示例#1
0
        public override void ConvexDecompResult(ConvexResult result)
        {
            TriangleMesh trimesh = new TriangleMesh();

            demo.trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6.0f, 6.0f, 6.0f);

            if (output == null)
            {
                return;
            }

            output.WriteLine("## Hull Piece {0} with {1} vertices and {2} triangles.", mHullCount, result.mHullVertices.Length, result.mHullIndices.Length / 3);

            output.WriteLine("usemtl Material{0}", mBaseCount);
            output.WriteLine("o Object{0}", mBaseCount);

            foreach (Vector3 p in result.mHullVertices)
            {
                output.WriteLine(string.Format(floatFormat, "v {0:F9} {1:F9} {2:F9}", p.X, p.Y, p.Z));
            }

            //calc centroid, to shift vertices around center of mass
            demo.centroid = Vector3.Zero;

            AlignedVector3Array vertices = new AlignedVector3Array();

            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    demo.centroid += vertex * localScaling;
                }
            }

            demo.centroid /= (float)result.mHullVertices.Length;

            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    vertices.Add(vertex * localScaling - demo.centroid);
                }
            }

            if (true)
            {
                int[] src = result.mHullIndices;
                for (int i = 0; i < src.Length; i += 3)
                {
                    int index0 = src[i];
                    int index1 = src[i + 1];
                    int index2 = src[i + 2];


                    Vector3 vertex0 = result.mHullVertices[index0] * localScaling - demo.centroid;
                    Vector3 vertex1 = result.mHullVertices[index1] * localScaling - demo.centroid;
                    Vector3 vertex2 = result.mHullVertices[index2] * localScaling - demo.centroid;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);

                    index0 += mBaseCount;
                    index1 += mBaseCount;
                    index2 += mBaseCount;

                    output.WriteLine("f {0} {1} {2}", index0 + 1, index1 + 1, index2 + 1);
                }
            }

            //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here:
            //#define SHRINK_OBJECT_INWARDS 1
#if SHRINK_OBJECT_INWARDS
            float collisionMargin = 0.01f;

            btAlignedObjectArray <btVector3> planeEquations;
            btGeometryUtil::getPlaneEquationsFromVertices(vertices, planeEquations);

            btAlignedObjectArray <btVector3> shiftedPlaneEquations;
            for (int p = 0; p < planeEquations.size(); p++)
            {
                btVector3 plane = planeEquations[p];
                plane[3] += collisionMargin;
                shiftedPlaneEquations.push_back(plane);
            }
            btAlignedObjectArray <btVector3> shiftedVertices;
            btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations, shiftedVertices);


            btConvexHullShape *convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()), shiftedVertices.size());
#else //SHRINK_OBJECT_INWARDS
            ConvexHullShape convexShape = new ConvexHullShape(vertices);
#endif

            if (demo.sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            convexShape.Margin = 0.01f;
            convexShapes.Add(convexShape);
            convexCentroids.Add(demo.centroid);
            demo.CollisionShapes.Add(convexShape);
            mBaseCount += result.mHullVertices.Length; // advance the 'base index' counter.
        }
        public override void ConvexDecompResult(ConvexResult result)
        {
            TriangleMesh trimesh = new TriangleMesh();
            demo.trimeshes.Add(trimesh);

            Vector3 localScaling = new Vector3(6.0f, 6.0f, 6.0f);

            if (output == null)
                return;

            output.WriteLine("## Hull Piece {0} with {1} vertices and {2} triangles.", mHullCount, result.mHullVertices.Length, result.mHullIndices.Length / 3);

            output.WriteLine("usemtl Material{0}", mBaseCount);
            output.WriteLine("o Object{0}", mBaseCount);

            foreach (Vector3 p in result.mHullVertices)
            {
                output.WriteLine(string.Format(floatFormat, "v {0:F9} {1:F9} {2:F9}", p.X, p.Y, p.Z));
            }

            //calc centroid, to shift vertices around center of mass
            demo.centroid = Vector3.Zero;

