public override void Update(GameTime gameTime) { // If <Space> is pressed, we fire a shot. if (InputService.IsPressed(Keys.Space, true)) { // Get a random angle and a random distance from the target. float angle = _angleDistribution.Next(_random); float distance = _distanceDistribution.Next(_random); // Create a vector v with the length of distance. Vector3F v = new Vector3F(0, distance, 0); // Rotate v. QuaternionF rotation = QuaternionF.CreateRotationZ(MathHelper.ToRadians(angle)); v = rotation.Rotate(v); // Draw a small cross for the hit. var debugRenderer = GraphicsScreen.DebugRenderer2D; debugRenderer.DrawLine( _center + v + new Vector3F(-10, -10, 0), _center + v + new Vector3F(10, 10, 0), Color.Black, true); debugRenderer.DrawLine( _center + v + new Vector3F(10, -10, 0), _center + v + new Vector3F(-10, 10, 0), Color.Black, true); } base.Update(gameTime); }
/// <summary> /// Called when a mesh should be generated for the shape. /// </summary> /// <param name="absoluteDistanceThreshold">The absolute distance threshold.</param> /// <param name="iterationLimit">The iteration limit.</param> /// <returns>The triangle mesh for this shape.</returns> protected override TriangleMesh OnGetMesh(float absoluteDistanceThreshold, int iterationLimit) { // Estimate required segment angle for given accuracy. // (Easy to derive from simple drawing of a circle segment with a triangle used to represent // the segment.) float alpha = (float)Math.Acos((_radius - absoluteDistanceThreshold) / _radius) * 2; int numberOfSegments = (int)Math.Ceiling(ConstantsF.TwoPi / alpha); alpha = ConstantsF.TwoPi / numberOfSegments; Vector3F r0 = new Vector3F(_radius, 0, 0); QuaternionF rotation = QuaternionF.CreateRotationZ(alpha); TriangleMesh mesh = new TriangleMesh(); for (int i = 1; i <= numberOfSegments; i++) { Vector3F r1 = rotation.Rotate(r0); mesh.Add(new Triangle { Vertex0 = Vector3F.Zero, Vertex1 = r0, Vertex2 = r1, }, true); r0 = r1; } return(mesh); }
public override void Update(GameTime gameTime) { _debugRenderer.Clear(); if (_avatarPose == null) { // Must wait till renderer is ready. Before that we do not get skeleton info. if (_avatarRenderer.State == AvatarRendererState.Ready) { // Create AvatarPose. _avatarPose = new AvatarPose(_avatarRenderer); // A 'bone transform' is the transformation of a bone relative to its bind pose. // Bone transforms define the pose of a skeleton. // Rotate arm of avatar. SkeletonPose skeletonPose = _avatarPose.SkeletonPose; int shoulderIndex = skeletonPose.Skeleton.GetIndex("ShoulderLeft"); skeletonPose.SetBoneTransform(shoulderIndex, new SrtTransform(QuaternionF.CreateRotationZ(-0.9f))); // The class SkeletonHelper provides some useful extension methods. // One is SetBoneRotationAbsolute() which sets the orientation of a bone relative // to model space. // Rotate elbow to make the lower arm point forward. int elbowIndex = skeletonPose.Skeleton.GetIndex("ElbowLeft"); SkeletonHelper.SetBoneRotationAbsolute(skeletonPose, elbowIndex, QuaternionF.CreateRotationY(ConstantsF.PiOver2)); // Draw avatar skeleton for debugging. _debugRenderer.DrawSkeleton(skeletonPose, _pose, Vector3F.One, 0.02f, Color.Orange, true); } } }
public void CreateRotationZ() { float angle = 0.3f; QuaternionF q = QuaternionF.CreateRotation(Vector3F.UnitZ, angle); QuaternionF qz = QuaternionF.CreateRotationZ(angle); Assert.AreEqual(q, qz); }
public void MultiplyOperator() { Pose p1 = new Pose(new Vector3F(1, 2, 3), QuaternionF.CreateRotationY(0.3f)); Pose p2 = new Pose(new Vector3F(-4, 5, -6), QuaternionF.CreateRotationZ(-0.1f)); Assert.IsTrue(Vector4F.AreNumericallyEqual( p1.ToMatrix44F() * p2.ToMatrix44F() * new Vector4F(1, 2, 3, 1), p1 * p2 * new Vector4F(1, 2, 3, 1))); }
public void Interpolate() { Pose p1 = new Pose(new Vector3F(1, 2, 3), QuaternionF.CreateRotationY(0.3f)); Pose p2 = new Pose(new Vector3F(-4, 5, -6), QuaternionF.CreateRotationZ(-0.1f)); Assert.IsTrue(Vector3F.AreNumericallyEqual(p1.Position, Pose.Interpolate(p1, p2, 0).Position)); Assert.IsTrue(Matrix33F.AreNumericallyEqual(p1.Orientation, Pose.Interpolate(p1, p2, 0).Orientation)); Assert.IsTrue(Vector3F.AreNumericallyEqual(p2.Position, Pose.Interpolate(p1, p2, 1).Position)); Assert.IsTrue(Matrix33F.AreNumericallyEqual(p2.Orientation, Pose.Interpolate(p1, p2, 1).Orientation)); Assert.IsTrue(Vector3F.AreNumericallyEqual(InterpolationHelper.Lerp(p1.Position, p2.Position, 0.3f), Pose.Interpolate(p1, p2, 0.3f).Position)); Assert.IsTrue( QuaternionF.AreNumericallyEqual( InterpolationHelper.Lerp(QuaternionF.CreateRotation(p1.Orientation), QuaternionF.CreateRotation(p2.Orientation), 0.3f), QuaternionF.CreateRotation(Pose.Interpolate(p1, p2, 0.3f).Orientation))); }
/// <summary> /// Initializes the ragdoll for the given skeleton pose. /// </summary> /// <param name="skeletonPose">The skeleton pose.</param> /// <param name="ragdoll">The ragdoll.</param> /// <param name="simulation">The simulation in which the ragdoll will be used.</param> /// <param name="scale">A scaling factor to scale the size of the ragdoll.</param> public static void Create(SkeletonPose skeletonPose, Ragdoll ragdoll, Simulation simulation, float scale) { var skeleton = skeletonPose.Skeleton; const float totalMass = 80; // The total mass of the ragdoll. const int numberOfBodies = 17; // Get distance from foot to head as a measure for the size of the ragdoll. int head = skeleton.GetIndex("Head"); int footLeft = skeleton.GetIndex("L_Ankle1"); var headPosition = skeletonPose.GetBonePoseAbsolute(head).Translation; var footPosition = skeletonPose.GetBonePoseAbsolute(footLeft).Translation; var headToFootDistance = (headPosition - footPosition).Length; // We use the same mass properties for all bodies. This is not realistic but more stable // because large mass differences or thin bodies (arms!) are less stable. // We use the mass properties of sphere proportional to the size of the model. var massFrame = MassFrame.FromShapeAndMass(new SphereShape(headToFootDistance / 8), Vector3F.One, totalMass / numberOfBodies, 0.1f, 1); var material = new UniformMaterial(); #region ----- Add Bodies and Body Offsets ----- var numberOfBones = skeleton.NumberOfBones; ragdoll.Bodies.AddRange(Enumerable.Repeat <RigidBody>(null, numberOfBones)); ragdoll.BodyOffsets.AddRange(Enumerable.Repeat(Pose.Identity, numberOfBones)); var pelvis = skeleton.GetIndex("Pelvis"); ragdoll.Bodies[pelvis] = new RigidBody(new BoxShape(0.3f * scale, 0.4f * scale, 0.55f * scale), massFrame, material); ragdoll.BodyOffsets[pelvis] = new Pose(new Vector3F(0, 0, 0)); var backLower = skeleton.GetIndex("Spine"); ragdoll.Bodies[backLower] = new RigidBody(new BoxShape(0.36f * scale, 0.4f * scale, 0.55f * scale), massFrame, material); ragdoll.BodyOffsets[backLower] = new Pose(new Vector3F(0.18f * scale, 0, 0)); var backUpper = skeleton.GetIndex("Spine2"); ragdoll.Bodies[backUpper] = new RigidBody(new BoxShape(0.5f * scale, 0.4f * scale, 0.65f * scale), massFrame, material); ragdoll.BodyOffsets[backUpper] = new Pose(new Vector3F(0.25f * scale, 0, 0)); var neck = skeleton.GetIndex("Neck"); ragdoll.Bodies[neck] = new RigidBody(new CapsuleShape(0.12f * scale, 0.3f * scale), massFrame, material); ragdoll.BodyOffsets[neck] = new Pose(new Vector3F(0.15f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); ragdoll.Bodies[neck].CollisionObject.Enabled = false; ragdoll.Bodies[head] = new RigidBody(new SphereShape(0.2f * scale), massFrame, material); ragdoll.BodyOffsets[head] = new Pose(new Vector3F(0.15f * scale, 0.02f * scale, 0)); var armUpperLeft = skeleton.GetIndex("L_UpperArm"); ragdoll.Bodies[armUpperLeft] = new RigidBody(new CapsuleShape(0.12f * scale, 0.6f * scale), massFrame, material); ragdoll.BodyOffsets[armUpperLeft] = new Pose(new Vector3F(0.2f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var armLowerLeft = skeleton.GetIndex("L_Forearm"); ragdoll.Bodies[armLowerLeft] = new RigidBody(new CapsuleShape(0.08f * scale, 0.5f * scale), massFrame, material); ragdoll.BodyOffsets[armLowerLeft] = new Pose(new Vector3F(0.2f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var handLeft = skeleton.GetIndex("L_Hand"); ragdoll.Bodies[handLeft] = new RigidBody(new BoxShape(0.2f * scale, 0.06f * scale, 0.15f * scale), massFrame, material); ragdoll.BodyOffsets[handLeft] = new Pose(new Vector3F(0.1f * scale, 0, 0)); var armUpperRight = skeleton.GetIndex("R_UpperArm"); ragdoll.Bodies[armUpperRight] = new RigidBody(new CapsuleShape(0.12f * scale, 0.6f * scale), massFrame, material); ragdoll.BodyOffsets[armUpperRight] = new Pose(new Vector3F(0.2f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var armLowerRight = skeleton.GetIndex("R_Forearm"); ragdoll.Bodies[armLowerRight] = new RigidBody(new CapsuleShape(0.08f * scale, 0.5f * scale), massFrame, material); ragdoll.BodyOffsets[armLowerRight] = new Pose(new Vector3F(0.2f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var handRight = skeleton.GetIndex("R_Hand"); ragdoll.Bodies[handRight] = new RigidBody(new BoxShape(0.2f * scale, 0.06f * scale, 0.15f * scale), massFrame, material); ragdoll.BodyOffsets[handRight] = new Pose(new Vector3F(0.1f * scale, 0, 0)); var legUpperLeft = skeleton.GetIndex("L_Thigh1"); ragdoll.Bodies[legUpperLeft] = new RigidBody(new CapsuleShape(0.16f * scale, 0.8f * scale), massFrame, material); ragdoll.BodyOffsets[legUpperLeft] = new Pose(new Vector3F(0.4f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var