public virtual void SetUpBulletPhysicsBody() { if (!IsGhost) { RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(Mass, MotionState, CollisionShape, Inertia); RigidBody = new RigidBody(rbInfo); CollisionObject = RigidBody; } else { GhostObject = new BulletXNA.BulletCollision.PairCachingGhostObject(); GhostObject.SetCollisionShape(CollisionShape); CollisionObject = GhostObject; GhostObject.SetCollisionFlags(BulletXNA.BulletCollision.CollisionFlags.CF_NO_CONTACT_RESPONSE); // We can choose to make it "solid" if we want... GhostObject.SetWorldTransform(BulletXNA.LinearMath.IndexedMatrix.CreateTranslation(Position)); } bulletPhysics.AddCollisionObject(CollisionObject, CollisionGroups, CollisionMask); CollisionObject.SetUserPointer(this); }
public void RecordGhostCollisions(PairCachingGhostObject obj) { IOverlappingPairCache cache = obj.GetOverlappingPairCache(); ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); BroadphasePair collisionPair; PersistentManifold contactManifold; CollisionObject objA; CollisionObject objB; ManifoldPoint pt; int numPairs = pairs.Count; for (int i = 0; i < numPairs; i++) { manifoldArray.Clear(); if (LastCollisionDesc < UpdatedCollisions.Length) break; collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); if (collisionPair == null) continue; collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); for (int j = 0; j < manifoldArray.Count; j++) { contactManifold = manifoldArray[j]; int numContacts = contactManifold.GetNumContacts(); objA = contactManifold.GetBody0() as CollisionObject; objB = contactManifold.GetBody1() as CollisionObject; for (int p = 0; p < numContacts; p++) { pt = contactManifold.GetContactPoint(p); if (pt.GetDistance() < 0.0f) { RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance()); break; } } } } }
//sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; IndexedMatrix bodyTransform = new IndexedMatrix(); bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); GhostObject gObj = new PairCachingGhostObject(); gObj.SetWorldTransform(bodyTransform); CollisionShape shape = (pShape as BulletShapeXNA).shape; gObj.SetCollisionShape(shape); gObj.SetUserPointer(pLocalID); if (specialCollisionObjects.ContainsKey(pLocalID)) specialCollisionObjects[pLocalID] = gObj; else specialCollisionObjects.Add(pLocalID, gObj); // TODO: Add to Special CollisionObjects! return new BulletBodyXNA(pLocalID, gObj); }
public KinematicCharacterController(PairCachingGhostObject ghostObject, ConvexShape convexShape, float stepHeight, int upAxis) { m_upAxis = upAxis; m_addedMargin = 0.02f; m_walkDirection = IndexedVector3.Zero; m_useGhostObjectSweepTest = true; m_ghostObject = ghostObject; m_stepHeight = stepHeight; m_turnAngle = 0f; m_convexShape = convexShape; m_useWalkDirection = true; // use walk direction by default, legacy behavior m_velocityTimeInterval = 0.0f; m_verticalVelocity = 0.0f; m_verticalOffset = 0.0f; m_gravity = 9.8f * 3; // 3G acceleration. m_fallSpeed = 55.0f; // Terminal velocity of a sky diver in m/s. m_jumpSpeed = 10.0f; // ? m_wasOnGround = false; m_wasJumping = false; SetMaxSlope(MathUtil.DegToRadians(45.0f)); }
//sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation internal static object CreateGhostFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { IndexedMatrix bodyTransform = new IndexedMatrix(); bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); GhostObject gObj = new PairCachingGhostObject(); gObj.SetWorldTransform(bodyTransform); CollisionShape shape = pShape as CollisionShape; gObj.SetCollisionShape(shape); gObj.SetUserPointer(pLocalID); // TODO: Add to Special CollisionObjects! return gObj; }
