示例#1
0
        public override void Start()
        {
            auxref_to_cog = new ChFrameMoving <double>();
            auxref_to_abs = new ChFrameMoving <double>();

            switch (materialType)
            {
            case MaterialType.NSC:
                matsurface = gameObject.AddComponent <ChMaterialSurfaceNSC>();
                matsurface.GetComponent <ChMaterialSurfaceNSC>().static_friction   = friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().sliding_friction  = friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().rolling_friction  = rolling_friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().spinning_friction = spinning_friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().restitution       = restitution;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().cohesion          = cohesion;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().dampingf          = dampingf;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().compliance        = compliance;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceT       = complianceT;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceRoll    = complianceRoll;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceSpin    = complianceSpin;
                break;

            case MaterialType.SMC:
                matsurface = gameObject.AddComponent <ChMaterialSurfaceSMC>();
                matsurface.GetComponent <ChMaterialSurfaceSMC>().static_friction  = friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().sliding_friction = friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().restitution      = restitution;
                // matsurface.GetComponent<ChMaterialSurfaceSMC>().rolling_friction = rolling_friction;
                // matsurface.GetComponent<ChMaterialSurfaceSMC>().spinning_friction = spinning_friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().young_modulus     = young_modulus;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().poisson_ratio     = poisson_ratio;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().constant_adhesion = constant_adhesion;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().adhesionMultDMT   = adhesionMultDMT;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().kn = kn;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().kt = kt;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().gn = gn;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().gt = gt;
                break;
            }

            // Switch
            switch (type)
            {
            case CollisionType.Cube:

                var size = transform.localScale * 1f;

                if (automaticMass)
                {
                    mass = density * (size.x * size.y * size.z);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)((1.0 / 12.0) * mass * (Math.Pow(size.y, 2) + Math.Pow(size.z, 2)));
                    inertiaMoments.y = (float)((1.0 / 12.0) * mass * (Math.Pow(size.x, 2) + Math.Pow(size.z, 2)));
                    inertiaMoments.z = (float)((1.0 / 12.0) * mass * (Math.Pow(size.x, 2) + Math.Pow(size.y, 2)));
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddBox(size.x * 0.473f, size.y * 0.473f, size.z * 0.473f, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));     // radius x, radius z, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);

                break;

            case CollisionType.Sphere:

                var size2 = transform.localScale.y / 1.9;

                if (automaticMass)
                {
                    mass = density * ((4.0 / 3.0) * ChMaths.CH_C_PI * Math.Pow(size2, 3));
                    double inertia = (2.0 / 5.0) * mass * Math.Pow(size2, 2);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)inertia;
                    inertiaMoments.y = (float)inertia;
                    inertiaMoments.z = (float)inertia;
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddSphere(size2, new ChVector(0, 0, 0));      // radius, radius, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);

                break;

            case CollisionType.Cylinder:

                var height  = 2 * transform.localScale.y;
                var radiusX = transform.localScale.x / 2.0;
                var radiusZ = transform.localScale.z / 2.0;
                radius = transform.localScale.x / 2.0;

                if (automaticMass)
                {
                    mass = density * (ChMaths.CH_C_PI * Math.Pow(radiusX, 2) * height);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)((1.0 / 12.0) * mass * (3 * Math.Pow(radiusX, 2) + Math.Pow(height, 2)));
                    inertiaMoments.y = (float)(0.5 * mass * Math.Pow(radiusX, 2));
                    inertiaMoments.z = (float)((1.0 / 12.0) * mass * (3 * Math.Pow(radiusX, 2) + Math.Pow(height, 2)));
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddCylinder(radiusX, radiusZ, height * 0.5f, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));     // radius, radius, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);
                break;

            case CollisionType.Mesh:

                Mesh   mesh = GetComponent <MeshFilter>().sharedMesh;
                double sweep_sphere_radius = 0.1;

                //  geometry.ChTriangleMeshConnected trimesh = new geometry.ChTriangleMeshConnected();
                //  trimesh.LoadWavefrontMesh(mesh);

                // Create the collision model

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddTriangleMesh(mesh, true, false, ChVector.VNULL, new ChMatrix33 <double>(1));
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                BodyFrame.SetPos(new ChVector(transform.position.x, transform.position.y, transform.position.z));
                BodyFrame.SetRot(new ChQuaternion(transform.rotation.w, transform.rotation.x, transform.rotation.y, transform.rotation.z));

                // BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                // BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                // ChSystem msystem3 = FindObjectOfType<ChSystem>();
                // msystem3.AddBody(this);
                ChSystem.system.AddBody(this);
                break;

            case CollisionType.Terrain:

                //Texture2D hMap = Resources.Load("Heightmap") as Texture2D;

                Terrain   terrain   = GetComponent <Terrain>();
                Texture2D texture2D = new Texture2D(512, 512, TextureFormat.RGB24, false);

                myRenderTexture = terrain.terrainData.heightmapTexture;

                RenderTexture.active = myRenderTexture;
                texture2D.ReadPixels(new Rect(0, 0, myRenderTexture.width, myRenderTexture.height), 0, 0);
                texture2D.Apply();
                texture = texture2D;

                // List<Vector3> verts = new List<Vector3>();
                //List<int> tris = new List<int>();

                int dimensions = 65;

                //Bottom left section of the map, other sections are similar
                for (int i = 0; i < dimensions; i++)
                {
                    for (int j = 0; j < dimensions; j++)
                    {
                        //Add each new vertex in the plane
                        verts.Add(new Vector3(i, texture.GetPixel(i, j).grayscale * 50, j));
                        //Skip if a new square on the plane hasn't been formed
                        if (i == 0 || j == 0)
                        {
                            continue;
                        }
                        //Adds the index of the three vertices in order to make up each of the two tris
                        tris.Add(dimensions * i + j);           //Top right
                        tris.Add(dimensions * i + j - 1);       //Bottom right
                        tris.Add(dimensions * (i - 1) + j - 1); //Bottom left - First triangle
                        tris.Add(dimensions * (i - 1) + j - 1); //Bottom left
                        tris.Add(dimensions * (i - 1) + j);     //Top left
                        tris.Add(dimensions * i + j);           //Top right - Second triangle
                    }
                }

                Mesh procMesh = new Mesh();
                procMesh.vertices = verts.ToArray(); //Assign verts, uvs, and tris to the mesh
                                                     // procMesh.uv = uvs;
                procMesh.triangles = tris.ToArray();
                procMesh.RecalculateNormals();       //Determines which way the triangles are facing

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddTriangleMesh(procMesh, true, false, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                BodyFrame.SetPos(new ChVector(transform.position.x, transform.position.y, transform.position.z));
                BodyFrame.SetRot(new ChQuaternion(transform.rotation.w, transform.rotation.x, transform.rotation.y, transform.rotation.z));

                ChSystem.system.AddBody(this);
                break;
            }
        }