legLowerLeft = skeleton.GetIndex("L_Knee2"); ragdoll.Bodies[legLowerLeft] = new RigidBody(new CapsuleShape(0.12f * scale, 0.65f * scale), massFrame, material); ragdoll.BodyOffsets[legLowerLeft] = new Pose(new Vector3F(0.32f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); //var footLeft = skeleton.GetIndex("L_Ankle1"); ragdoll.Bodies[footLeft] = new RigidBody(new BoxShape(0.20f * scale, 0.5f * scale, 0.3f * scale), massFrame, material); ragdoll.BodyOffsets[footLeft] = new Pose(new Vector3F(0.16f * scale, 0.15f * scale, 0)); var legUpperRight = skeleton.GetIndex("R_Thigh"); ragdoll.Bodies[legUpperRight] = new RigidBody(new CapsuleShape(0.16f * scale, 0.8f * scale), massFrame, material); ragdoll.BodyOffsets[legUpperRight] = new Pose(new Vector3F(0.4f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var legLowerRight = skeleton.GetIndex("R_Knee"); ragdoll.Bodies[legLowerRight] = new RigidBody(new CapsuleShape(0.12f * scale, 0.65f * scale), massFrame, material); ragdoll.BodyOffsets[legLowerRight] = new Pose(new Vector3F(0.32f * scale, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); var footRight = skeleton.GetIndex("R_Ankle"); ragdoll.Bodies[footRight] = new RigidBody(new BoxShape(0.20f * scale, 0.5f * scale, 0.3f * scale), massFrame, material); ragdoll.BodyOffsets[footRight] = new Pose(new Vector3F(0.16f * scale, 0.15f * scale, 0)); #endregion #region ----- Set Collision Filters ----- // Collisions between connected bodies will be disabled in AddJoint(). (A BallJoint // has a property CollisionEnabled which decides whether connected bodies can // collide.) // But we need to disable some more collision between bodies that are not directly // connected but still too close to each other. var filter = (ICollisionFilter)simulation.CollisionDomain.CollisionDetection.CollisionFilter; filter.Set(ragdoll.Bodies[backUpper].CollisionObject, ragdoll.Bodies[head].CollisionObject, false); filter.Set(ragdoll.Bodies[armUpperRight].CollisionObject, ragdoll.Bodies[backLower].CollisionObject, false); filter.Set(ragdoll.Bodies[armUpperLeft].CollisionObject, ragdoll.Bodies[backLower].CollisionObject, false); filter.Set(ragdoll.Bodies[legUpperLeft].CollisionObject, ragdoll.Bodies[legUpperRight].CollisionObject, false); #endregion #region ----- Add Joints ----- AddJoint(skeletonPose, ragdoll, pelvis, backLower); AddJoint(skeletonPose, ragdoll, backLower, backUpper); AddJoint(skeletonPose, ragdoll, backUpper, neck); AddJoint(skeletonPose, ragdoll, neck, head); AddJoint(skeletonPose, ragdoll, backUpper, armUpperLeft); AddJoint(skeletonPose, ragdoll, armUpperLeft, armLowerLeft); AddJoint(skeletonPose, ragdoll, armLowerLeft, handLeft); AddJoint(skeletonPose, ragdoll, backUpper, armUpperRight); AddJoint(skeletonPose, ragdoll, armUpperRight, armLowerRight); AddJoint(skeletonPose, ragdoll, armLowerRight, handRight); AddJoint(skeletonPose, ragdoll, pelvis, legUpperLeft); AddJoint(skeletonPose, ragdoll, legUpperLeft, legLowerLeft); AddJoint(skeletonPose, ragdoll, legLowerLeft, footLeft); AddJoint(skeletonPose, ragdoll, pelvis, legUpperRight); AddJoint(skeletonPose, ragdoll, legUpperRight, legLowerRight); AddJoint(skeletonPose, ragdoll, legLowerRight, footRight); #endregion #region ----- Add Limits ----- // Choosing limits is difficult. // We create hinge limits with AngularLimits in the back and in the knee. // For all other joints we use TwistSwingLimits with symmetric cones. AddAngularLimit(skeletonPose, ragdoll, pelvis, backLower, new Vector3F(0, 0, -0.3f), new Vector3F(0, 0, 0.3f)); AddAngularLimit(skeletonPose, ragdoll, backLower, backUpper, new Vector3F(0, 0, -0.3f), new Vector3F(0, 0, 0.4f)); AddAngularLimit(skeletonPose, ragdoll, backUpper, neck, new Vector3F(0, 0, -0.3f), new Vector3F(0, 0, 0.3f)); AddTwistSwingLimit(ragdoll, neck, head, Matrix33F.Identity, Matrix33F.Identity, new Vector3F(-0.1f, -0.5f, -0.7f), new Vector3F(0.1f, 0.5f, 0.7f)); var parentBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(backUpper).Inverse; var childBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(armUpperLeft).Inverse; var bindPoseRelative = parentBindPoseAbsolute.Inverse * childBindPoseAbsolute; AddTwistSwingLimit(ragdoll, backUpper, armUpperLeft, bindPoseRelative.Orientation * Matrix33F.CreateRotationY(-0.5f) * Matrix33F.CreateRotationZ(-0.5f), Matrix33F.Identity, new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(0.7f, 1.2f, 1.2f)); AddTwistSwingLimit(ragdoll, armUpperLeft, armLowerLeft, Matrix33F.CreateRotationZ(-1.2f), Matrix33F.Identity, new Vector3F(-0.3f, -1.2f, -1.2f), new Vector3F(0.3f, 1.2f, 1.2f)); AddTwistSwingLimit(ragdoll, armLowerLeft, handLeft, Matrix33F.Identity, Matrix33F.CreateRotationX(+ConstantsF.PiOver2), new Vector3F(-0.3f, -0.7f, -0.7f), new Vector3F(0.3f, 0.7f, 0.7f)); parentBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(backUpper).Inverse; childBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(armUpperRight).Inverse; bindPoseRelative = parentBindPoseAbsolute.Inverse * childBindPoseAbsolute; AddTwistSwingLimit(ragdoll, backUpper, armUpperRight, bindPoseRelative.Orientation * Matrix33F.CreateRotationY(0.5f) * Matrix33F.CreateRotationZ(-0.5f), Matrix33F.Identity, new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(0.7f, 1.2f, 1.2f)); AddTwistSwingLimit(ragdoll, armUpperRight, armLowerRight, Matrix33F.CreateRotationZ(-1.2f), Matrix33F.Identity, new Vector3F(-0.3f, -1.2f, -1.2f), new Vector3F(0.3f, 1.2f, 1.2f)); AddTwistSwingLimit(ragdoll, armLowerRight, handRight, Matrix33F.Identity, Matrix33F.CreateRotationX(-ConstantsF.PiOver2), new Vector3F(-0.3f, -0.7f, -0.7f), new Vector3F(0.3f, 0.7f, 0.7f)); parentBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(pelvis).Inverse; childBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(legUpperLeft).Inverse; bindPoseRelative = parentBindPoseAbsolute.Inverse * childBindPoseAbsolute; AddTwistSwingLimit(ragdoll, pelvis, legUpperLeft, bindPoseRelative.Orientation * Matrix33F.CreateRotationZ(1.2f), Matrix33F.Identity, new Vector3F(-0.1f, -0.7f, -1.5f), new Vector3F(+0.1f, +0.7f, +1.5f)); AddAngularLimit(skeletonPose, ragdoll, legUpperLeft, legLowerLeft, new Vector3F(0, 0, -2.2f), new Vector3F(0, 0, 0.0f)); AddTwistSwingLimit(ragdoll, legLowerLeft, footLeft, Matrix33F.Identity, Matrix33F.Identity, new Vector3F(-0.1f, -0.3f, -0.7f), new Vector3F(0.1f, 0.3f, 0.7f)); parentBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(pelvis).Inverse; childBindPoseAbsolute = (Pose)skeleton.GetBindPoseAbsoluteInverse(legUpperRight).Inverse; bindPoseRelative = parentBindPoseAbsolute.Inverse * childBindPoseAbsolute; AddTwistSwingLimit(ragdoll, pelvis, legUpperRight, bindPoseRelative.Orientation * Matrix33F.CreateRotationZ(1.2f), Matrix33F.Identity, new Vector3F(-0.1f, -0.7f, -1.5f), new Vector3F(+0.1f, +0.7f, +1.5f)); AddAngularLimit(skeletonPose, ragdoll, legUpperRight, legLowerRight, new Vector3F(0, 0, -2.2f), new Vector3F(0, 0, 0.0f)); AddTwistSwingLimit(ragdoll, legLowerRight, footRight, Matrix33F.Identity, Matrix33F.Identity, new Vector3F(-0.1f, -0.3f, -0.7f), new Vector3F(0.1f, 0.3f, 0.7f)); #endregion #region ----- Add Motors ----- ragdoll.Motors.AddRange(Enumerable.Repeat <RagdollMotor>(null, numberOfBones)); ragdoll.Motors[pelvis] = new RagdollMotor(pelvis, -1); ragdoll.Motors[backLower] = new RagdollMotor(backLower, pelvis); ragdoll.Motors[backUpper] = new RagdollMotor(backUpper, backLower); ragdoll.Motors[neck] = new RagdollMotor(neck, backUpper); ragdoll.Motors[head] = new RagdollMotor(head, neck); ragdoll.Motors[armUpperLeft] = new RagdollMotor(armUpperLeft, backUpper); ragdoll.Motors[armLowerLeft] = new RagdollMotor(armLowerLeft, armUpperLeft); ragdoll.Motors[handLeft] = new RagdollMotor(handLeft, armLowerLeft); ragdoll.Motors[armUpperRight] = new RagdollMotor(armUpperRight, backUpper); ragdoll.Motors[armLowerRight] = new RagdollMotor(armLowerRight, armUpperRight); ragdoll.Motors[handRight] = new RagdollMotor(handRight, armLowerRight); ragdoll.Motors[legUpperLeft] = new RagdollMotor(legUpperLeft, pelvis); ragdoll.Motors[legLowerLeft] = new RagdollMotor(legLowerLeft, legUpperLeft); ragdoll.Motors[footLeft] = new RagdollMotor(footLeft, legLowerLeft); ragdoll.Motors[legUpperRight] = new RagdollMotor(legUpperRight, pelvis); ragdoll.Motors[legLowerRight] = new RagdollMotor(legLowerRight, legUpperRight); ragdoll.Motors[footRight] = new RagdollMotor(footRight, legLowerRight); #endregion }