public override void InitializeDemo() { base.InitializeDemo(); SetCameraDistance(50f); //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt"; //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read); //BulletGlobals.g_streamWriter = new StreamWriter(filestream); ///collision configuration contains default setup for memory, collision setup m_collisionConfiguration = new DefaultCollisionConfiguration(); ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) m_dispatcher = new CollisionDispatcher(m_collisionConfiguration); IndexedVector3 worldMin = new IndexedVector3 (-1000,-1000,-1000); IndexedVector3 worldMax = -worldMin; m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false); //pairCache = new SortedOverlappingPairCache(); //m_broadphase = new SimpleBroadphase(1000, pairCache); ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver(); m_constraintSolver = sol; m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration); m_dynamicsWorld.GetDispatchInfo().SetAllowedCcdPenetration(0.0001f); IndexedVector3 gravity = new IndexedVector3(0, -10, 0); m_dynamicsWorld.SetGravity(ref gravity); ///create a few basic rigid bodies IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50); //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10); CollisionShape groundShape = new BoxShape(ref halfExtents); //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50); m_collisionShapes.Add(groundShape); IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0)); //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0)); float mass = 0f; LocalCreateRigidBody(mass, ref groundTransform, groundShape); #region CharacterController IndexedMatrix startTransform = IndexedMatrix.Identity; //startTransform.setOrigin (btVector3(0.0, 4.0, 0.0)); startTransform._origin = new IndexedVector3(10.210098f,-1.6433364f,16.453260f); m_ghostObject = new PairCachingGhostObject(); m_ghostObject.SetWorldTransform(startTransform); m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); float characterHeight=1.75f; float characterWidth =1.75f; ConvexShape capsule = new CapsuleShape(characterWidth,characterHeight); m_ghostObject.SetCollisionShape (capsule); m_ghostObject.SetCollisionFlags (CollisionFlags.CF_CHARACTER_OBJECT); float stepHeight = 0.35f; int upAxis = 1; m_character = new KinematicCharacterController (m_ghostObject,capsule,stepHeight,upAxis); m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter); m_dynamicsWorld.AddAction(m_character); #endregion }
public virtual void LoadPlayerController(Entity playerEntity, SceneNode characterNode, object userData, Vector3 mobNodePositionUpdate) { //if (!initialized) //{ // characterToLoad = characterNode; // characterEntityToLoad = playerEntity; // JumpHandlerToLoad = jumpHandler; // MobNodePositionUpdateToLoad = mobNodePositionUpdate; // userDataToLoad = userData; // return; //} if (playerController != null) return; float modelHeight = 2f;// (playerEntity.BoundingBox.Max.Y) / scaleFactor; // AJ: used to subtract minimum from maximum- playerEntity.BoundingBox.Minimum.y System.Console.WriteLine("Player capsule info: modelheight '{0}', boundingbox max '{1}', bounding box min '{2}' and playerPosition '{3}'", modelHeight, playerEntity.BoundingBox.Max.Y, playerEntity.BoundingBox.Min.Y, characterNode.Position); float radius = 1.75f; float height = 1.75f; ConvexShape capsule = new CapsuleShape(radius, height); //ConvexShape capsule = new SphereShape(radius); ghostObject = new PairCachingGhostObject(); Vector3 position = new Vector3(0, 0, 0);//new Vector3(characterNode.Position.X / scaleFactor, (characterNode.Position.Y + 1500) / scaleFactor, characterNode.Position.Z / scaleFactor); //IndexedMatrix worldTransform = IndexedMatrix.CreateTranslation(characterNode.Position.X / scaleFactor, // (characterNode.Position.Y + 1500) / scaleFactor, characterNode.Position.Z / scaleFactor); IndexedMatrix worldTransform = IndexedMatrix.CreateTranslation(position); ghostObject.SetWorldTransform(worldTransform); //broadphase.OverlappingPairCache.SetInternalGhostPairCallback(new GhostPairCallback()); ghostObject.SetCollisionShape(capsule); ghostObject.SetCollisionFlags(CollisionFlags.CF_CHARACTER_OBJECT); float stepHeight = 0.35f; playerController = new KinematicCharacterController(ghostObject, capsule, stepHeight, 1); //characterToLoad = null; BulletMobState mobMovementState = new BulletMobState(playerController, mobNodePositionUpdate); //mobMovementState.JumpEvent += jumpHandler; mobControllers.Add(characterNode, mobMovementState); //m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter); m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter); //m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.DefaultFilter, CollisionFilterGroups.AllFilter); m_dynamicsWorld.AddAction(playerController); //collisionShapes.Add(capsule); //frozenTime = 0; }
