public override void InitializeDemo() { m_collisionConfiguration = new DefaultCollisionConfiguration(); m_dispatcher = new CollisionDispatcher(m_collisionConfiguration); IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000); IndexedVector3 worldMax = new IndexedVector3(1000, 1000, 1000); m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false); m_constraintSolver = new SequentialImpulseConstraintSolver(); m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration); m_dynamicsWorld.SetDebugDrawer(m_debugDraw); SetCameraDistance(26f); //CollisionShape groundShape = new BoxShape(new IndexedVector3(50f, 40f, 50f)); CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0, 1, 0), 40); m_collisionShapes.Add(groundShape); IndexedMatrix groundTransform = IndexedMatrix.Identity; groundTransform._origin = new IndexedVector3(0, -56, 0); RigidBody groundBody = LocalCreateRigidBody(0, ref groundTransform, groundShape); CollisionShape shape = new BoxShape(new IndexedVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS)); m_collisionShapes.Add(shape); IndexedMatrix trans = IndexedMatrix.Identity; trans._origin = new IndexedVector3(0, 20, 0); float mass = 1f; #if true //point to point constraint (ball socket) //SEEMS OK { RigidBody body0 = LocalCreateRigidBody(mass, ref trans, shape); trans._origin = new IndexedVector3(2 * CUBE_HALF_EXTENTS, 20, 0); mass = 1f; RigidBody body1 = null; //localCreateRigidBody( mass,trans,shape); IndexedVector3 pivotInA = new IndexedVector3(CUBE_HALF_EXTENTS, -CUBE_HALF_EXTENTS, -CUBE_HALF_EXTENTS); IndexedVector3 axisInA = new IndexedVector3(0, 0, 1); IndexedVector3 pivotInB = body1 != null?body1.GetCenterOfMassTransform().Inverse() * (body0.GetCenterOfMassTransform() * (pivotInA)) : pivotInA; IndexedVector3 axisInB = body1 != null ? (body1.GetCenterOfMassTransform()._basis.Inverse() * (body1.GetCenterOfMassTransform()._basis *axisInA)) : body0.GetCenterOfMassTransform()._basis *axisInA; HingeConstraint hinge = new HingeConstraint(body0, ref pivotInA, ref axisInA, false); float targetVelocity = 1f; float maxMotorImpulse = 1.0f; hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse); m_dynamicsWorld.AddConstraint(hinge); //p2p); hinge.SetDbgDrawSize(5f); } #endif #if true //create a slider, using the generic D6 constraint // SEEMS OK { mass = 1f; IndexedVector3 sliderWorldPos = new IndexedVector3(0, 10, 0); IndexedVector3 sliderAxis = new IndexedVector3(1, 0, 0); float angle = 0f;//SIMD_RADS_PER_DEG * 10.f; IndexedBasisMatrix sliderOrientation = new IndexedBasisMatrix(Quaternion.CreateFromAxisAngle(sliderAxis.ToVector3(), angle)); trans = IndexedMatrix.Identity; trans._origin = sliderWorldPos; //trans.setBasis(sliderOrientation); sliderTransform = trans; d6body0 = LocalCreateRigidBody(mass, ref trans, shape); d6body0.SetActivationState(ActivationState.DISABLE_DEACTIVATION); RigidBody fixedBody1 = LocalCreateRigidBody(0, ref trans, null); m_dynamicsWorld.AddRigidBody(fixedBody1); IndexedMatrix frameInA, frameInB; frameInA = IndexedMatrix.Identity; frameInB = IndexedMatrix.Identity; frameInA._origin = new IndexedVector3(0, 5, 0); frameInB._origin = new IndexedVector3(0, 5, 0); // bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, ref frameInA, ref frameInB, useLinearReferenceFrameA); spSlider6Dof.SetLinearLowerLimit(ref lowerSliderLimit); spSlider6Dof.SetLinearUpperLimit(ref hiSliderLimit); //range should be small, otherwise