//-------------------------------------------------------------- #region Methods //-------------------------------------------------------------- protected override void OnLoad() { // Add rigid bodies to simulation. var simulation = _services.GetInstance <Simulation>(); // We use a random number generator with a custom seed. RandomHelper.Random = new Random(123); // ----- Add a ground plane. AddBody(simulation, "GroundPlane", Pose.Identity, new PlaneShape(Vector3F.UnitY, 0), MotionType.Static); // ----- Create a small flying sphere. AddBody(simulation, "Sphere", new Pose(new Vector3F(0, 1f, 0)), new SphereShape(0.2f), MotionType.Static); // ----- Create small walls at the level boundary. AddBody(simulation, "WallLeft", new Pose(new Vector3F(-30, 1, 0)), new BoxShape(0.3f, 2, 60), MotionType.Static); AddBody(simulation, "WallRight", new Pose(new Vector3F(30, 1, 0)), new BoxShape(0.3f, 2, 60), MotionType.Static); AddBody(simulation, "WallFront", new Pose(new Vector3F(0, 1, -30)), new BoxShape(60, 2, 0.3f), MotionType.Static); AddBody(simulation, "WallBack", new Pose(new Vector3F(0, 1, 30)), new BoxShape(60, 2, 0.3f), MotionType.Static); // ----- Create a few bigger objects. // We position the boxes so that we have a few corners we can run into. Character controllers // should be stable when the user runs into corners. AddBody(simulation, "House0", new Pose(new Vector3F(10, 1, -10)), new BoxShape(8, 2, 8f), MotionType.Static); AddBody(simulation, "House1", new Pose(new Vector3F(13, 1, -4)), new BoxShape(2, 2, 4), MotionType.Static); AddBody(simulation, "House2", new Pose(new Vector3F(10, 2, -15), Matrix33F.CreateRotationY(-0.3f)), new BoxShape(8, 4, 2), MotionType.Static); // ----- Create stairs with increasing step height. // Each step is a box. With this object we can test if our character can climb up // stairs. The character controller has a step height limit. Increasing step heights // let us test if the step height limit works. float startHeight = 0; const float stepDepth = 1f; for (int i = 0; i < 10; i++) { float stepHeight = 0.1f + i * 0.05f; Vector3F position = new Vector3F(0, startHeight + stepHeight / 2, -2 - i * stepDepth); AddBody(simulation, "Step" + i, new Pose(position), new BoxShape(2, stepHeight, stepDepth), MotionType.Static); startHeight += stepHeight; } // ----- V obstacle to test if we get stuck. AddBody(simulation, "V0", new Pose(new Vector3F(-5.5f, 0, 10), QuaternionF.CreateRotationZ(0.2f)), new BoxShape(1f, 2f, 2), MotionType.Static); AddBody(simulation, "V1", new Pose(new Vector3F(-4, 0, 10), QuaternionF.CreateRotationZ(-0.2f)), new BoxShape(1f, 2f, 2), MotionType.Static); // ----- Create a height field. // Terrain that is uneven is best modeled with a height field. Height fields are faster // than general triangle meshes. // The height direction is the y direction. // The height field lies in the x/z plane. var numberOfSamplesX = 20; var numberOfSamplesZ = 20; var samples = new float[numberOfSamplesX * numberOfSamplesZ]; // Create arbitrary height values. for (int z = 0; z < numberOfSamplesZ; z++) { for (int x = 0; x < numberOfSamplesX; x++) { if (x == 0 || z == 0 || x == 19 || z == 19) { // Set this boundary elements to a low height, so that the height field is connected // to the ground. samples[z * numberOfSamplesX + x] = -1; } else { // A sine/cosine function that creates some interesting waves. samples[z * numberOfSamplesX + x] = 1.0f + (float)(Math.Cos(z / 2f) * Math.Sin(x / 2f) * 1.0f); } } } var heightField = new HeightField(0, 0, 20, 20, samples, numberOfSamplesX, numberOfSamplesZ); AddBody(simulation, "HeightField", new Pose(new Vector3F(10, 0, 10)), heightField, MotionType.Static); // ----- Create rubble on the floor (small random objects on the floor). // Our character should be able to move over small bumps on the ground. for (int i = 0; i < 50; i++) { Vector3F position = new Vector3F(RandomHelper.Random.NextFloat(-5, 5), 0, RandomHelper.Random.NextFloat(10, 20)); QuaternionF orientation = RandomHelper.Random.NextQuaternionF(); Vector3F size = RandomHelper.Random.NextVector3F(0.05f, 0.8f); AddBody(simulation, "Stone" + i, new Pose(position, orientation), new BoxShape(size), MotionType.Static); } // ----- Create some slopes to see how our character performs on/under sloped surfaces. // Here we can test how the character controller behaves if the head touches an inclined // ceiling. AddBody(simulation, "SlopeGround", new Pose(new Vector3F(-2, 1.8f, -12), QuaternionF.CreateRotationX(0.4f)), new BoxShape(2, 0.5f, 10), MotionType.Static); AddBody(simulation, "SlopeRoof", new Pose(new Vector3F(-2, 5.6f, -12), QuaternionF.CreateRotationX(-0.4f)), new BoxShape(2, 0.5f, 10), MotionType.Static); // Create slopes with increasing tilt angles. // The character controller has a slope limit. Only flat slopes should be climbable. // Movement between slopes should be smooth. Vector3F slopePosition = new Vector3F(-17, -0.25f, 6); BoxShape slopeShape = new BoxShape(8, 0.5f, 5); for (int i = 1; i < 8; i++) { Matrix33F oldRotation = Matrix33F.CreateRotationX((i - 1) * MathHelper.ToRadians(10)); Matrix33F rotation = Matrix33F.CreateRotationX(i * MathHelper.ToRadians(10)); slopePosition += (oldRotation * new Vector3F(0, 0, -slopeShape.WidthZ)) / 2 + (rotation * new Vector3F(0, 0, -slopeShape.WidthZ)) / 2; AddBody(simulation, "Slope" + i, new Pose(slopePosition, rotation), slopeShape, MotionType.Static); } // Create slopes with decreasing tilt angles. slopePosition = new Vector3F(-8, -2, 5); slopeShape = new BoxShape(8f, 0.5f, 5); for (int i = 1; i < 8; i++) { Matrix33F oldRotation = Matrix33F.CreateRotationX(MathHelper.ToRadians(40) - (i - 1) * MathHelper.ToRadians(10)); Matrix33F rotation = Matrix33F.CreateRotationX(MathHelper.ToRadians(40) - i * MathHelper.ToRadians(10)); slopePosition += (oldRotation * new Vector3F(0, 0, -slopeShape.WidthZ)) / 2 + (rotation * new Vector3F(0, 0, -slopeShape.WidthZ)) / 2; Vector3F position = slopePosition - rotation * new Vector3F(0, slopeShape.WidthY / 2, 0); AddBody(simulation, "Slope2" + i, new Pose(position, rotation), slopeShape, MotionType.Static); } // ----- Create a slope with a wall on one side. // This objects let's us test how the character controller behaves while falling and // sliding along a vertical wall. (Run up the slope and then jump down while moving into // the wall.) AddBody(simulation, "LongSlope", new Pose(new Vector3F(-24, 3, -10), Matrix33F.CreateRotationX(0.4f)), new BoxShape(4, 5f, 30), MotionType.Static); AddBody(simulation, "LongSlopeWall", new Pose(new Vector3F(-26, 5, -10)), new BoxShape(0.5f, 10f, 25), MotionType.Static); // ----- Create a trigger object that represents a ladder. var ladder = AddBody(simulation, "Ladder", new Pose(new Vector3F(-25.7f, 5, 0)), new BoxShape(0.5f, 10f, 1), MotionType.Static); ladder.CollisionObject.Type = CollisionObjectType.Trigger; // ----- Create a mesh object to test walking on triangle meshes. // Normally, the mesh would be loaded from a file. Here, we make a composite shape and // let DigitalRune Geometry compute a mesh for it. Then we throw away the composite // shape and use only the mesh. (We do this to test triangle meshes. Using the composite // shape instead of the triangle mesh would be a lot faster.) CompositeShape compositeShape = new CompositeShape(); compositeShape.Children.Add(new GeometricObject(heightField, Pose.Identity)); compositeShape.Children.Add(new GeometricObject(new CylinderShape(1, 2), new Pose(new Vector3F(10, 1, 10)))); compositeShape.Children.Add(new GeometricObject(new SphereShape(3), new Pose(new Vector3F(15, 0, 15)))); compositeShape.Children.Add(new GeometricObject(new BoxShape(4, 4, 3), new Pose(new Vector3F(15, 1.5f, 5)))); compositeShape.Children.Add(new GeometricObject(new BoxShape(4, 4, 3), new Pose(new Vector3F(15, 1.5f, 0)))); ITriangleMesh mesh = compositeShape.GetMesh(0.01f, 3); TriangleMeshShape meshShape = new TriangleMeshShape(mesh); // Collision detection speed for triangle meshes can be improved by using a spatial // partition. Here, we assign an AabbTree to the triangle mesh shape. The tree is // built automatically when needed and it stores triangle indices (therefore the generic // parameter of the AabbTree is int). meshShape.Partition = new AabbTree <int>() { // The tree is automatically built using a mixed top-down/bottom-up approach. Bottom-up // building is slower but produces better trees. If the tree building takes too long, // we can lower the BottomUpBuildThreshold (default is 128). BottomUpBuildThreshold = 0, }; // Contact welding creates smoother contact normals - but it costs a bit of performance. meshShape.EnableContactWelding = true; AddBody(simulation, "Mesh", new Pose(new Vector3F(-30, 0, 10)), meshShape, MotionType.Static); // ----- Create a seesaw. var seesawBase = AddBody(simulation, "SeesawBase", new Pose(new Vector3F(5, 0.5f, 0)), new BoxShape(0.2f, 1, 1), MotionType.Static); var seesaw = AddBody(simulation, "Seesaw", new Pose(new Vector3F(5, 1.05f, 0)), new BoxShape(5, 0.1f, 1), MotionType.Dynamic); // Attach the seesaw to the base using a hinge joint. simulation.Constraints.Add(new HingeJoint { BodyA = seesaw, BodyB = seesawBase, AnchorPoseALocal = new Pose(new Vector3F(0, 0, 0), new Matrix33F(0, 0, -1, 0, 1, 0, 1, 0, 0)), AnchorPoseBLocal = new Pose(new Vector3F(0, 0.5f, 0), new Matrix33F(0, 0, -1, 0, 1, 0, 1, 0, 0)), CollisionEnabled = false, }); // ----- A platform that is moving up/down. _elevator = AddBody(simulation, "Elevator", new Pose(new Vector3F(5, -1f, 5)), new BoxShape(3, 1f, 3), MotionType.Kinematic); _elevator.LinearVelocity = new Vector3F(2, 2, 0); // ----- A platform that is moving sideways. _pusher = AddBody(simulation, "Pusher", new Pose(new Vector3F(15, 0.5f, 0)), new BoxShape(3, 1f, 3), MotionType.Kinematic); _pusher.LinearVelocity = new Vector3F(0, 0, 2); // ----- Create conveyor belt with two static boxes on the sides. AddBody(simulation, "ConveyorSide0", new Pose(new Vector3F(19, 0.25f, 0)), new BoxShape(0.8f, 0.5f, 8f), MotionType.Static); AddBody(simulation, "ConveyorSide1", new Pose(new Vector3F(21, 0.25f, 0)), new BoxShape(0.8f, 0.5f, 8f), MotionType.Static); // The conveyor belt is a simple box with a special material. var conveyorBelt = AddBody(simulation, "ConveyorBelt", new Pose(new Vector3F(20, 0.25f, 0)), new BoxShape(1f, 0.51f, 8f), MotionType.Static); UniformMaterial materialWithSurfaceMotion = new UniformMaterial("ConveyorBelt", true) // Important: The second parameter enables the surface { // motion. It has to be set to true in the constructor! SurfaceMotion = new Vector3F(0, 0, 1), // The surface motion relative to the object. }; conveyorBelt.Material = materialWithSurfaceMotion; // ----- Distribute a few dynamic spheres and boxes across the landscape. SphereShape sphereShape = new SphereShape(0.5f); for (int i = 0; i < 10; i++) { Vector3F position = RandomHelper.Random.NextVector3F(-15, 15); position.Y = 20; AddBody(simulation, "Sphere" + i, new Pose(position), sphereShape, MotionType.Dynamic); } BoxShape boxShape = new BoxShape(1, 1, 1); for (int i = 0; i < 10; i++) { Vector3F position = RandomHelper.Random.NextVector3F(-15, 15); position.Y = 20; AddBody(simulation, "Box" + i, new Pose(position), boxShape, MotionType.Dynamic); } }
