = mass;
                InvMass         = 1 / mass;
                lc             *= InvMass;
                inertia        -= (Mat3.Identity * Vec3.Dot(lc, lc) - Mat3.OuterProduct(lc, lc)) * mass;
                InvInertiaModel = Mat3.Inverse(inertia);

                if ((Flags & eLockAxisX) > 0)
                {
                    Vec3.Identity(ref InvInertiaModel.ex);
                }

                if ((Flags & eLockAxisY) > 0)
                {
                    Vec3.Identity(ref InvInertiaModel.ey);
                }

                if ((Flags & eLockAxisZ) > 0)
                {
                    Vec3.Identity(ref InvInertiaModel.ez);
                }
            }
            else
            {
                // Force all dynamic bodies to have some mass
                InvMass         = 1;
                InvInertiaModel = Mat3.Diagonal(0);
                InvInertiaWorld = Mat3.Diagonal(0);
            }

            LocalCenter = lc;
            WorldCenter = Transform.Mul(Tx, lc);
        }
Пример #5
0
        public Body(BodyDef def, Scene scene)
        {
            LinearVelocity  = def.linearVelocity;
            AngularVelocity = def.angularVelocity;
            Vec3.Identity(ref Force);
            Vec3.Identity(ref Torque);
            Q.Set(Vec3.Normalize(def.axis), def.angle);
            Tx.rotation    = Q.ToMat3();
            Tx.position    = def.position;
            SleepTime      = 0;
            GravityScale   = def.gravityScale;
            Layers         = def.layers;
            UserData       = def.userData;
            Scene          = scene;
            Flags          = 0;
            LinearDamping  = def.linearDamping;
            AngularDamping = def.angularDamping;

            if (def.bodyType == eDynamicBody)
            {
                Flags |= eDynamic;
            }

            else
            {
                if (def.bodyType == eStaticBody)
                {
                    Flags |= eStatic;
                    Vec3.Identity(ref LinearVelocity);
                    Vec3.Identity(ref AngularVelocity);
                    Vec3.Identity(ref Force);
                    Vec3.Identity(ref Torque);
                }

                else if (def.bodyType == eKinematicBody)
                {
                    Flags |= eKinematic;
                }
            }

            if (def.allowSleep)
            {
                Flags |= eAllowSleep;
            }

            if (def.awake)
            {
                Flags |= eAwake;
            }

            if (def.active)
            {
                Flags |= eActive;
            }

            if (def.lockAxisX)
            {
                Flags |= eLockAxisX;
            }

            if (def.lockAxisY)
            {
                Flags |= eLockAxisY;
            }

            if (def.lockAxisZ)
            {
                Flags |= eLockAxisZ;
            }

            Boxes       = new List <Box>();
            ContactList = new List <ContactEdge>();
        }