singularities will 'explode' the constraint IndexedVector3 angularLower = new IndexedVector3(-1.5f, 0, 0); IndexedVector3 angularUpper = -angularLower; spSlider6Dof.SetAngularLowerLimit(ref angularLower); spSlider6Dof.SetAngularUpperLimit(ref angularUpper); // slider.setAngularLowerLimit(IndexedVector3(0,0,0)); // slider.setAngularUpperLimit(IndexedVector3(0,0,0)); spSlider6Dof.GetTranslationalLimitMotor().m_enableMotor[0] = true; spSlider6Dof.GetTranslationalLimitMotor().m_targetVelocity.X = -5.0f; spSlider6Dof.GetTranslationalLimitMotor().m_maxMotorForce.X = 0.1f; m_dynamicsWorld.AddConstraint(spSlider6Dof); spSlider6Dof.SetDbgDrawSize(5f); } #endif #if true { // create a door using hinge constraint attached to the world CollisionShape pDoorShape = new BoxShape(new IndexedVector3(2.0f, 5.0f, 0.2f)); m_collisionShapes.Add(pDoorShape); IndexedMatrix doorTrans = IndexedMatrix.Identity; doorTrans._origin = new IndexedVector3(-5.0f, -2.0f, 0.0f); RigidBody pDoorBody = LocalCreateRigidBody(1.0f, ref doorTrans, pDoorShape); pDoorBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION); IndexedVector3 btPivotA = new IndexedVector3(10f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside IndexedVector3 btAxisA = new IndexedVector3(0.0f, 1.0f, 0.0f); // pointing upwards, aka Y-axis spDoorHinge = new HingeConstraint(pDoorBody, ref btPivotA, ref btAxisA, false); spDoorHinge.SetLimit(-MathUtil.SIMD_PI * 0.25f, MathUtil.SIMD_PI * 0.25f); m_dynamicsWorld.AddConstraint(spDoorHinge); spDoorHinge.SetDbgDrawSize(5.0f); } #endif #if true { // create a generic 6DOF constraint // SEEMS OK - But debug draw a bit wrong? IndexedMatrix tr = IndexedMatrix.Identity; tr._origin = new IndexedVector3(10f, 6f, 0f); //tr.getBasis().setEulerZYX(0,0,0); // RigidBody pBodyA = localCreateRigidBody( mass, tr, shape); RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape); // RigidBody pBodyA = localCreateRigidBody( 0.0, tr, 0); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); tr = IndexedMatrix.Identity; tr._origin = new IndexedVector3(0f, 6f, 0f); //tr.getBasis().setEulerZYX(0,0,0); RigidBody pBodyB = LocalCreateRigidBody(mass, ref tr, shape); pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION); IndexedMatrix frameInA, frameInB; frameInA = IndexedMatrix.CreateTranslation(-5, 0, 0); frameInB = IndexedMatrix.CreateTranslation(5, 0, 0); Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true); // btGeneric6DofConstraint* pGen6DOF = new btGeneric6DofConstraint(*pBodyA, *pBodyB, frameInA, frameInB, false); IndexedVector3 linearLower = new IndexedVector3(-10, -2, -1); pGen6DOF.SetLinearLowerLimit(ref linearLower); IndexedVector3 linearUpper = new IndexedVector3(10, 2, 1); pGen6DOF.SetLinearUpperLimit(ref linearUpper); // ? why again? //linearLower = new IndexedVector3(-10,0,0); //pGen6DOF.setLinearLowerLimit(ref linearLower); // pGen6DOF.setLinearUpperLimit(IndexedVector3(10., 0., 0.)); // pGen6DOF.setLinearLowerLimit(IndexedVector3(0., 0., 0.)); // pGen6DOF.setLinearUpperLimit(IndexedVector3(0., 0., 0.)); // pGen6DOF.getTranslationalLimitMotor().m_enableMotor[0] = true; // pGen6DOF.getTranslationalLimitMotor().m_targetVelocity[0] = 5.0f; // pGen6DOF.getTranslationalLimitMotor().m_maxMotorForce[0] = 0.1f; // pGen6DOF.setAngularLowerLimit(IndexedVector3(0., SIMD_HALF_PI*0.9, 0.)