/// <summary> /// Creates a <see cref="Ragdoll"/> for an Xbox LIVE Avatar. (Only available on Xbox 360.) /// </summary> /// <param name="skeleton">The skeleton of the Xbox LIVE Avatar.</param> /// <param name="simulation">The simulation.</param> /// <returns>The avatar ragdoll.</returns> /// <exception cref="ArgumentNullException"> /// <paramref name="skeleton"/> or <paramref name="simulation"/> is /// <see langword="null"/>. /// </exception> /// <remarks> /// This method is available only in the Xbox 360 build of the /// DigitalRune.Physics.Specialized.dll. /// </remarks> public static Ragdoll CreateAvatarRagdoll(Skeleton skeleton, Simulation simulation) { if (skeleton == null) { throw new ArgumentNullException("skeleton"); } if (simulation == null) { throw new ArgumentNullException("simulation"); } var ragdoll = new Ragdoll(); // The lists ragdoll.Bodies, ragdoll.BodyOffsets and _motors contain one entry per bone - even if there // is no RigidBody for this bone. - This wastes memory but simplifies the code. for (int i = 0; i < AvatarRenderer.BoneCount; i++) { ragdoll.Bodies.Add(null); ragdoll.BodyOffsets.Add(Pose.Identity); ragdoll.Joints.Add(null); ragdoll.Limits.Add(null); ragdoll.Motors.Add(null); } // ----- Create bodies. // We use the same mass for all bodies. This is not physically correct but it makes the // simulation more stable, for several reasons: // - It is better to avoid large mass differences. Therefore, all limbs have the same mass. // - Capsule shapes have a low inertia value about their height axis. This causes instability // and it is better to use larger inertia values. var massFrame = MassFrame.FromShapeAndMass(new SphereShape(0.2f), Vector3F.One, 4, 0.1f, 1); // Use standard material. var material = new UniformMaterial(); // Create rigid bodies for the important bones. The shapes have been manually adapted to // produce useful results for thin and overweight avatars. // Without offset, the bodies are centered at the joint. ragdoll.BodyOffsets stores an offset pose // for each body. Instead, we could use TransformedShape but we can easily handle that // ourselves. // The collar bones are special, they use dummy shapes and are only used to connect the // shoulder bones. ragdoll.Bodies[(int)AvatarBone.Root] = new RigidBody(new BoxShape(0.22f, 0.16f, 0.16f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.Root] = new Pose(new Vector3F(0, -0.08f, -0.01f), QuaternionF.CreateRotationX(-0.0f)); ragdoll.Bodies[(int)AvatarBone.BackLower] = new RigidBody(new BoxShape(0.22f, 0.16f, 0.16f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.BackLower] = new Pose(new Vector3F(0, 0.08f, -0.01f), QuaternionF.CreateRotationX(-0.0f)); ragdoll.Bodies[(int)AvatarBone.BackUpper] = new RigidBody(new BoxShape(0.22f, 0.16f, 0.16f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.BackUpper] = new Pose(new Vector3F(0, 0.08f, -0.01f), QuaternionF.CreateRotationX(-0.1f)); ragdoll.Bodies[(int)AvatarBone.Neck] = new RigidBody(new CapsuleShape(0.04f, 0.09f), massFrame, material); ragdoll.Bodies[(int)AvatarBone.Head] = new RigidBody(new SphereShape(0.15f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.Head] = new Pose(new Vector3F(0, 0.1f, 0)); ragdoll.Bodies[(int)AvatarBone.CollarLeft] = new RigidBody(Shape.Empty, massFrame, material); ragdoll.Bodies[(int)AvatarBone.CollarRight] = new RigidBody(Shape.Empty, massFrame, material); ragdoll.Bodies[(int)AvatarBone.ShoulderLeft] = new RigidBody(new CapsuleShape(0.04f, 0.25f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.ShoulderLeft] = new Pose(new Vector3F(0.08f, 0, -0.02f), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); ragdoll.Bodies[(int)AvatarBone.ShoulderRight] = new RigidBody(new CapsuleShape(0.04f, 0.25f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.ShoulderRight] = new Pose(new Vector3F(-0.08f, 0, -0.02f), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); ragdoll.Bodies[(int)AvatarBone.ElbowLeft] = new RigidBody(new CapsuleShape(0.04f, 0.21f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.ElbowLeft] = new Pose(new Vector3F(0.06f, 0, -0.02f), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); ragdoll.Bodies[(int)AvatarBone.ElbowRight] = new RigidBody(new CapsuleShape(0.04f, 0.21f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.ElbowRight] = new Pose(new Vector3F(-0.06f, 0, -0.02f), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); ragdoll.Bodies[(int)AvatarBone.WristLeft] = new RigidBody(new BoxShape(0.1f, 0.04f, 0.1f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.WristLeft] = new Pose(new Vector3F(0.06f, -0.02f, -0.01f), QuaternionF.CreateRotationZ(0.0f)); ragdoll.Bodies[(int)AvatarBone.WristRight] = new RigidBody(new BoxShape(0.1f, 0.04f, 0.1f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.WristRight] = new Pose(new Vector3F(-0.06f, -0.02f, -0.01f), QuaternionF.CreateRotationZ(0.0f)); ragdoll.Bodies[(int)AvatarBone.HipLeft] = new RigidBody(new CapsuleShape(0.06f, 0.34f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.HipLeft] = new Pose(new Vector3F(0, -0.14f, -0.02f), QuaternionF.CreateRotationX(0.1f)); ragdoll.Bodies[(int)AvatarBone.HipRight] = new RigidBody(new CapsuleShape(0.06f, 0.34f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.HipRight] = new Pose(new Vector3F(0, -0.14f, -0.02f), QuaternionF.CreateRotationX(0.1f)); ragdoll.Bodies[(int)AvatarBone.KneeLeft] = new RigidBody(new CapsuleShape(0.06f, 0.36f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.KneeLeft] = new Pose(new Vector3F(0, -0.18f, -0.04f), QuaternionF.CreateRotationX(0.1f)); ragdoll.Bodies[(int)AvatarBone.KneeRight] = new RigidBody(new CapsuleShape(0.06f, 0.36f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.KneeRight] = new Pose(new Vector3F(0, -0.18f, -0.04f), QuaternionF.CreateRotationX(0.1f)); ragdoll.Bodies[(int)AvatarBone.AnkleLeft] = new RigidBody(new BoxShape(0.1f, 0.06f, 0.22f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.AnkleLeft] = new Pose(new Vector3F(0, -0.07f, 0.05f), QuaternionF.CreateRotationZ(0)); ragdoll.Bodies[(int)AvatarBone.AnkleRight] = new RigidBody(new BoxShape(0.1f, 0.06f, 0.22f), massFrame, material); ragdoll.BodyOffsets[(int)AvatarBone.AnkleRight] = new Pose(new Vector3F(0, -0.07f, 0.05f), QuaternionF.CreateRotationZ(0)); // ----- Add joint constraints. const float jointErrorReduction = 0.2f; const float jointSoftness = 0.0001f; AddJoint(ragdoll, skeleton, AvatarBone.Root, AvatarBone.BackLower, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.BackLower, AvatarBone.BackUpper, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.Neck, 0.6f, 0.000001f); AddJoint(ragdoll, skeleton, AvatarBone.Neck, AvatarBone.Head, 0.6f, 0.000001f); AddJoint(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.CollarLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.CollarRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.CollarLeft, AvatarBone.ShoulderLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.CollarRight, AvatarBone.ShoulderRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.ShoulderLeft, AvatarBone.ElbowLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.ShoulderRight, AvatarBone.ElbowRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.ElbowLeft, AvatarBone.WristLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.ElbowRight, AvatarBone.WristRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.Root, AvatarBone.HipLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.Root, AvatarBone.HipRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.HipLeft, AvatarBone.KneeLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.HipRight, AvatarBone.KneeRight, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.KneeLeft, AvatarBone.AnkleLeft, jointErrorReduction, jointSoftness); AddJoint(ragdoll, skeleton, AvatarBone.KneeRight, AvatarBone.AnkleRight, jointErrorReduction, jointSoftness); // ----- Add constraint limits. // We use TwistSwingLimits to define an allowed twist and swing cone for the joints. // Exceptions are the back and knees, where we use AngularLimits to create hinges. // (We could also create a hinge with a TwistSwingLimit where the twist axis is the hinge // axis and no swing is allowed - but AngularLimits create more stable hinges.) // Another exception are the collar bones joint. We use AngularLimits to disallow any // rotations. AddAngularLimit(ragdoll, skeleton, AvatarBone.Root, AvatarBone.BackLower, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.BackLower).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.BackLower).