            AlignedVector3Array vertices = new AlignedVector3Array();
            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    demo.centroid += vertex * localScaling;
                }
            }

            demo.centroid /= (float)result.mHullVertices.Length;

            if (true)
            {
                foreach (Vector3 vertex in result.mHullVertices)
                {
                    vertices.Add(vertex * localScaling - demo.centroid);
                }
            }

            if (true)
            {
                int[] src = result.mHullIndices;
                for (int i = 0; i < src.Length; i += 3)
                {
                    int index0 = src[i];
                    int index1 = src[i + 1];
                    int index2 = src[i + 2];

                    Vector3 vertex0 = result.mHullVertices[index0] * localScaling - demo.centroid;
                    Vector3 vertex1 = result.mHullVertices[index1] * localScaling - demo.centroid;
                    Vector3 vertex2 = result.mHullVertices[index2] * localScaling - demo.centroid;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);

                    index0 += mBaseCount;
                    index1 += mBaseCount;
                    index2 += mBaseCount;

                    output.WriteLine("f {0} {1} {2}", index0 + 1, index1 + 1, index2 + 1);
                }
            }

            //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here:
            //#define SHRINK_OBJECT_INWARDS 1
            #if SHRINK_OBJECT_INWARDS

            float collisionMargin = 0.01f;

            btAlignedObjectArray<btVector3> planeEquations;
            btGeometryUtil::getPlaneEquationsFromVertices(vertices,planeEquations);

            btAlignedObjectArray<btVector3> shiftedPlaneEquations;
            for (int p=0;p<planeEquations.size();p++)
            {
                btVector3 plane = planeEquations[p];
                plane[3] += collisionMargin;
                shiftedPlaneEquations.push_back(plane);
            }
            btAlignedObjectArray<btVector3> shiftedVertices;
            btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations,shiftedVertices);

            btConvexHullShape* convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()),shiftedVertices.size());

            #else //SHRINK_OBJECT_INWARDS

            ConvexHullShape convexShape = new ConvexHullShape(vertices);
            #endif

            if (demo.sEnableSAT)
            {
                convexShape.InitializePolyhedralFeatures();
            }
            convexShape.Margin = 0.01f;
            convexShapes.Add(convexShape);
            convexCentroids.Add(demo.centroid);
            demo.CollisionShapes.Add(convexShape);
            mBaseCount += result.mHullVertices.Length; // advance the 'base index' counter.
        }
示例#3
0
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            WavefrontObj wo     = new WavefrontObj();
            int          tcount = wo.LoadObj("data/file.obj");

            if (tcount > 0)
            {
                TriangleMesh trimesh = new TriangleMesh();
                trimeshes.Add(trimesh);

                Vector3        localScaling = new Vector3(6, 6, 6);
                List <int>     indices      = wo.Indices;
                List <Vector3> vertices     = wo.Vertices;

                int i;
                for (i = 0; i < tcount; i++)
                {
                    int index0 = indices[i * 3];
                    int index1 = indices[i * 3 + 1];
                    int index2 = indices[i * 3 + 2];

                    Vector3 vertex0 = vertices[index0] * localScaling;
                    Vector3 vertex1 = vertices[index1] * localScaling;
                    Vector3 vertex2 = vertices[index2] * localScaling;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);
                }

                ConvexShape tmpConvexShape = new ConvexTriangleMeshShape(trimesh);

                //create a hull approximation
                ShapeHull hull   = new ShapeHull(tmpConvexShape);
                float     margin = tmpConvexShape.Margin;
                hull.BuildHull(margin);
                tmpConvexShape.UserObject = hull;

                ConvexHullShape convexShape = new ConvexHullShape();
                foreach (Vector3 v in hull.Vertices)
                {
                    convexShape.AddPoint(v);
                }

                if (sEnableSAT)
                {
                    convexShape.InitializePolyhedralFeatures();
                }
                tmpConvexShape.Dispose();
                //hull.Dispose();


                CollisionShapes.Add(convexShape);

                float mass = 1.0f;

                LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

                const bool     useQuantization = true;
                CollisionShape concaveShape    = new BvhTriangleMeshShape(trimesh, useQuantization);
                LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

                CollisionShapes.Add(concaveShape);


                // Bullet Convex Decomposition

                FileStream   outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
                StreamWriter writer     = new StreamWriter(outputFile);