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0., -SIMD_HALF_PI*0.9, 0.)); // pGen6DOF.setAngularLowerLimit(IndexedVector3(0., 0., -SIMD_HALF_PI)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0., 0., SIMD_HALF_PI)); IndexedVector3 angularLower = new IndexedVector3(-MathUtil.SIMD_HALF_PI * 0.5f, -0.75f, -MathUtil.SIMD_HALF_PI * 0.8f); IndexedVector3 angularUpper = -angularLower; pGen6DOF.SetAngularLowerLimit(ref angularLower); pGen6DOF.SetAngularUpperLimit(ref angularUpper); // pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -0.75, SIMD_HALF_PI * 0.8f)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, 0.75, -SIMD_HALF_PI * 0.8f)); // pGen6DOF.setAngularLowerLimit(IndexedVector3(0.f, -SIMD_HALF_PI * 0.8f, SIMD_HALF_PI * 1.98f)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0.f, SIMD_HALF_PI * 0.8f, -SIMD_HALF_PI * 1.98f)); // pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,-0.5, -0.5)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0.5, 0.5)); // pGen6DOF.setAngularLowerLimit(IndexedVector3(-0.75,0., 0.)); // pGen6DOF.setAngularUpperLimit(IndexedVector3(0.75,0., 0.)); m_dynamicsWorld.AddConstraint(pGen6DOF, true); pGen6DOF.SetDbgDrawSize(5.0f); } #endif #if true { // create a ConeTwist constraint IndexedMatrix tr = IndexedMatrix.CreateTranslation(-10, 5, 0); RigidBody pBodyA = LocalCreateRigidBody(1.0f, ref tr, shape); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); tr = IndexedMatrix.CreateTranslation(-10, -5, 0); RigidBody pBodyB = LocalCreateRigidBody(0.0f, ref tr, shape); IndexedMatrix frameInA, frameInB; frameInA = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI); frameInA._origin = new IndexedVector3(0, -5, 0); frameInB = MathUtil.SetEulerZYX(0, 0, MathUtil.SIMD_HALF_PI); frameInB._origin = new IndexedVector3(0, 5, 0); ConeTwistConstraint pCT = new ConeTwistConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB); pCT.SetLimit(MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_QUARTER_PI, MathUtil.SIMD_PI * 0.8f, 1.0f, 0.3f, 1.0f); // soft limit == hard limit m_dynamicsWorld.AddConstraint(pCT, true); pCT.SetDbgDrawSize(5.0f); } #endif #if true { // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver) // WORKS OK IndexedMatrix tr = IndexedMatrix.Identity; RigidBody pBody = LocalCreateRigidBody(1.0f, ref tr, shape); pBody.SetActivationState(ActivationState.DISABLE_DEACTIVATION); IndexedVector3 btPivotA = new IndexedVector3(10.0f, 0.0f, 0.0f); IndexedVector3 btAxisA = new IndexedVector3(0.0f, 0.0f, 1.0f); HingeConstraint pHinge = new HingeConstraint(pBody, ref btPivotA, ref btAxisA, false); // pHinge.enableAngularMotor(true, -1.0, 0.165); // use for the old solver pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver m_dynamicsWorld.AddConstraint(pHinge); pHinge.SetDbgDrawSize(5.0f); } #endif #if true { // WORKS OK // create a universal joint using generic 6DOF constraint // create two rigid bodies // static bodyA (parent) on top: IndexedMatrix tr = IndexedMatrix.CreateTranslation(20, 4, 0); RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // dynamic bodyB (child) below it : tr = IndexedMatrix.CreateTranslation(20, 0, 0); RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape); pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // add some (arbitrary) data to build constraint frames IndexedVector3 parentAxis = new IndexedVector3(1.0f, 0.0f, 0.0f); IndexedVector3 childAxis = new IndexedVector3(0.0f, 0.0f, 1.0f); IndexedVector3 anchor = new IndexedVector3(20.0f, 2.0f, 0.0f); UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis); pUniv.