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(-0.3f, 0, 0), new Vector3F(0.3f, 0, 0)); AddAngularLimit(ragdoll, skeleton, AvatarBone.BackLower, AvatarBone.BackUpper, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.BackUpper).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.BackUpper).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(-0.3f, 0, 0), new Vector3F(0.4f, 0, 0)); var rotationZ90Degrees = Matrix33F.CreateRotationZ(ConstantsF.PiOver2); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.Neck, rotationZ90Degrees, rotationZ90Degrees, new Vector3F(-0.1f, -0.3f, -0.3f), new Vector3F(+0.1f, +0.3f, +0.3f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.Neck, AvatarBone.Head, rotationZ90Degrees, rotationZ90Degrees, new Vector3F(-0.1f, -0.6f, -0.6f), new Vector3F(+0.1f, +0.6f, +0.6f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.CollarLeft, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.CollarLeft).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.CollarLeft).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(0), new Vector3F(0)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.BackUpper, AvatarBone.CollarRight, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.CollarRight).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.CollarRight).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(0), new Vector3F(0)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.CollarLeft, AvatarBone.ShoulderLeft, Matrix33F.Identity, Matrix33F.CreateRotationY(0.7f), new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(+0.7f, +1.2f, +1.2f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.CollarRight, AvatarBone.ShoulderRight, Matrix33F.Identity, Matrix33F.CreateRotationY(-0.7f), new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(+0.7f, +1.2f, +1.2f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.ShoulderLeft, AvatarBone.ElbowLeft, Matrix33F.Identity, Matrix33F.CreateRotationY(1.2f), new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(+0.7f, +1.2f, +1.2f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.ShoulderRight, AvatarBone.ElbowRight, Matrix33F.Identity, Matrix33F.CreateRotationY(-1.2f), new Vector3F(-0.7f, -1.2f, -1.2f), new Vector3F(+0.7f, +1.2f, +1.2f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.ElbowLeft, AvatarBone.WristLeft, Matrix33F.Identity, Matrix33F.Identity, new Vector3F(-0.7f, -0.7f, -0.7f), new Vector3F(+0.7f, +0.7f, +0.7f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.ElbowRight, AvatarBone.WristRight, Matrix33F.Identity, Matrix33F.Identity, new Vector3F(-0.7f, -0.7f, -0.7f), new Vector3F(+0.7f, +0.7f, +0.7f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.Root, AvatarBone.HipLeft, rotationZ90Degrees, Matrix33F.CreateRotationX(-1.2f) * Matrix33F.CreateRotationZ(ConstantsF.PiOver2 + 0.2f), new Vector3F(-0.1f, -1.5f, -0.7f), new Vector3F(+0.1f, +1.5f, +0.7f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.Root, AvatarBone.HipRight, rotationZ90Degrees, Matrix33F.CreateRotationX(-1.2f) * Matrix33F.CreateRotationZ(ConstantsF.PiOver2 - 0.2f), new Vector3F(-0.1f, -1.5f, -0.7f), new Vector3F(+0.1f, +1.5f, +0.7f)); AddAngularLimit(ragdoll, skeleton, AvatarBone.HipLeft, AvatarBone.KneeLeft, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.KneeLeft).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.KneeLeft).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(0, 0, 0), new Vector3F(2.2f, 0, 0)); AddAngularLimit(ragdoll, skeleton, AvatarBone.HipRight, AvatarBone.KneeRight, skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.KneeRight).Rotation.Conjugated.ToRotationMatrix33(), skeleton.GetBindPoseAbsoluteInverse((int)AvatarBone.KneeRight).Rotation.Conjugated.ToRotationMatrix33(), new Vector3F(0, 0, 0), new Vector3F(2.2f, 0, 0)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.KneeLeft, AvatarBone.AnkleLeft, rotationZ90Degrees, rotationZ90Degrees, new Vector3F(-0.1f, -0.7f, -0.3f), new Vector3F(+0.1f, +0.7f, +0.3f)); AddTwistSwingLimit(ragdoll, skeleton, AvatarBone.KneeRight, AvatarBone.AnkleRight, rotationZ90Degrees, rotationZ90Degrees, new Vector3F(-0.1f, -0.7f, -0.3f), new Vector3F(+0.1f, +0.7f, +0.3f)); // ----- Add motors // We use QuaternionMotors to create forces that rotate the bones into desired poses. // This can be used for damping, spring or animating the ragdoll. AddMotor(ragdoll, (AvatarBone)(-1), AvatarBone.Root); AddMotor(ragdoll, AvatarBone.Root, AvatarBone.BackLower); AddMotor(ragdoll, AvatarBone.BackLower, AvatarBone.BackUpper); AddMotor(ragdoll, AvatarBone.BackUpper, AvatarBone.Neck); AddMotor(ragdoll, AvatarBone.Neck, AvatarBone.Head); AddMotor(ragdoll, AvatarBone.BackUpper, AvatarBone.CollarLeft); AddMotor(ragdoll, AvatarBone.BackUpper, AvatarBone.CollarRight); AddMotor(ragdoll, AvatarBone.CollarLeft, AvatarBone.ShoulderLeft); AddMotor(ragdoll, AvatarBone.CollarRight, AvatarBone.ShoulderRight); AddMotor(ragdoll, AvatarBone.ShoulderLeft, AvatarBone.ElbowLeft); AddMotor(ragdoll, AvatarBone.ShoulderRight, AvatarBone.ElbowRight); AddMotor(ragdoll, AvatarBone.ElbowLeft, AvatarBone.WristLeft); AddMotor(ragdoll, AvatarBone.ElbowRight, AvatarBone.WristRight); AddMotor(ragdoll, AvatarBone.Root, AvatarBone.HipLeft); AddMotor(ragdoll, AvatarBone.Root, AvatarBone.HipRight); AddMotor(ragdoll, AvatarBone.HipLeft, AvatarBone.KneeLeft); AddMotor(ragdoll, AvatarBone.HipRight, AvatarBone.KneeRight); AddMotor(ragdoll, AvatarBone.KneeLeft, AvatarBone.AnkleLeft); AddMotor(ragdoll, AvatarBone.KneeRight, AvatarBone.AnkleRight); // ----- Set collision filters. // Collisions between connected bones have been disabled with Constraint.CollisionEnabled // = false in the joints. We need to disable a few other collisions. // Following bodies do not collide with anything. They are only used to connect other // bones. ragdoll.Bodies[(int)AvatarBone.Neck].CollisionObject.Enabled = false; ragdoll.Bodies[(int)AvatarBone.CollarLeft].CollisionObject.Enabled = false; ragdoll.Bodies[(int)AvatarBone.CollarRight].CollisionObject.Enabled = false; // We disable filters for following body pairs because they are usually penetrating each // other, which needs to be ignored. var filter = simulation.CollisionDomain.CollisionDetection.CollisionFilter as CollisionFilter; if (filter != null) { filter.Set(ragdoll.Bodies[(int)AvatarBone.BackUpper].CollisionObject, ragdoll.Bodies[(int)AvatarBone.ShoulderLeft].CollisionObject, false); filter.Set(ragdoll.Bodies[(int)AvatarBone.BackUpper].CollisionObject, ragdoll.Bodies[(int)AvatarBone.ShoulderRight].CollisionObject, false); } return(ragdoll); }
/// <summary> /// Called when a mesh should be generated for the shape. /// </summary> /// <param name="absoluteDistanceThreshold">The absolute distance threshold.</param> /// <param name="iterationLimit">The iteration limit.</param> /// <returns>The triangle mesh for this shape.</returns> protected override TriangleMesh OnGetMesh(float absoluteDistanceThreshold, int iterationLimit) { // Estimate required segment angle for given accuracy. // (Easy to derive from simple drawing of a circle segment with a triangle used to represent // the segment.) float alpha = (float)Math.Acos((Radius - absoluteDistanceThreshold) / Radius) * 2; int numberOfSegments = (int)Math.Ceiling(ConstantsF.PiOver2 / alpha) * 4; // Apply the iteration limit - in case absoluteDistanceThreshold is 0. // Lets say each iteration doubles the number of segments. This is an arbitrary interpretation // of the "iteration limit". numberOfSegments = Math.Min(numberOfSegments, 2 << iterationLimit); alpha = ConstantsF.TwoPi / numberOfSegments; TriangleMesh mesh = new TriangleMesh(); // The world space vertices are created by rotating "radius vectors" with this rotations. QuaternionF rotationY = QuaternionF.CreateRotationY(alpha); QuaternionF rotationZ = QuaternionF.CreateRotationZ(alpha); // We use two nested loops: In each loop a "radius vector" is rotated further to get a // new vertex. Vector3F rLow = Vector3F.UnitX * Radius; // Radius vector for the lower vertex. for (int i = 1; i <= numberOfSegments / 4; i++) { Vector3F rHigh = rotationZ.Rotate(rLow); // Radius vector for the higher vertex. // In the inner loop we create lines and triangles between 4 vertices, which are created // with the radius vectors rLow0, rLow1, rHigh0, rHigh1. Vector3F rLow0 = rLow; Vector3F rHigh0 = rHigh; for (int j = 1; j <= numberOfSegments; j++) { Vector3F rLow1 = rotationY.Rotate(rLow0); Vector3F rHigh1 = rotationY.Rotate(rHigh0); // Two top hemisphere triangles mesh.Add(new Triangle { Vertex0 = new Vector3F(0, Height / 2 - Radius, 0) + rLow0, Vertex1 = new Vector3F(0, Height / 2 - Radius, 0) + rLow1, Vertex2 = new Vector3F(0, Height / 2 - Radius, 0) + rHigh0, }, false); if (i < numberOfSegments / 4) // At the "northpole" only a triangle is needed. No quad. { mesh.Add(new Triangle { Vertex0 = new Vector3F(0, Height / 2 - Radius, 0) + rLow1, Vertex1 = new Vector3F(0, Height / 2 - Radius, 0) + rHigh1, Vertex2 = new Vector3F(0, Height / 2 - Radius, 0) + rHigh0, }, false); } // Two bottom hemisphere triangles mesh.Add(new Triangle { Vertex0 = new Vector3F(0, -Height / 2 + Radius, 0) - rLow0, Vertex1 = new Vector3F(0, -Height / 2 + Radius, 0) - rHigh0, Vertex2 = new Vector3F(0, -Height / 2 + Radius, 0) - rLow1, }, false); if (i < numberOfSegments / 4) // At the "southpole" only a triangle is needed. No quad. { mesh.Add(new Triangle { Vertex0 = new Vector3F(0, -Height / 2 + Radius, 0) - rLow1, Vertex1 = new Vector3F(0, -Height / 2 + Radius, 0) - rHigh0, Vertex2 = new Vector3F(0, -Height / 2 + Radius, 0) - rHigh1, }, false); } // Two side triangles if (i == 1) { mesh.Add(new Triangle { Vertex0 = new Vector3F(0, -Height / 2 + Radius, 0) + rLow0, Vertex1 = new Vector3F(0, -Height / 2 + Radius, 0) + rLow1, Vertex2 = new Vector3F(0, Height / 2 - Radius, 0) + rLow0, }, false); mesh.Add(new Triangle { Vertex0 = new Vector3F(0, -Height / 2 + Radius, 0) + rLow1, Vertex1 = new Vector3F(0, Height / 2 - Radius, 0) + rLow1, Vertex2 = new Vector3F(0, Height / 2 - Radius, 0) + rLow0, }, false); } rLow0 = rLow1; rHigh0 = rHigh1; } rLow = rHigh; } mesh.WeldVertices(); return(mesh); }
