protected override void OnInitialize() { Freelook.SetEyeTarget(eye, target); Graphics.SetFormText("BulletSharp - Concave Convexcast Demo"); Graphics.SetInfoText("Move using mouse and WASD+shift\n" + "F3 - Toggle debug\n" + //"F11 - Toggle fullscreen\n" + "Space - Shoot box"); IsDebugDrawEnabled = false; DebugDrawMode = debugMode; const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); indexVertexArrays = new TriangleIndexVertexArray(); IndexedMesh mesh = new IndexedMesh(); mesh.NumTriangles = totalTriangles; mesh.NumVertices = totalVerts; mesh.TriangleIndexStride = 3 * sizeof(int); mesh.VertexStride = Vector3.SizeInBytes; mesh.TriangleIndexBase = Marshal.AllocHGlobal(mesh.TriangleIndexStride * totalTriangles); mesh.VertexBase = Marshal.AllocHGlobal(mesh.VertexStride * totalVerts); var indicesStream = mesh.GetTriangleStream(); var indices = new BinaryWriter(indicesStream); for (int i = 0; i < NumVertsX - 1; i++) { for (int j = 0; j < NumVertsY - 1; j++) { indices.Write(j * NumVertsX + i); indices.Write(j * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write(j * NumVertsX + i); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i); } } indices.Dispose(); indexVertexArrays.AddIndexedMesh(mesh); convexcastBatch = new ConvexcastBatch(40.0f, 0.0f, -10.0f, 80.0f); //convexcastBatch = new ConvexcastBatch(true, 40.0f, -50.0f, 50.0f); }
private void CreateGround() { const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); const int triangleIndexStride = 3 * sizeof(int); const int vertexStride = Vector3.SizeInBytes; var mesh = new IndexedMesh(); mesh.Allocate(totalTriangles, totalVerts, triangleIndexStride, vertexStride); var indicesStream = mesh.GetTriangleStream(); using (var indices = new BinaryWriter(indicesStream)) { for (int x = 0; x < NumVertsX - 1; x++) { for (int y = 0; y < NumVertsY - 1; y++) { int row1Index = x * NumVertsX + y; int row2Index = row1Index + NumVertsX; indices.Write(row1Index); indices.Write(row1Index + 1); indices.Write(row2Index + 1); indices.Write(row1Index); indices.Write(row2Index + 1); indices.Write(row2Index); } } } indexVertexArrays = new TriangleIndexVertexArray(); indexVertexArrays.AddIndexedMesh(mesh); SetVertexPositions(waveHeight, 0.0f); const bool useQuantizedAabbCompression = true; groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression); CollisionShapes.Add(groundShape); staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape); staticBody.CollisionFlags |= CollisionFlags.StaticObject; staticBody.UserObject = "Ground"; }
protected override void OnInitializePhysics() { CollisionShape groundShape = new BoxShape(50, 3, 50); CollisionShapes.Add(groundShape); CollisionConf = new DefaultCollisionConfiguration(); Dispatcher = new CollisionDispatcher(CollisionConf); Solver = new SequentialImpulseConstraintSolver(); Vector3 worldMin = new Vector3(-10000, -10000, -10000); Vector3 worldMax = new Vector3(10000, 10000, 10000); Broadphase = new AxisSweep3(worldMin, worldMax); //Broadphase = new DbvtBroadphase(); World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf); int i; Matrix tr; Matrix vehicleTr; //if (UseTrimeshGround) { const float scale = 20.0f; //create a triangle-mesh ground const int NumVertsX = 20; const int NumVertsY = 20; const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); TriangleIndexVertexArray vertexArray = new TriangleIndexVertexArray(); IndexedMesh mesh = new IndexedMesh(); mesh.Allocate(totalTriangles, totalVerts); mesh.NumTriangles = totalTriangles; mesh.NumVertices = totalVerts; mesh.TriangleIndexStride = 3 * sizeof(int); mesh.VertexStride = Vector3.SizeInBytes; using (var indicesStream = mesh.GetTriangleStream()) { var indices = new BinaryWriter(indicesStream); for (i = 0; i < NumVertsX - 1; i++) { for (int j = 0; j < NumVertsY - 1; j++) { indices.Write(j * NumVertsX + i); indices.Write(j * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write(j * NumVertsX + i); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i); } } indices.Dispose(); } using (var vertexStream = mesh.GetVertexStream()) { var vertices = new BinaryWriter(vertexStream); for (i = 0; i < NumVertsX; i++) { for (int j = 0; j < NumVertsY; j++) { float wl = .2f; float height = 20.0f * (float)(Math.Sin(i * wl) * Math.Cos(j * wl)); vertices.Write((i - NumVertsX * 0.5f) * scale); vertices.Write(height); vertices.Write((j - NumVertsY * 0.5f) * scale); } } vertices.Dispose(); } vertexArray.AddIndexedMesh(mesh); groundShape = new BvhTriangleMeshShape(vertexArray, true); tr = Matrix.Identity; vehicleTr = Matrix.Translation(0, -2, 0); }/* * else * { * // Use HeightfieldTerrainShape * * int width = 40, length = 40; * //int width = 128, length = 128; // Debugging is too slow for this * float maxHeight = 10.0f; * float heightScale = maxHeight / 256.0f; * Vector3 scale = new Vector3(20.0f, maxHeight, 20.0f); * * //PhyScalarType scalarType = PhyScalarType.PhyUChar; * //FileStream file = new FileStream(heightfieldFile, FileMode.Open, FileAccess.Read); * * // Use float data * PhyScalarType scalarType = PhyScalarType.PhyFloat; * byte[] terr = new byte[width * length * 4]; * MemoryStream file = new MemoryStream(terr); * BinaryWriter writer = new BinaryWriter(file); * for (i = 0; i < width; i++) * for (int j = 0; j < length; j++) * writer.Write((float)((maxHeight / 2) + 4 * Math.Sin(j * 0.5f) * Math.Cos(i))); * writer.Flush(); * file.Position = 0; * * HeightfieldTerrainShape heightterrainShape = new HeightfieldTerrainShape(width, length, * file, heightScale, 0, maxHeight, upIndex, scalarType, false); * heightterrainShape.SetUseDiamondSubdivision(true); * * groundShape = heightterrainShape; * groundShape.LocalScaling = new Vector3(scale.X, 1, scale.Z); * * tr = Matrix.Translation(new Vector3(-scale.X / 2, scale.Y / 2, -scale.Z / 2)); * vehicleTr = Matrix.Translation(new Vector3(20, 3, -3)); * * * // Create graphics object * * file.Position = 0; * BinaryReader reader = new BinaryReader(file); * * int totalTriangles = (width - 1) * (length - 1) * 2; * int totalVerts = width * length; * * game.groundMesh = new Mesh(game.Device, totalTriangles, totalVerts, * MeshFlags.SystemMemory | MeshFlags.Use32Bit, VertexFormat.Position | VertexFormat.Normal); * SlimDX.DataStream data = game.groundMesh.LockVertexBuffer(LockFlags.None); * for (i = 0; i < width; i++) * { * for (int j = 0; j < length; j++) * { * float height; * if (scalarType == PhyScalarType.PhyFloat) * { * // heightScale isn't applied internally for float data * height = reader.ReadSingle(); * } * else if (scalarType == PhyScalarType.PhyUChar) * { * height = file.ReadByte() * heightScale; * } * else * { * height = 0.0f; * } * * data.Write((j - length * 0.5f) * scale.X); * data.Write(height); * data.Write((i - width * 0.5f) * scale.Z); * * // Normals will be calculated later * data.Position += 12; * } * } * game.groundMesh.UnlockVertexBuffer(); * file.Close(); * * data = game.groundMesh.LockIndexBuffer(LockFlags.None); * for (i = 0; i < width - 1; i++) * { * for (int j = 0; j < length - 1; j++) * { * // Using diamond subdivision * if ((j + i) % 2 == 0) * { * data.Write(j * width + i); * data.Write((j + 1) * width + i + 1); * data.Write(j * width + i + 1); * * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * } * else * { * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write(j * width + i + 1); * * data.Write(j * width + i + 1); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * } * * / * * // Not using diamond subdivision * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write(j * width + i + 1); * * data.Write(j * width + i + 1); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * / * } * } * game.groundMesh.UnlockIndexBuffer(); * * game.groundMesh.ComputeNormals(); * }*/ CollisionShapes.Add(groundShape); //create ground object RigidBody ground = LocalCreateRigidBody(0, tr, groundShape); ground.UserObject = "Ground"; CollisionShape chassisShape = new BoxShape(1.0f, 0.5f, 2.0f); CollisionShapes.Add(chassisShape); CompoundShape compound = new CompoundShape(); CollisionShapes.Add(compound); //localTrans effectively shifts the center of mass with respect to the chassis Matrix localTrans = Matrix.Translation(Vector3.UnitY); compound.AddChildShape(localTrans, chassisShape); RigidBody carChassis = LocalCreateRigidBody(800, Matrix.Identity, compound); carChassis.UserObject = "Chassis"; //carChassis.SetDamping(0.2f, 0.2f); //CylinderShapeX wheelShape = new CylinderShapeX(wheelWidth, wheelRadius, wheelRadius); // clientResetScene(); // create vehicle VehicleTuning tuning = new VehicleTuning(); IVehicleRaycaster vehicleRayCaster = new DefaultVehicleRaycaster(World); //vehicle = new RaycastVehicle(tuning, carChassis, vehicleRayCaster); vehicle = new CustomVehicle(tuning, carChassis, vehicleRayCaster); carChassis.ActivationState = ActivationState.DisableDeactivation; World.AddAction(vehicle); const float connectionHeight = 1.2f; bool isFrontWheel = true; // choose coordinate system vehicle.SetCoordinateSystem(rightIndex, upIndex, forwardIndex); BulletSharp.Math.Vector3 connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius); vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel); connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius); vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel); isFrontWheel = false; connectionPointCS0 = new Vector3(-CUBE_HALF_EXTENTS + (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius); vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel); connectionPointCS0 = new Vector3(CUBE_HALF_EXTENTS - (0.3f * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius); vehicle.AddWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel); for (i = 0; i < vehicle.NumWheels; i++) { WheelInfo wheel = vehicle.GetWheelInfo(i); wheel.SuspensionStiffness = suspensionStiffness; wheel.WheelsDampingRelaxation = suspensionDamping; wheel.WheelsDampingCompression = suspensionCompression; wheel.FrictionSlip = wheelFriction; wheel.RollInfluence = rollInfluence; } vehicle.RigidBody.WorldTransform = vehicleTr; }
private void CreateTrimeshGround() { const float scale = 20.0f; //create a triangle-mesh ground const int NumVertsX = 20; const int NumVertsY = 20; const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); _groundVertexArray = new TriangleIndexVertexArray(); _groundMesh = new IndexedMesh(); _groundMesh.Allocate(totalTriangles, totalVerts); _groundMesh.NumTriangles = totalTriangles; _groundMesh.NumVertices = totalVerts; _groundMesh.TriangleIndexStride = 3 * sizeof(int); _groundMesh.VertexStride = Vector3.SizeInBytes; using (var indicesStream = _groundMesh.GetTriangleStream()) { var indices = new BinaryWriter(indicesStream); for (int i = 0; i < NumVertsX - 1; i++) { for (int j = 0; j < NumVertsY - 1; j++) { indices.Write(j * NumVertsX + i); indices.Write(j * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write(j * NumVertsX + i); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i); } } indices.Dispose(); } using (var vertexStream = _groundMesh.GetVertexStream()) { var vertices = new BinaryWriter(vertexStream); for (int i = 0; i < NumVertsX; i++) { for (int j = 0; j < NumVertsY; j++) { const float waveLength = .2f; float height = (float)(Math.Sin(i * waveLength) * Math.Cos(j * waveLength)); vertices.Write(i - NumVertsX * 0.5f); vertices.Write(height); vertices.Write(j - NumVertsY * 0.5f); } } vertices.Dispose(); } _groundVertexArray.AddIndexedMesh(_groundMesh); var groundShape = new BvhTriangleMeshShape(_groundVertexArray, true); var groundScaled = new ScaledBvhTriangleMeshShape(groundShape, new Vector3(scale)); RigidBody ground = PhysicsHelper.CreateStaticBody(Matrix.Identity, groundScaled, World); ground.UserObject = "Ground"; Matrix vehicleTransform = Matrix.Translation(0, -2, 0); CreateVehicle(vehicleTransform); }