                DecompDesc desc = new DecompDesc
                {
                    mVertices    = wo.Vertices.ToArray(),
                    mTcount      = tcount,
                    mIndices     = wo.Indices.ToArray(),
                    mDepth       = 5,
                    mCpercent    = 5,
                    mPpercent    = 15,
                    mMaxVertices = 16,
                    mSkinWidth   = 0.0f
                };

                MyConvexDecomposition convexDecomposition = new MyConvexDecomposition(writer, this);
                desc.mCallback = convexDecomposition;


                // HACD

                Hacd myHACD = new Hacd();
                myHACD.SetPoints(wo.Vertices);
                myHACD.SetTriangles(wo.Indices);
                myHACD.CompacityWeight = 0.1;
                myHACD.VolumeWeight    = 0.0;

                // HACD parameters
                // Recommended parameters: 2 100 0 0 0 0
                int          nClusters = 2;
                const double concavity = 100;
                //bool invert = false;
                const bool addExtraDistPoints      = false;
                const bool addNeighboursDistPoints = false;
                const bool addFacesPoints          = false;

                myHACD.NClusters               = nClusters;       // minimum number of clusters
                myHACD.VerticesPerConvexHull   = 100;             // max of 100 vertices per convex-hull
                myHACD.Concavity               = concavity;       // maximum concavity
                myHACD.AddExtraDistPoints      = addExtraDistPoints;
                myHACD.AddNeighboursDistPoints = addNeighboursDistPoints;
                myHACD.AddFacesPoints          = addFacesPoints;

                myHACD.Compute();
                nClusters = myHACD.NClusters;

                myHACD.Save("output.wrl", false);


                if (true)
                {
                    CompoundShape compound = new CompoundShape();
                    CollisionShapes.Add(compound);

                    Matrix trans = Matrix.Identity;

                    for (int c = 0; c < nClusters; c++)
                    {
                        //generate convex result
                        Vector3[] points;
                        int[]     triangles;
                        myHACD.GetCH(c, out points, out triangles);

                        ConvexResult r = new ConvexResult(points, triangles);
                        convexDecomposition.ConvexDecompResult(r);
                    }

                    for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
                    {
                        Vector3 centroid = convexDecomposition.convexCentroids[i];
                        trans = Matrix.Translation(centroid);
                        ConvexHullShape convexShape2 = convexDecomposition.convexShapes[i] as ConvexHullShape;
                        compound.AddChildShape(trans, convexShape2);

                        RigidBody body = LocalCreateRigidBody(1.0f, trans, convexShape2);
                    }

#if true
                    mass  = 10.0f;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    RigidBody body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = 6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = -6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
#endif
                }

                writer.Dispose();
                outputFile.Dispose();
            }
        }
        protected override void OnInitializePhysics()
        {
            ManifoldPoint.ContactAdded += MyContactCallback;

            SetupEmptyDynamicsWorld();

            WavefrontObj wo = new WavefrontObj();
            int tcount = wo.LoadObj("data/file.obj");
            if (tcount > 0)
            {
                TriangleMesh trimesh = new TriangleMesh();
                trimeshes.Add(trimesh);

                Vector3 localScaling = new Vector3(6, 6, 6);
                List<int> indices = wo.Indices;
                List<Vector3> vertices = wo.Vertices;

                int i;
                for (i = 0; i < tcount; i++)
                {
                    int index0 = indices[i * 3];
                    int index1 = indices[i * 3 + 1];
                    int index2 = indices[i * 3 + 2];

                    Vector3 vertex0 = vertices[index0] * localScaling;
                    Vector3 vertex1 = vertices[index1] * localScaling;
                    Vector3 vertex2 = vertices[index2] * localScaling;

                    trimesh.AddTriangle(vertex0, vertex1, vertex2);
                }

                ConvexShape tmpConvexShape = new ConvexTriangleMeshShape(trimesh);

                //create a hull approximation
                ShapeHull hull = new ShapeHull(tmpConvexShape);
                float margin = tmpConvexShape.Margin;
                hull.BuildHull(margin);
                tmpConvexShape.UserObject = hull;

                ConvexHullShape convexShape = new ConvexHullShape();
                foreach (Vector3 v in hull.Vertices)
                {
                    convexShape.AddPoint(v);
                }

                if (sEnableSAT)
                {
                    convexShape.InitializePolyhedralFeatures();
                }
                tmpConvexShape.Dispose();
                //hull.Dispose();