public ConstraintSample3(Microsoft.Xna.Framework.Game game) : base(game) { // Add basic force effects. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Add a ground plane. RigidBody groundPlane = new RigidBody(new PlaneShape(Vector3F.UnitY, 0)) { Name = "GroundPlane", // Names are not required but helpful for debugging. MotionType = MotionType.Static, }; Simulation.RigidBodies.Add(groundPlane); // ----- HingeJoint with AngularVelocityMotor // A board is fixed on a pole like a wind wheel. // An AngularVelocityMotor creates a rotation with constant angular velocity around the // hinge axis. RigidBody box0 = new RigidBody(new BoxShape(0.1f, 2f, 0.1f)) { Pose = new Pose(new Vector3F(-2, 1, 0)), MotionType = MotionType.Static, }; Simulation.RigidBodies.Add(box0); RigidBody box1 = new RigidBody(new BoxShape(0.1f, 0.4f, 1f)) { Pose = new Pose(new Vector3F(-2 + 0.05f, 1.8f, 0)) }; Simulation.RigidBodies.Add(box1); HingeJoint hingeJoint = new HingeJoint { BodyA = box0, BodyB = box1, AnchorPoseALocal = new Pose(new Vector3F(0.05f, 0.8f, 0)), AnchorPoseBLocal = new Pose(new Vector3F(-0.05f, 0, 0)), CollisionEnabled = false, }; Simulation.Constraints.Add(hingeJoint); AngularVelocityMotor angularVelocityMotor = new AngularVelocityMotor { BodyA = box0, // The rotation axis is the local x axis of BodyA. AxisALocal = Vector3F.UnitX, BodyB = box1, TargetVelocity = 10, // The motor power is limit, so that the rotation can be stopped by other objects blocking // the movement. MaxForce = 10000, // The HingeJoint controls all other axes. So this motor must only act on the hinge // axis. UseSingleAxisMode = true, CollisionEnabled = false, }; Simulation.Constraints.Add(angularVelocityMotor); // ----- A PrismaticJoint with a LinearVelocityMotor. RigidBody box2 = new RigidBody(new BoxShape(0.7f, 0.7f, 0.7f)) { Pose = new Pose(new Vector3F(0, 2, 0)), MotionType = MotionType.Static, }; Simulation.RigidBodies.Add(box2); RigidBody box3 = new RigidBody(new BoxShape(0.5f, 1.5f, 0.5f)) { Pose = new Pose(new Vector3F(0, 1, 0)) }; Simulation.RigidBodies.Add(box3); _prismaticJoint = new PrismaticJoint { BodyA = box2, BodyB = box3, AnchorPoseALocal = new Pose(new Vector3F(0, 0, 0), new Matrix33F(0, 1, 0, -1, 0, 0, 0, 0, 1)), AnchorPoseBLocal = new Pose(new Vector3F(0, 0, 0), new Matrix33F(0, 1, 0, -1, 0, 0, 0, 0, 1)), CollisionEnabled = false, }; Simulation.Constraints.Add(_prismaticJoint); _linearVelocityMotor = new LinearVelocityMotor { BodyA = box2, AxisALocal = -Vector3F.UnitY, BodyB = box3, TargetVelocity = 1, CollisionEnabled = false, MaxForce = 10000, UseSingleAxisMode = true, }; Simulation.Constraints.Add(_linearVelocityMotor); // ----- A BallJoint with a TwistSwingLimit and a QuaternionMotor // The ball joint connects a cylinder to a static box. // The twist-swing limits rotational movement. // The quaternion motor acts like a spring that controls the angle of joint. RigidBody box4 = new RigidBody(new BoxShape(0.5f, 0.5f, 0.5f)) { Pose = new Pose(new Vector3F(2, 2, 0)), MotionType = MotionType.Static, }; Simulation.RigidBodies.Add(box4); RigidBody cylinder0 = new RigidBody(new CylinderShape(0.1f, 0.75f)) { Pose = new Pose(new Vector3F(2, 2 - 0.75f / 2 - 0.25f, 0)) }; Simulation.RigidBodies.Add(cylinder0); _ballJoint = new BallJoint { BodyA = box4, BodyB = cylinder0, AnchorPositionALocal = new Vector3F(0, -0.25f, 0), AnchorPositionBLocal = new Vector3F(0, 0.75f / 2, 0), CollisionEnabled = false, }; Simulation.Constraints.Add(_ballJoint); _twistSwingLimit = new TwistSwingLimit { BodyA = box4, // The first column is the twist axis (-y). The other two columns are the swing axes. AnchorOrientationALocal = new Matrix33F(0, 1, 0, -1, 0, 0, 0, 0, 1), BodyB = cylinder0, AnchorOrientationBLocal = new Matrix33F(0, 1, 0, -1, 0, 0, 0, 0, 1), CollisionEnabled = false, // The twist is limited to +/- 10°. The swing limits are +/- 40° and +/- 60°. This creates // a deformed cone that limits the swing movements (see visualization). Minimum = new Vector3F(-MathHelper.ToRadians(10), -MathHelper.ToRadians(40), -MathHelper.ToRadians(60)), Maximum = new Vector3F(MathHelper.ToRadians(10), MathHelper.ToRadians(40), MathHelper.ToRadians(60)), }; Simulation.Constraints.Add(_twistSwingLimit); QuaternionMotor quaternionMotor = new QuaternionMotor { BodyA = box4, AnchorOrientationALocal = Matrix33F.Identity, BodyB = cylinder0, AnchorOrientationBLocal = Matrix33F.Identity, CollisionEnabled = false, // The QuaternionMotor controls the orientation of the second body relative to the first // body. Here, we define that the cylinder should swing 30° away from the default // orientation. TargetOrientation = QuaternionF.CreateRotationZ(MathHelper.ToRadians(30)), // Position and orientation motors are similar to damped-springs. We can control // the stiffness and damping of the spring. (It is also possible to set the SpringConstant // to 0 if the QuaternionMotor should only act as a rotational damping.) SpringConstant = 100, DampingConstant = 20, }; Simulation.Constraints.Add(quaternionMotor); }
// Creates a lot of random objects. private void CreateRandomObjects() { var random = new Random(); var isFirstHeightField = true; int currentShape = 0; int numberOfObjects = 0; while (true) { numberOfObjects++; if (numberOfObjects > ObjectsPerType) { currentShape++; numberOfObjects = 0; } Shape shape; switch (currentShape) { case 0: // Box shape = new BoxShape(ObjectSize, ObjectSize * 2, ObjectSize * 3); break; case 1: // Capsule shape = new CapsuleShape(0.3f * ObjectSize, 2 * ObjectSize); break; case 2: // Cone shape = new ConeShape(1 * ObjectSize, 2 * ObjectSize); break; case 3: // Cylinder shape = new CylinderShape(0.4f * ObjectSize, 2 * ObjectSize); break; case 4: // Sphere shape = new SphereShape(ObjectSize); break; case 5: // Convex hull of several points. ConvexHullOfPoints hull = new ConvexHullOfPoints(); hull.Points.Add(new Vector3F(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize)); hull.Points.Add(new Vector3F(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize)); hull.Points.Add(new Vector3F(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize)); hull.Points.Add(new Vector3F(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize)); hull.Points.Add(new Vector3F(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize)); shape = hull; break; case 6: // A composite shape: two boxes that form a "T" shape. var composite = new CompositeShape(); composite.Children.Add( new GeometricObject( new BoxShape(ObjectSize, 3 * ObjectSize, ObjectSize), new Pose(new Vector3F(0, 0, 0)))); composite.Children.Add( new GeometricObject( new BoxShape(2 * ObjectSize, ObjectSize, ObjectSize), new Pose(new Vector3F(0, 2 * ObjectSize, 0)))); shape = composite; break; case 7: shape = new CircleShape(ObjectSize); break; case 8: { var compBvh = new CompositeShape(); compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3F(0, 0.5f, 0), Matrix33F.Identity))); compBvh.Children.Add(new GeometricObject(new BoxShape(0.8f, 0.5f, 0.5f), new Pose(new Vector3F(0.5f, 0.7f, 0), Matrix33F.CreateRotationZ(-MathHelper.ToRadians(15))))); compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3F(0, 1.15f, 0), Matrix33F.Identity))); compBvh.Children.Add(new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3F(0.6f, 1.15f, 0), Matrix33F.CreateRotationX(0.3f)))); compBvh.Partition = new AabbTree <int>(); shape = compBvh; break; } case 9: CompositeShape comp = new CompositeShape(); comp.Children.Add(new GeometricObject(new BoxShape(0.5f * ObjectSize, 1 * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3F(0, 0.5f * ObjectSize, 0), QuaternionF.Identity))); comp.Children.Add(new GeometricObject(new BoxShape(0.8f * ObjectSize, 0.5f * ObjectSize, 0.5f * ObjectSize), new Pose(new Vector3F(0.3f * ObjectSize, 0.7f * ObjectSize, 0), QuaternionF.CreateRotationZ(-MathHelper.ToRadians(45))))); comp.