protected override void OnInitializePhysics() { // collision configuration contains default setup for memory, collision setup CollisionConf = new DefaultCollisionConfiguration(); Dispatcher = new CollisionDispatcher(CollisionConf); Vector3 worldMin = new Vector3(-1000, -1000, -1000); Vector3 worldMax = new Vector3(1000, 1000, 1000); Broadphase = new AxisSweep3(worldMin, worldMax); Solver = new SequentialImpulseConstraintSolver(); World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf); World.SolverInfo.SplitImpulse = 1; World.Gravity = new Vector3(0, -10, 0); const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); indexVertexArrays = new TriangleIndexVertexArray(); IndexedMesh mesh = new IndexedMesh(); mesh.NumTriangles = totalTriangles; mesh.NumVertices = totalVerts; mesh.TriangleIndexStride = 3 * sizeof(int); mesh.VertexStride = Vector3.SizeInBytes; mesh.TriangleIndexBase = Marshal.AllocHGlobal(mesh.TriangleIndexStride * totalTriangles); mesh.VertexBase = Marshal.AllocHGlobal(mesh.VertexStride * totalVerts); var indicesStream = mesh.GetTriangleStream(); var indices = new BinaryWriter(indicesStream); for (int i = 0; i < NumVertsX - 1; i++) { for (int j = 0; j < NumVertsY - 1; j++) { indices.Write(j * NumVertsX + i); indices.Write(j * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write(j * NumVertsX + i); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i); } } indices.Dispose(); indexVertexArrays.AddIndexedMesh(mesh); raycastBar = new RaycastBar(4000.0f, 0.0f); //raycastBar = new RaycastBar(true, 40.0f, -50.0f, 50.0f); CollisionShape colShape = new BoxShape(1); CollisionShapes.Add(colShape); for (int i = 0; i < 10; i++) { //CollisionShape colShape = new CapsuleShape(0.5f,2.0f);//boxShape = new SphereShape(1.0f); Matrix startTransform = Matrix.Translation(2 * i, 10, 1); LocalCreateRigidBody(1.0f, startTransform, colShape); } SetVertexPositions(waveHeight, 0.0f); const bool useQuantizedAabbCompression = true; groundShape = new BvhTriangleMeshShape(indexVertexArrays, useQuantizedAabbCompression); CollisionShapes.Add(groundShape); staticBody = LocalCreateRigidBody(0.0f, Matrix.Identity, groundShape); staticBody.CollisionFlags |= CollisionFlags.StaticObject; staticBody.UserObject = "Ground"; }
protected override void OnInitializePhysics() { CollisionShape groundShape = new BoxShape(50, 3, 50); CollisionShapes.Add(groundShape); CollisionConf = new DefaultCollisionConfiguration(); Dispatcher = new CollisionDispatcher(CollisionConf); Solver = new SequentialImpulseConstraintSolver(); Vector3 worldMin = new Vector3(-10000, -10000, -10000); Vector3 worldMax = new Vector3(10000, 10000, 10000); Broadphase = new AxisSweep3(worldMin, worldMax); //Broadphase = new DbvtBroadphase(); World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf); int i; Matrix tr; Matrix vehicleTr; //if (UseTrimeshGround) { const float scale = 20.0f; //create a triangle-mesh ground const int NumVertsX = 20; const int NumVertsY = 20; const int totalVerts = NumVertsX * NumVertsY; const int totalTriangles = 2 * (NumVertsX - 1) * (NumVertsY - 1); TriangleIndexVertexArray vertexArray = new TriangleIndexVertexArray(); IndexedMesh mesh = new IndexedMesh(); mesh.Allocate(totalTriangles, totalVerts); mesh.NumTriangles = totalTriangles; mesh.NumVertices = totalVerts; mesh.TriangleIndexStride = 3 * sizeof(int); mesh.VertexStride = Vector3.SizeInBytes; using (var indicesStream = mesh.GetTriangleStream()) { var indices = new BinaryWriter(indicesStream); for (i = 0; i < NumVertsX - 1; i++) { for (int j = 0; j < NumVertsY - 1; j++) { indices.Write(j * NumVertsX + i); indices.Write(j * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write(j * NumVertsX + i); indices.Write((j + 1) * NumVertsX + i + 1); indices.Write((j + 1) * NumVertsX + i); } } indices.Dispose(); } using (var vertexStream = mesh.GetVertexStream()) { var vertices = new BinaryWriter(vertexStream); for (i = 0; i < NumVertsX; i++) { for (int j = 0; j < NumVertsY; j++) { float wl = .2f; float height = 20.0f * (float)(Math.Sin(i * wl) * Math.Cos(j * wl)); vertices.Write((i - NumVertsX * 0.5f) * scale); vertices.Write(height); vertices.Write((j - NumVertsY * 0.5f) * scale); } } vertices.Dispose(); } vertexArray.AddIndexedMesh(mesh); groundShape = new BvhTriangleMeshShape(vertexArray, true); tr = Matrix.Identity; vehicleTr = Matrix.Translation(0, -2, 0); }/* * else * { * // Use HeightfieldTerrainShape * * int width = 40, length = 40; * //int width = 128, length = 128; // Debugging is too slow for this * float maxHeight = 10.0f; * float heightScale = maxHeight / 256.0f; * Vector3 scale = new Vector3(20.0f, maxHeight, 20.0f); * * //PhyScalarType scalarType = PhyScalarType.PhyUChar; * //FileStream file = new FileStream(heightfieldFile, FileMode.Open, FileAccess.Read); * * // Use float data * PhyScalarType scalarType = PhyScalarType.PhyFloat; * byte[] terr = new byte[width * length * 4]; * MemoryStream file = new MemoryStream(terr); * BinaryWriter writer = new BinaryWriter(file); * for (i = 0; i < width; i++) * for (int j = 0; j < length; j++) * writer.Write((float)((maxHeight / 2) + 4 * Math.Sin(j * 0.5f) * Math.Cos(i))); * writer.Flush(); * file.Position = 0; * * HeightfieldTerrainShape heightterrainShape = new HeightfieldTerrainShape(width, length, * file, heightScale, 0, maxHeight, upIndex, scalarType, false); * heightterrainShape.SetUseDiamondSubdivision(true); * * groundShape = heightterrainShape; * groundShape.LocalScaling = new Vector3(scale.X, 1, scale.Z); * * tr = Matrix.Translation(new Vector3(-scale.X / 2, scale.Y / 2, -scale.Z / 2)); * vehicleTr = Matrix.Translation(new Vector3(20, 3, -3)); * * * // Create graphics object * * file.Position = 0; * BinaryReader reader = new BinaryReader(file); * * int totalTriangles = (width - 1) * (length - 1) * 2; * int totalVerts = width * length; * * game.groundMesh = new Mesh(game.Device, totalTriangles, totalVerts, * MeshFlags.SystemMemory | MeshFlags.Use32Bit, VertexFormat.Position | VertexFormat.Normal); * SlimDX.DataStream data = game.groundMesh.LockVertexBuffer(LockFlags.None); * for (i = 0; i < width; i++) * { * for (int j = 0; j < length; j++) * { * float height; * if (scalarType == PhyScalarType.PhyFloat) * { * // heightScale isn't applied internally for float data * height = reader.ReadSingle(); * } * else if (scalarType == PhyScalarType.PhyUChar) * { * height = file.ReadByte() * heightScale; * } * else * { * height = 0.0f; * } * * data.Write((j - length * 0.5f) * scale.X); * data.Write(height); * data.Write((i - width * 0.5f) * scale.Z); * * // Normals will be calculated later * data.Position += 12; * } * } * game.groundMesh.UnlockVertexBuffer(); * file.Close(); * * data = game.groundMesh.LockIndexBuffer(LockFlags.None); * for (i = 0; i < width - 1; i++) * { * for (int j = 0; j < length - 1; j++) * { * // Using diamond subdivision * if ((j + i) % 2 == 0) * { * data.Write(j * width + i); * data.Write((j + 1) * width + i + 1); * data.Write(j * width + i + 1); * * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * } * else * { * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write(j * width + i + 1); * * data.Write(j * width + i + 1); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * } * * / * * // Not using diamond subdivision * data.Write(j * width + i); * data.Write((j + 1) * width + i); * data.Write(j * width + i + 1); * * data.Write(j * width + i + 1); * data.Write((j + 1) * width + i); * data.Write((j + 1) * width + i + 1); * / * } * } * game.groundMesh.UnlockIndexBuffer(); * * game.groundMesh.ComputeNormals(); * }*/ CollisionShapes.Add(groundShape); RigidBody ground = LocalCreateRigidBody(0, tr, groundShape); ground.UserObject = "Ground"; CreateVehicle(vehicleTr); }