protected override void Initialize() { base.Initialize(); SetCameraDistance(50.0f); ///collision configuration contains default setup for memory, collision setup m_collisionConfiguration = new DefaultCollisionConfiguration(); //m_collisionConfiguration.setConvexConvexMultipointIterations(); ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) m_dispatcher = new CollisionDispatcher(m_collisionConfiguration); m_broadphase = new DbvtBroadphase(); ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) m_constraintSolver = new SequentialImpulseConstraintSolver(); m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration); IndexedVector3 gravity = new IndexedVector3(0, -10, 0); m_dynamicsWorld.SetGravity(ref gravity); // NEW => btGhostPairCallback ================================= m_ghostPairCallback = new GhostPairCallback(); m_dynamicsWorld.GetBroadphase().GetOverlappingPairCache().SetInternalGhostPairCallback(m_ghostPairCallback); // Needed once to enable ghost objects inside Bullet // NEW => btGhostObject ======================================= m_ghostObject = new GhostObject(); CollisionShape shape = new BoxShape(new IndexedVector3(5f)); // As far as I know only the world aabb of the shape will be used (i.e. a box always parallel to the x,y,z axis of variable size) m_collisionShapes.Add(shape); m_ghostObject.SetCollisionShape(shape); m_ghostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE); // We can choose to make it "solid" if we want... m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger); //m_ghostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,-15))); IndexedMatrix im = IndexedMatrix.CreateFromQuaternion(quatDeg45Y); im._origin = new IndexedVector3(0, 5, -15); m_ghostObject.SetWorldTransform(im); // NEW => btPairCachingGhostObject ============================ m_pairCachingGhostObject = new PairCachingGhostObject(); shape = new ConeShape(7.0f, 14.0f); m_collisionShapes.Add(shape); m_pairCachingGhostObject.SetCollisionShape(shape); m_pairCachingGhostObject.SetCollisionFlags(CollisionFlags.CF_NO_CONTACT_RESPONSE); // We can choose to make it "solid" if we want... m_dynamicsWorld.AddCollisionObject(m_pairCachingGhostObject, CollisionFilterGroups.SensorTrigger, CollisionFilterGroups.AllFilter & ~CollisionFilterGroups.SensorTrigger); //m_pairCachingGhostObject.setWorldTransform(btTransform(btQuaternion::getIdentity(),btVector3(0,5,15))); im._origin = new IndexedVector3(0, 7, 15); m_pairCachingGhostObject.SetWorldTransform(im); //============================================================= ///create a few basic rigid bodies CollisionShape groundShape = new BoxShape(new IndexedVector3(50)); m_collisionShapes.Add(groundShape); IndexedMatrix groundTransform = IndexedMatrix.Identity; groundTransform._origin = new IndexedVector3(0, -50, 0); float mass = 0.0f; LocalCreateRigidBody(mass, groundTransform, groundShape); // spawn some cubes (code pasted from appBasicDemo...) if(true) { //create a few dynamic rigidbodies CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING)); //btCollisionShape* colShape = new btSphereShape(btScalar(1.)); //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f)); m_collisionShapes.Add(colShape); /// Create Dynamic Objects IndexedMatrix startTransform = IndexedMatrix.Identity; mass = 1f; //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = mass != 0f; IndexedVector3 localInertia = IndexedVector3.Zero; if (isDynamic) { colShape.CalculateLocalInertia(mass, out localInertia); } float start_x = START_POS_X - ARRAY_SIZE_X / 2; float start_y = START_POS_Y; float start_z = START_POS_Z - ARRAY_SIZE_Z / 2; for (int k = 0; k < ARRAY_SIZE_Y; k++) { for (int i = 0; i < ARRAY_SIZE_X; i++) { for (int j = 0; j < ARRAY_SIZE_Z; j++) { startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects DefaultMotionState myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia); RigidBody body = new RigidBody(rbInfo); //body.setContactProcessingThreshold(colShape.getContactBreakingThreshold()); body.SetActivationState(ActivationState.ISLAND_SLEEPING); m_dynamicsWorld.AddRigidBody(body); body.SetActivationState(ActivationState.ISLAND_SLEEPING); body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j)); } } } } ClientResetScene(); }