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3F(0, 1.15f * ObjectSize, 0), QuaternionF.Identity))); shape = comp; break; case 10: shape = new ConvexHullOfPoints(new[] { new Vector3F(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize), new Vector3F(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize), new Vector3F(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize), new Vector3F(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize), new Vector3F(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize) }); break; case 11: ConvexHullOfShapes shapeHull = new ConvexHullOfShapes(); shapeHull.Children.Add(new GeometricObject(new SphereShape(0.3f * ObjectSize), new Pose(new Vector3F(0, 2 * ObjectSize, 0), Matrix33F.Identity))); shapeHull.Children.Add(new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize), Pose.Identity)); shape = shapeHull; break; case 12: shape = Shape.Empty; break; case 13: var numberOfSamplesX = 10; var numberOfSamplesZ = 10; var samples = new float[numberOfSamplesX * numberOfSamplesZ]; for (int z = 0; z < numberOfSamplesZ; z++) { for (int x = 0; x < numberOfSamplesX; x++) { samples[z * numberOfSamplesX + x] = (float)(Math.Cos(z / 3f) * Math.Sin(x / 2f) * BoxSize / 6); } } HeightField heightField = new HeightField(0, 0, 2 * BoxSize, 2 * BoxSize, samples, numberOfSamplesX, numberOfSamplesZ); shape = heightField; break; //case 14: //shape = new LineShape(new Vector3F(0.1f, 0.2f, 0.3f), new Vector3F(0.1f, 0.2f, -0.3f).Normalized); //break; case 15: shape = new LineSegmentShape( new Vector3F(0.1f, 0.2f, 0.3f), new Vector3F(0.1f, 0.2f, 0.3f) + 3 * ObjectSize * new Vector3F(0.1f, 0.2f, -0.3f)); break; case 16: shape = new MinkowskiDifferenceShape { ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)), ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize)) }; break; case 17: shape = new MinkowskiSumShape { ObjectA = new GeometricObject(new SphereShape(0.1f * ObjectSize)), ObjectB = new GeometricObject(new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize)), }; break; case 18: shape = new OrthographicViewVolume(0, ObjectSize, 0, ObjectSize, ObjectSize / 2, ObjectSize * 2); break; case 19: shape = new PerspectiveViewVolume(MathHelper.ToRadians(60f), 16f / 10, ObjectSize / 2, ObjectSize * 3); break; case 20: shape = new PointShape(0.1f, 0.3f, 0.2f); break; case 21: shape = new RayShape(new Vector3F(0.2f, 0, -0.12f), new Vector3F(1, 2, 3).Normalized, ObjectSize * 2); break; case 22: shape = new RayShape(new Vector3F(0.2f, 0, -0.12f), new Vector3F(1, 2, 3).Normalized, ObjectSize * 2) { StopsAtFirstHit = true }; break; case 23: shape = new RectangleShape(ObjectSize, ObjectSize * 2); break; case 24: shape = new TransformedShape( new GeometricObject( new BoxShape(1 * ObjectSize, 2 * ObjectSize, 3 * ObjectSize), new Pose(new Vector3F(0.1f, 1, -0.2f)))); break; case 25: shape = new TriangleShape( new Vector3F(ObjectSize, 0, 0), new Vector3F(0, ObjectSize, 0), new Vector3F(ObjectSize, ObjectSize, ObjectSize)); break; //case 26: // { // // Create a composite object from which we get the mesh. // CompositeShape compBvh = new CompositeShape(); // compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3F(0, 0.5f, 0), Matrix33F.Identity))); // compBvh.Children.Add( // new GeometricObject( // new BoxShape(0.8f, 0.5f, 0.5f), // new Pose(new Vector3F(0.5f, 0.7f, 0), Matrix33F.CreateRotationZ(-(float)MathHelper.ToRadians(15))))); // compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3F(0, 1.15f, 0), Matrix33F.Identity))); // compBvh.Children.Add( // new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3F(0.6f, 1.15f, 0), Matrix33F.CreateRotationX(0.3f)))); // TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) }; // meshBvhShape.Partition = new AabbTree<int>(); // shape = meshBvhShape; // break; // } //case 27: // { // // Create a composite object from which we get the mesh. // CompositeShape compBvh = new CompositeShape(); // compBvh.Children.Add(new GeometricObject(new BoxShape(0.5f, 1, 0.5f), new Pose(new Vector3F(0, 0.5f, 0), QuaternionF.Identity))); // compBvh.Children.Add( // new GeometricObject( // new BoxShape(0.8f, 0.5f, 0.5f), // new Pose(new Vector3F(0.5f, 0.7f, 0), QuaternionF.CreateRotationZ(-(float)MathHelper.ToRadians(15))))); // compBvh.Children.Add(new GeometricObject(new SphereShape(0.3f), new Pose(new Vector3F(0, 1.15f, 0), QuaternionF.Identity))); // compBvh.Children.Add( // new GeometricObject(new CapsuleShape(0.2f, 1), new Pose(new Vector3F(0.6f, 1.15f, 0), QuaternionF.CreateRotationX(0.3f)))); // TriangleMeshShape meshBvhShape = new TriangleMeshShape { Mesh = compBvh.GetMesh(0.01f, 3) }; // meshBvhShape.Partition = new AabbTree<int>(); // shape = meshBvhShape; // break; // } case 28: shape = new ConvexPolyhedron(new[] { new Vector3F(-1 * ObjectSize, -2 * ObjectSize, -1 * ObjectSize), new Vector3F(2 * ObjectSize, -1 * ObjectSize, -0.5f * ObjectSize), new Vector3F(1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize), new Vector3F(-1 * ObjectSize, 2 * ObjectSize, 1 * ObjectSize), new Vector3F(-1 * ObjectSize, 0.7f * ObjectSize, -0.6f * ObjectSize) }); break; case 29: return; default: currentShape++; continue; } // Create an object with the random shape, pose, color and velocity. Pose randomPose = new Pose( random.NextVector3F(-BoxSize + ObjectSize * 2, BoxSize - ObjectSize * 2), random.NextQuaternionF()); var newObject = new MovingGeometricObject { Pose = randomPose, Shape = shape, LinearVelocity = random.NextQuaternionF().Rotate(new Vector3F(MaxLinearVelocity, 0, 0)), AngularVelocity = random.NextQuaternionF().Rotate(Vector3F.Forward) * RandomHelper.Random.NextFloat(0, MaxAngularVelocity), }; if (RandomHelper.Random.NextBool()) { newObject.LinearVelocity = Vector3F.Zero; } if (RandomHelper.Random.NextBool()) { newObject.AngularVelocity = Vector3F.Zero; } if (shape is LineShape || shape is HeightField) { // Do not move lines or the height field. newObject.LinearVelocity = Vector3F.Zero; newObject.AngularVelocity = Vector3F.Zero; } // Create only 1 heightField! if (shape is HeightField) { if (isFirstHeightField) { isFirstHeightField = true; newObject.Pose = new Pose(new Vector3F(-BoxSize, -BoxSize, -BoxSize)); } else { currentShape++; numberOfObjects = 0; continue; } } // Add collision object to collision domain. _domain.CollisionObjects.Add(new CollisionObject(newObject)); //co.Type = CollisionObjectType.Trigger; //co.Name = "Object" + shape.GetType().Name + "_" + i; } }
public void Test1() { PlaneRayAlgorithm algo = new PlaneRayAlgorithm(new CollisionDetection()); // Plane in xz plane. CollisionObject a = new CollisionObject(new GeometricObject { Shape = new PlaneShape(Vector3F.UnitY, 1), Pose = new Pose(new Vector3F(0, -1, 0)), }); // Ray CollisionObject b = new CollisionObject(new GeometricObject { Shape = new RayShape(new Vector3F(0, 0, 0), new Vector3F(-1, 0, 0), 100), Pose = new Pose(new Vector3F(0, 1, 0)), }); // Separated Assert.AreEqual(false, algo.HaveContact(a, b)); Assert.AreEqual(false, algo.HaveContact(b, a)); Assert.AreEqual(0, algo.GetContacts(a, b).Count); Assert.AreEqual(-1, algo.GetClosestPoints(a, b)[0].PenetrationDepth); // Contained ((GeometricObject)b.GeometricObject).Pose = new Pose(new Vector3F(0, -1, 0)); Assert.AreEqual(true, algo.HaveContact(a, b)); Assert.AreEqual(true, algo.HaveContact(b, a)); Assert.AreEqual(1, algo.GetContacts(a, b).Count); Assert.AreEqual(0, algo.GetClosestPoints(a, b)[0].PenetrationDepth); // Touching ((GeometricObject)b.GeometricObject).Pose = new Pose(new Vector3F(0, 0, 0)); Assert.AreEqual(true, algo.HaveContact(a, b)); Assert.AreEqual(true, algo.HaveContact(b, a)); Assert.AreEqual(1, algo.GetContacts(a, b).Count); Assert.AreEqual(0, algo.GetClosestPoints(a, b)[0].PenetrationDepth); // Shooting into plane. ((GeometricObject)b.GeometricObject).Pose = new Pose(new Vector3F(0, 1, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); Assert.AreEqual(1, algo.GetContacts(a, b).Count); Assert.AreEqual(1, algo.GetContacts(b, a)[0].PenetrationDepth); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(-1, 0, 0), algo.GetContacts(b, a)[0].PositionALocal)); Assert.AreEqual(1, algo.GetClosestPoints(a, b)[0].PenetrationDepth); }
public void TestTouchingContact() { PlaneSphereAlgorithm algo = new PlaneSphereAlgorithm(new CollisionDetection()); CollisionObject objectA = new CollisionObject(); ((GeometricObject)objectA.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)objectA.GeometricObject).Pose = new Pose(new Vector3F(10, -3, 20)); CollisionObject objectB = new CollisionObject(); ((GeometricObject)objectB.GeometricObject).Shape = new PlaneShape(new Vector3F(0, 1, 0).Normalized, 2); ((GeometricObject)objectB.GeometricObject).Pose = new Pose(new Vector3F(1, 0, 0), QuaternionF.CreateRotationZ(-(float)Math.PI)); ContactSet cs = ContactSet.Create(objectA, objectB); algo.UpdateContacts(cs, 0); Assert.AreEqual(objectA, cs.ObjectA); Assert.AreEqual(objectB, cs.ObjectB); Assert.AreEqual(1, cs.Count); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(10, -2, 20), cs[0].Position)); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(0, 1, 0), cs[0].Normal)); Assert.IsTrue(Numeric.AreEqual(0, cs[0].PenetrationDepth)); }