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f, -MathUtil.SIMD_HALF_PI * 0.5f); pUniv.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f); // add constraint to world m_dynamicsWorld.AddConstraint(pUniv, true); // draw constraint frames and limits for debugging pUniv.SetDbgDrawSize(5.0f); } #endif #if true // WORKS OK { // create a generic 6DOF constraint with springs IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f, 16f, 0f); //tr.setIdentity(); //tr.setOrigin(btVector3(btScalar(-20.), btScalar(16.), btScalar(0.))); //tr.getBasis().setEulerZYX(0,0,0); RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); //tr.setIdentity(); //tr.setOrigin(btVector3(btScalar(-10.), btScalar(16.), btScalar(0.))); //tr.getBasis().setEulerZYX(0,0,0); tr = IndexedMatrix.CreateTranslation(-10, 16, 0); RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape); pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION); IndexedMatrix frameInA = IndexedMatrix.CreateTranslation(10f, 0f, 0f); IndexedMatrix frameInB = IndexedMatrix.CreateTranslation(0f, 0f, 0f); Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, ref frameInA, ref frameInB, true); pGen6DOFSpring.SetLinearUpperLimit(new IndexedVector3(5f, 0f, 0f)); pGen6DOFSpring.SetLinearLowerLimit(new IndexedVector3(-5f, 0f, 0f)); pGen6DOFSpring.SetAngularLowerLimit(new IndexedVector3(0f, 0f, -1.5f)); pGen6DOFSpring.SetAngularUpperLimit(new IndexedVector3(0f, 0f, 1.5f)); m_dynamicsWorld.AddConstraint(pGen6DOFSpring, true); pGen6DOFSpring.SetDbgDrawSize(5.0f); pGen6DOFSpring.EnableSpring(0, true); pGen6DOFSpring.SetStiffness(0, 39.478f); pGen6DOFSpring.SetDamping(0, 0.5f); pGen6DOFSpring.EnableSpring(5, true); pGen6DOFSpring.SetStiffness(5, 39.478f); pGen6DOFSpring.SetDamping(0, 0.3f); pGen6DOFSpring.SetEquilibriumPoint(); } #endif #if true { // WORKS OK // create a Hinge2 joint // create two rigid bodies // static bodyA (parent) on top: IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f, 4f, 0f); RigidBody pBodyA = LocalCreateRigidBody(0.0f, ref tr, shape); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // dynamic bodyB (child) below it : tr = IndexedMatrix.CreateTranslation(-20f, 0f, 0f); RigidBody pBodyB = LocalCreateRigidBody(1.0f, ref tr, shape); pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // add some data to build constraint frames IndexedVector3 parentAxis = new IndexedVector3(0.0f, 1.0f, 0.0f); IndexedVector3 childAxis = new IndexedVector3(1.0f, 0.0f, 0.0f); IndexedVector3 anchor = new IndexedVector3(-20.0f, 0.0f, 0.0f); Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, ref anchor, ref parentAxis, ref childAxis); pHinge2.SetLowerLimit(-MathUtil.SIMD_HALF_PI * 0.5f); pHinge2.SetUpperLimit(MathUtil.SIMD_HALF_PI * 0.5f); // add constraint to world m_dynamicsWorld.AddConstraint(pHinge2, true); // draw constraint frames and limits for debugging pHinge2.SetDbgDrawSize(5.0f); } #endif #if true { // WORKS OK // create a Hinge joint between two dynamic bodies // create two rigid bodies // static bodyA (parent) on top: IndexedMatrix tr = IndexedMatrix.CreateTranslation(-20f, -2f, 0f); RigidBody pBodyA = LocalCreateRigidBody(1.0f, ref tr, shape); pBodyA.