// Portable static method: prerequisite call: m_dynamicsWorld.getBroadphase().getOverlappingPairCache().setInternalGhostPairCallback(new btGhostPairCallback()); public static void GetCollidingObjectsInsidePairCachingGhostObject(DiscreteDynamicsWorld m_dynamicsWorld, PairCachingGhostObject m_pairCachingGhostObject, ObjectArray<CollisionObject> collisionArrayOut) { bool addOnlyObjectsWithNegativeDistance = true; // With "false" things don't change much, and the code is a bit faster and cleaner... collisionArrayOut.Resize(0); if (m_pairCachingGhostObject == null || m_dynamicsWorld == null) return; //#define USE_PLAIN_COLLISION_WORLD // We dispatch all collision pairs of the ghost object every step (slow) #if USE_PLAIN_COLLISION_WORLD //====================================================================================================== // I thought this line was no longer needed, but it seems to be necessary (and I believe it's an expensive call): m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(m_pairCachingGhostObject.getOverlappingPairCache(), m_dynamicsWorld.getDispatchInfo(), m_dynamicsWorld.getDispatcher()); // Maybe the call can be automatically triggered by some other Bullet call (I'm almost sure I could comment it out in another demo I made long ago...) // So by now the general rule is: in real projects, simply comment it out and see if it works! //====================================================================================================== // UPDATE: in dynamic worlds, the line above can be commented out and the broadphase pair can be retrieved through the call to findPair(...) below. // In collision worlds probably the above line is needed only if collision detection for all the bodies hasn't been made... This is something // I'm still not sure of... the general rule is to try to comment out the line above and try to use findPair(...) and see if it works whenever possible.... //====================================================================================================== #endif //USE_PLAIN_COLLISION_WORLD ObjectArray<BroadphasePair> collisionPairs = m_pairCachingGhostObject.GetOverlappingPairCache().GetOverlappingPairArray(); int numObjects = collisionPairs.Count; PersistentManifoldArray m_manifoldArray = new PersistentManifoldArray(); bool added; for (int i = 0; i < numObjects; i++) { m_manifoldArray.Resize(0); #if USE_PLAIN_COLLISION_WORLD const btBroadphasePair& collisionPair = collisionPairs[i]; if (collisionPair.m_algorithm) collisionPair.m_algorithm.getAllContactManifolds(m_manifoldArray); else { // THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above... printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n"); } #else // USE_PLAIN_COLLISION_WORLD BroadphasePair cPair = collisionPairs[i]; //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache: BroadphasePair collisionPair = m_dynamicsWorld.GetPairCache().FindPair(cPair.m_pProxy0, cPair.m_pProxy1); if (collisionPair == null) { continue; } if (collisionPair.m_algorithm != null) { collisionPair.m_algorithm.GetAllContactManifolds(m_manifoldArray); } else { // THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above... //printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n"); } #endif //USE_PLAIN_COLLISION_WORLD added = false; for (int j = 0; j < m_manifoldArray.Count; j++) { PersistentManifold manifold = m_manifoldArray[j]; // Here we are in the narrowphase, but can happen that manifold.getNumContacts()==0: if (addOnlyObjectsWithNegativeDistance) { for (int p = 0, numContacts = manifold.GetNumContacts(); p < numContacts; p++) { ManifoldPoint pt = manifold.GetContactPoint(p); if (pt.GetDistance() < 0.0) { // How can I be sure that the colObjs are all distinct ? I use the "added" flag. collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0())); added = true; break; } } if (added) { break; } } else if (manifold.GetNumContacts() > 0) { collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0())); break; } } } }