public void ComputeCollision() { CollisionObject a = new CollisionObject(); CompositeShape compo = new CompositeShape(); compo.Children.Add(new GeometricObject(new SphereShape(2), Pose.Identity)); compo.Children.Add(new GeometricObject(new SphereShape(1), new Pose(new Vector3F(0, 3, 0)))); a.GeometricObject = new GeometricObject(compo, Pose.Identity); CollisionObject b = new CollisionObject(new GeometricObject { Shape = new PlaneShape(new Vector3F(0, 1, 0), 1), Pose = new Pose(new Vector3F(0, -1, 0)), }); ContactSet set; CompositeShapeAlgorithm algo = new CompositeShapeAlgorithm(new CollisionDetection()); set = algo.GetClosestPoints(a, b); Assert.AreEqual(true, algo.HaveContact(a, b)); Assert.AreEqual(true, algo.HaveContact(b, a)); Assert.AreEqual(1, set.Count); Assert.AreEqual(2, set[0].PenetrationDepth); Assert.AreEqual(new Vector3F(0, -2, 0), set[0].PositionAWorld); ((GeometricObject)a.GeometricObject).Pose = new Pose(new Vector3F(0, 2, 3), a.GeometricObject.Pose.Orientation); set = set.Swapped; algo.UpdateContacts(set, 0); Assert.AreEqual(true, algo.HaveContact(a, b)); Assert.AreEqual(true, algo.HaveContact(b, a)); Assert.AreEqual(1, set.Count); Assert.AreEqual(0, set[0].PenetrationDepth); Assert.AreEqual(new Vector3F(0, 0, 3), set[0].PositionBWorld); ((GeometricObject)a.GeometricObject).Pose = new Pose(new Vector3F(0, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); set = set.Swapped; // new order: (a, b) algo.UpdateContacts(set, 0); Assert.AreEqual(true, algo.HaveContact(a, b)); Assert.AreEqual(2, set.Count); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(-2, 0, 0), set[0].PositionALocal)); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(-1, 3, 0), set[1].PositionALocal)); Assert.AreEqual(new Vector3F(0, -1, 0), set[0].Normal); Assert.AreEqual(new Vector3F(0, -1, 0), set[1].Normal); Assert.AreEqual(2, set[0].PenetrationDepth); Assert.IsTrue(Numeric.AreEqual(1, set[1].PenetrationDepth)); algo.UpdateClosestPoints(set, 0); Assert.AreEqual(1, set.Count); ((GeometricObject)a.GeometricObject).Pose = new Pose(new Vector3F(0, 2.1f, 0), a.GeometricObject.Pose.Orientation); algo.UpdateContacts(set, 0); Assert.AreEqual(false, algo.HaveContact(a, b)); Assert.AreEqual(0, set.Count); algo.UpdateClosestPoints(set, 0); Assert.AreEqual(1, set.Count); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(-2, 0, 0), set[0].PositionALocal)); Assert.AreEqual(new Vector3F(0, -1, 0), set[0].Normal); }
public void ComputeCollisionLineLine() { CollisionObject ray = new CollisionObject(new GeometricObject { Shape = new RayShape(new Vector3F(0, 0, -1), new Vector3F(1, 0, 0), 10), Pose = new Pose(new Vector3F(0, 0, 1)), }); CollisionObject sphere = new CollisionObject(new GeometricObject { Shape = new SphereShape(1), Pose = new Pose(RandomHelper.Random.NextQuaternionF()), }); RaySphereAlgorithm algo = new RaySphereAlgorithm(new CollisionDetection()); ContactSet set; set = algo.GetClosestPoints(ray, sphere); Assert.AreEqual(0, set[0].PenetrationDepth); Assert.AreEqual(Vector3F.UnitY, set[0].Normal); Assert.AreEqual(true, algo.HaveContact(ray, sphere)); set = set.Swapped; algo.UpdateContacts(set, 0); Assert.AreEqual(0, set[0].PenetrationDepth); Assert.AreEqual(-Vector3F.UnitY, set[0].Normal); ((GeometricObject)sphere.GeometricObject).Pose = new Pose(new Vector3F(10, 0, 0), sphere.GeometricObject.Pose.Orientation); set = algo.GetClosestPoints(sphere, ray); Assert.IsTrue(Numeric.AreEqual(9, set[0].PenetrationDepth)); Assert.IsTrue(Vector3F.AreNumericallyEqual(-Vector3F.UnitX, set[0].Normal)); Assert.AreEqual(true, algo.HaveContact(ray, sphere)); ((GeometricObject)ray.GeometricObject).Pose = new Pose(new Vector3F(0, -2, 1), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); set = algo.GetClosestPoints(sphere, ray); Assert.IsTrue(Numeric.AreEqual(-9, set[0].PenetrationDepth)); Assert.IsTrue(Vector3F.AreNumericallyEqual(-Vector3F.UnitX, set[0].Normal)); Assert.IsTrue(Vector3F.AreNumericallyEqual(new Vector3F(4.5f, 0, 0), set[0].Position)); Assert.AreEqual(false, algo.HaveContact(ray, sphere)); algo.UpdateContacts(set, 0); Assert.AreEqual(0, set.Count); // Degenerate case: sphere radius is 0. ((GeometricObject)sphere.GeometricObject).Shape = new SphereShape(0); ((GeometricObject)ray.GeometricObject).Pose = new Pose(new Vector3F(0, 0, 1)); algo.UpdateClosestPoints(set, 0); Assert.AreEqual(0, set[0].PenetrationDepth); Assert.AreEqual(-Vector3F.UnitY, set[0].Normal); Assert.AreEqual(true, algo.HaveContact(ray, sphere)); }
public void RayCastStopsAtFirstHit() { CollisionDomain domain = new CollisionDomain(new CollisionDetection()); CollisionObject ray = new CollisionObject(); ((GeometricObject)ray.GeometricObject).Shape = new RayShape(new Vector3F(), new Vector3F(1, 0, 0), 100) { StopsAtFirstHit = true, }; //ray.Name = "Ray"; CollisionObject b = new CollisionObject(); ((GeometricObject)b.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)b.GeometricObject).Pose = new Pose(new Vector3F(-10, 0, 0f)); //b.Name = "b"; CollisionObject c = new CollisionObject(); ((GeometricObject)c.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)c.GeometricObject).Pose = new Pose(new Vector3F(0, 0, 0f)); //c.Name = "c"; CollisionObject d = new CollisionObject(); ((GeometricObject)d.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)d.GeometricObject).Pose = new Pose(new Vector3F(10, 0, 0f)); //d.Name = "d"; CollisionObject e = new CollisionObject(); ((GeometricObject)e.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)e.GeometricObject).Pose = new Pose(new Vector3F(20, 0, 0f)); //e.Name = "e"; CollisionObject f = new CollisionObject(); ((GeometricObject)f.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)f.GeometricObject).Pose = new Pose(new Vector3F(110, 0, 0f)); //f.Name = "f"; // Positions: b=-10, c=0, d=10, e=20, f=110 domain.CollisionObjects.Add(ray); domain.CollisionObjects.Add(b); domain.CollisionObjects.Add(d); domain.CollisionObjects.Add(c); domain.CollisionObjects.Add(e); domain.CollisionObjects.Add(f); domain.Update(0.01f); Assert.AreEqual(1, domain.GetContacts(ray).Count()); Assert.AreEqual(true, domain.HaveContact(ray, c)); ((GeometricObject)c.GeometricObject).Pose = new Pose(new Vector3F(30)); // Positions: b=-10, d=10, e=20, c=30, f=110 domain.Update(0.01f); Assert.AreEqual(1, domain.GetContacts(ray).Count()); Assert.AreEqual(true, domain.HaveContact(ray, d)); ((GeometricObject)d.GeometricObject).Pose = new Pose(new Vector3F(40)); // Positions: b=-10, e=20, c=30, d=40, f=110 domain.Update(0.01f); Assert.AreEqual(1, domain.GetContacts(ray).Count()); Assert.AreEqual(true, domain.HaveContact(ray, e)); ((GeometricObject)ray.GeometricObject).Pose = new Pose(((GeometricObject)ray.GeometricObject).Pose.Position, QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); domain.Update(0.01f); Assert.AreEqual(0, domain.GetContacts(ray).Count()); ((GeometricObject)ray.GeometricObject).Pose = new Pose(((GeometricObject)ray.GeometricObject).Pose.Position, QuaternionF.CreateRotationZ(ConstantsF.Pi)); domain.Update(0.01f); Assert.AreEqual(1, domain.GetContacts(ray).Count()); Assert.AreEqual(true, domain.HaveContact(ray, b)); ((GeometricObject)ray.GeometricObject).Pose = new Pose(((GeometricObject)ray.GeometricObject).Pose.Position, QuaternionF.Identity); domain.Update(0.01f); // Positions: b=-10, e=20, c=30, d=40, f=110 CollisionObject gNotInDomain = new CollisionObject(); ((GeometricObject)gNotInDomain.GeometricObject).Shape = new SphereShape(1); ((GeometricObject)gNotInDomain.GeometricObject).Pose = new Pose(new Vector3F(10, 0, 0f)); Assert.AreEqual(true, domain.HaveContact(ray, gNotInDomain)); Assert.AreEqual(1, domain.GetContacts(gNotInDomain).Count()); Assert.AreEqual(1, domain.GetContacts(ray, gNotInDomain).Count); Assert.AreEqual(true, domain.HasContact(gNotInDomain)); ((GeometricObject)gNotInDomain.GeometricObject).Pose = new Pose(new Vector3F(25, 0, 0f)); // behind e Assert.AreEqual(false, domain.HaveContact(ray, gNotInDomain)); Assert.AreEqual(false, domain.HaveContact(gNotInDomain, ray)); Assert.AreEqual(false, domain.HasContact(gNotInDomain)); Assert.AreEqual(0, domain.GetContacts(gNotInDomain).Count()); Assert.IsNull(domain.GetContacts(ray, gNotInDomain)); Assert.IsNull(domain.GetContacts(gNotInDomain, ray)); // Remove ray from domain. domain.CollisionObjects.Remove(ray); domain.Update(0.01f); Assert.AreEqual(0, domain.ContactSets.Count); // Positions: b=-10, e=20, g=25, c=30, d=40, f=110 domain.Update(0.01f); Assert.AreEqual(1, domain.GetContacts(ray).Count()); Assert.AreEqual(true, domain.HaveContact(ray, e)); Assert.AreEqual(false, domain.HaveContact(ray, c)); Assert.AreEqual(false, domain.HaveContact(ray, gNotInDomain)); Assert.IsNull(domain.GetContacts(ray, gNotInDomain)); }
public void ComputeCollisionLineLine() { CollisionObject line0 = new CollisionObject(new GeometricObject { Shape = new LineShape(new Vector3F(1, 2, 3), new Vector3F(1, 0, 0)), }); //line0.Name = "line0"; CollisionObject line1 = new CollisionObject(new GeometricObject { Shape = new LineShape(new Vector3F(0, 0, 1), new Vector3F(1, 0, 0)), }); //line1.Name = "line1"; LineAlgorithm algo = new LineAlgorithm(new CollisionDetection()); ContactSet set; ((GeometricObject)line1.GeometricObject).Pose = new Pose(new Vector3F(1, 2, 2), line1.GeometricObject.Pose.Orientation); set = algo.GetClosestPoints(line0, line1); Assert.AreEqual(0, set[0].PenetrationDepth); Assert.AreEqual(Vector3F.UnitY, set[0].Normal); Assert.AreEqual(true, algo.HaveContact(line0, line1)); ((GeometricObject)line1.GeometricObject).Pose = new Pose(line1.GeometricObject.Pose.Position, QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); set = algo.GetClosestPoints(line0, line1); Assert.IsTrue(Numeric.AreEqual(0, set[0].PenetrationDepth)); Assert.AreEqual(new Vector3F(1, 2, 3), set[0].Position); Assert.IsTrue(Vector3F.AreNumericallyEqual(Vector3F.UnitZ, set[0].Normal)); Assert.AreEqual(true, algo.HaveContact(line0, line1)); ((GeometricObject)line1.GeometricObject).Pose = new Pose(new Vector3F(1, 2, 4), QuaternionF.CreateRotationZ(ConstantsF.PiOver2)); set = algo.GetClosestPoints(line1, line0); Assert.IsTrue(Numeric.AreEqual(-2, set[0].PenetrationDepth)); Assert.AreEqual(new Vector3F(1, 2, 4), set[0].Position); Assert.AreEqual(-Vector3F.UnitZ, set[0].Normal); Assert.AreEqual(false, algo.HaveContact(line0, line1)); algo.UpdateContacts(set, 0.01f); Assert.AreEqual(0, set.Count); }