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // dynamic bodyB: tr = IndexedMatrix.CreateTranslation(-30f, -2f, 0f); RigidBody pBodyB = LocalCreateRigidBody(10.0f, ref tr, shape); pBodyB.SetActivationState(ActivationState.DISABLE_DEACTIVATION); // add some data to build constraint frames IndexedVector3 axisA = new IndexedVector3(0.0f, 1.0f, 0.0f); IndexedVector3 axisB = new IndexedVector3(0.0f, 1.0f, 0.0f); IndexedVector3 pivotA = new IndexedVector3(-5.0f, 0.0f, 0.0f); IndexedVector3 pivotB = new IndexedVector3(5.0f, 0.0f, 0.0f); spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, ref pivotA, ref pivotB, ref axisA, ref axisB); spHingeDynAB.SetLimit(-MathUtil.SIMD_HALF_PI * 0.5f, MathUtil.SIMD_HALF_PI * 0.5f); // add constraint to world m_dynamicsWorld.AddConstraint(spHingeDynAB, true); // draw constraint frames and limits for debugging spHingeDynAB.SetDbgDrawSize(5.0f); } #endif }
public ConstraintDemo() { CollisionShape shape = new BoxShape(new Vector3(HalfExtents, HalfExtents, HalfExtents)); Matrix trans = Matrix.Identity; trans.Translation = new Vector3(0, 20, 0); float mass = 1f; //Point to Point constraint (ball socket) { RigidBody bodyA = CreateRigidBody(mass, trans, shape); trans.Translation = new Vector3(2 * HalfExtents, 20, 0); mass = 1f; RigidBody bodyB = null; //RigidBody bodyB = CreateRigidBody(mass, trans, shape); //bodyB.ActivationState = ActivationState.DisableDeactivation; //bodyB.SetDamping(0.3f, 0.3f); Vector3 pivotInA = new Vector3(HalfExtents, -HalfExtents, -HalfExtents); Vector3 axisInA = new Vector3(0, 0, 1); Vector3 pivotInB = bodyB != null?MathHelper.MatrixToVector(MathHelper.InvertMatrix(bodyB.CenterOfMassTransform), MathHelper.MatrixToVector(bodyA.CenterOfMassTransform, pivotInA)) : pivotInA; Vector3 axisInB = bodyB != null? Vector3.TransformNormal(Vector3.TransformNormal(axisInA, bodyB.CenterOfMassTransform), MathHelper.InvertMatrix(bodyB.CenterOfMassTransform)) : Vector3.TransformNormal(axisInA, bodyA.CenterOfMassTransform); //TypedConstraint p2p = new Point2PointConstraint(bodyA, bodyB, pivotInA, pivotInB); //TypedConstraint hinge = new HingeConstraint(bodyA, bodyB, pivotInA, pivotInB, axisInA, axisInB); HingeConstraint hinge = new HingeConstraint(bodyA, pivotInA, axisInA); //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction //float targetVelocity = 0.0f; //float maxMotorImpulse = 0.01; float targetVelocity = 1.0f; float maxMotorImpulse = 1.0f; hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse); PhysicsWorld.AddConstraint(hinge); } // create a slider, using the generic D6 constraint { mass = 1f; Vector3 sliderWorldPos = new Vector3(0, 10, 0); Vector3 sliderAxis = new Vector3(1, 0, 0); float angle = 0; Matrix sliderOrientation = Matrix.CreateFromQuaternion(new Quaternion(sliderAxis, angle)); trans = Matrix.Identity; trans.Translation = sliderWorldPos; //trans.setBasis(sliderOrientation); _sliderTransform = trans; _d6BodyA = CreateRigidBody(mass, trans, shape); _d6BodyA.ActivationState = ActivationState.DisableDeactivation; RigidBody fixedBody1 = CreateRigidBody(0, trans, null); Matrix frameInA, frameInB; frameInA = Matrix.Identity; frameInB = Matrix.Identity; Generic6DofConstraint slider = new Generic6DofConstraint(_d6BodyA, fixedBody1, frameInA, frameInB); slider.SetLinearLowerLimit(_lowerSliderLimit); slider.SetLinearUpperLimit(_hiSliderLimit); //range should be small, otherwise singularities will 'explode' the constraint slider.SetAngularLowerLimit(new Vector3(10, 0, 0)); slider.SetAngularUpperLimit(new Vector3(0, 0, 0)); PhysicsWorld.AddConstraint(slider); } }