                CollisionShapes.Add(convexShape);

                float mass = 1.0f;

                LocalCreateRigidBody(mass, Matrix.Translation(0, 2, 14), convexShape);

                const bool useQuantization = true;
                CollisionShape concaveShape = new BvhTriangleMeshShape(trimesh, useQuantization);
                LocalCreateRigidBody(0, Matrix.Translation(convexDecompositionObjectOffset), concaveShape);

                CollisionShapes.Add(concaveShape);

                // Bullet Convex Decomposition

                FileStream outputFile = new FileStream("file_convex.obj", FileMode.Create, FileAccess.Write);
                StreamWriter writer = new StreamWriter(outputFile);

                DecompDesc desc = new DecompDesc
                {
                    mVertices = wo.Vertices.ToArray(),
                    mTcount = tcount,
                    mIndices = wo.Indices.ToArray(),
                    mDepth = 5,
                    mCpercent = 5,
                    mPpercent = 15,
                    mMaxVertices = 16,
                    mSkinWidth = 0.0f
                };

                MyConvexDecomposition convexDecomposition = new MyConvexDecomposition(writer, this);
                desc.mCallback = convexDecomposition;

                // HACD

                Hacd myHACD = new Hacd();
                myHACD.SetPoints(wo.Vertices);
                myHACD.SetTriangles(wo.Indices);
                myHACD.CompacityWeight = 0.1;
                myHACD.VolumeWeight = 0.0;

                // HACD parameters
                // Recommended parameters: 2 100 0 0 0 0
                int nClusters = 2;
                const double concavity = 100;
                //bool invert = false;
                const bool addExtraDistPoints = false;
                const bool addNeighboursDistPoints = false;
                const bool addFacesPoints = false;

                myHACD.NClusters = nClusters;                     // minimum number of clusters
                myHACD.VerticesPerConvexHull = 100;               // max of 100 vertices per convex-hull
                myHACD.Concavity = concavity;                     // maximum concavity
                myHACD.AddExtraDistPoints = addExtraDistPoints;
                myHACD.AddNeighboursDistPoints = addNeighboursDistPoints;
                myHACD.AddFacesPoints = addFacesPoints;

                myHACD.Compute();
                nClusters = myHACD.NClusters;

                myHACD.Save("output.wrl", false);

                if (true)
                {
                    CompoundShape compound = new CompoundShape();
                    CollisionShapes.Add(compound);

                    Matrix trans = Matrix.Identity;

                    for (int c = 0; c < nClusters; c++)
                    {
                        //generate convex result
                        Vector3[] points;
                        int[] triangles;
                        myHACD.GetCH(c, out points, out triangles);

                        ConvexResult r = new ConvexResult(points, triangles);
                        convexDecomposition.ConvexDecompResult(r);
                    }

                    for (i = 0; i < convexDecomposition.convexShapes.Count; i++)
                    {
                        Vector3 centroid = convexDecomposition.convexCentroids[i];
                        trans = Matrix.Translation(centroid);
                        ConvexHullShape convexShape2 = convexDecomposition.convexShapes[i] as ConvexHullShape;
                        compound.AddChildShape(trans, convexShape2);

                        RigidBody body = LocalCreateRigidBody(1.0f, trans, convexShape2);
                    }

            #if true
                    mass = 10.0f;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    RigidBody body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = 6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;

                    convexDecompositionObjectOffset.Z = -6;
                    trans = Matrix.Translation(-convexDecompositionObjectOffset);
                    body2 = LocalCreateRigidBody(mass, trans, compound);
                    body2.CollisionFlags |= CollisionFlags.CustomMaterialCallback;
            #endif
                }

                writer.Dispose();
                outputFile.Dispose();
            }
        }
 public abstract void ConvexDecompResult(ConvexResult result);
 public ConvexResult(ConvexResult r)
 {
     mHullVertices = (Vector3[])r.mHullVertices.Clone();
     mHullIndices = (int[])r.mHullIndices.Clone();
 }
示例#7
0
 public abstract void ConvexDecompResult(ConvexResult result);
示例#8
0
 public ConvexResult(ConvexResult r)
 {
     mHullVertices = (Vector3[])r.mHullVertices.Clone();
     mHullIndices  = (int[])r.mHullIndices.Clone();
 }