ShatterEffect(NewtonWorld* const world, NewtonMesh* const mesh, int interiorMaterial)
		:dList<ShatterAtom>(), m_world (world)
	{
		// first we populate the bounding Box area with few random point to get some interior subdivisions.
		// the subdivision are local to the point placement, by placing these points visual ally with a 3d tool
		// and have precise control of how the debris are created.
		// the number of pieces is equal to the number of point inside the Mesh plus the number of point on the mesh 
		dVector size;
		dMatrix matrix(GetIdentityMatrix()); 
		NewtonMeshCalculateOOBB(mesh, &matrix[0][0], &size.m_x, &size.m_y, &size.m_z);

		// pepper the inside of the BBox box of the mesh with random points
		int count = 0;
		dVector points[NUMBER_OF_ITERNAL_PARTS + 1];
		while (count < NUMBER_OF_ITERNAL_PARTS) {			
			dFloat x = RandomVariable(size.m_x);
			dFloat y = RandomVariable(size.m_y);
			dFloat z = RandomVariable(size.m_z);
			if ((x <= size.m_x) && (x >= -size.m_x) && (y <= size.m_y) && (y >= -size.m_y) && (z <= size.m_z) && (z >= -size.m_z)){
				points[count] = dVector (x, y, z);
				count ++;
			}
		} 

		// create a texture matrix, for applying the material's UV to all internal faces
		dMatrix textureMatrix (GetIdentityMatrix());
		textureMatrix[0][0] = 1.0f / size.m_x;
		textureMatrix[1][1] = 1.0f / size.m_y;

		// now we call create we decompose the mesh into several convex pieces 
		NewtonMesh* const debriMeshPieces = NewtonMeshVoronoiDecomposition (mesh, count, sizeof (dVector), &points[0].m_x, interiorMaterial, &textureMatrix[0][0]);


		// Get the volume of the original mesh
		NewtonCollision* const collision = NewtonCreateConvexHullFromMesh (m_world, mesh, 0.0f, 0);
		dFloat volume = NewtonConvexCollisionCalculateVolume (collision);
		NewtonReleaseCollision(m_world, collision);

		// now we iterate over each pieces and for each one we create a visual entity and a rigid body
		NewtonMesh* nextDebri;
		for (NewtonMesh* debri = NewtonMeshCreateFirstLayer (debriMeshPieces); debri; debri = nextDebri) {
			nextDebri = NewtonMeshCreateNextLayer (debriMeshPieces, debri); 

			NewtonCollision* const collision = NewtonCreateConvexHullFromMesh (m_world, debri, 0.0f, 0);
			if (collision) {
				ShatterAtom& atom = Append()->GetInfo();
				atom.m_mesh = new DemoMesh(debri);
				atom.m_collision = collision;
				NewtonConvexCollisionCalculateInertialMatrix (atom.m_collision, &atom.m_momentOfInirtia[0], &atom.m_centerOfMass[0]);	
				dFloat debriVolume = NewtonConvexCollisionCalculateVolume (atom.m_collision);
				atom.m_massFraction = debriVolume / volume;
			}
			NewtonMeshDestroy(debri);
		}

		NewtonMeshDestroy(debriMeshPieces);
	}
DemoEntity::DemoEntity(DemoEntityManager& world, const dScene* scene, dScene::dTreeNode* rootSceneNode, dTree<DemoMesh*, dScene::dTreeNode*>& 	 	meshCache, DemoEntityManager::EntityDictionary& entityDictionary, DemoEntity* parent)
	:dClassInfo()
	,dHierarchy<DemoEntity>() 
	,m_matrix(GetIdentityMatrix()) 
	,m_curPosition (0.0f, 0.0f, 0.0f, 1.0f)
	,m_nextPosition (0.0f, 0.0f, 0.0f, 1.0f)
	,m_curRotation (1.0f, 0.0f, 0.0f, 0.0f)
	,m_nextRotation (1.0f, 0.0f, 0.0f, 0.0f)
	,m_lock (0)
	,m_mesh (NULL)
{
	// add this entity to the dictionary
	entityDictionary.Insert(this, rootSceneNode);

	// if this is a child mesh set it as child of th entity
	dMatrix parentMatrix (GetIdentityMatrix());
	if (parent) {
		Attach (parent);

		dScene::dTreeNode* parentNode = scene->FindParentByType(rootSceneNode, dSceneNodeInfo::GetRttiType());
		dSceneNodeInfo* parentInfo = (dSceneNodeInfo*) parentNode;
		parentMatrix = parentInfo->GetTransform();
	}

	dSceneNodeInfo* info = (dSceneNodeInfo*) scene->GetInfoFromNode (rootSceneNode);
//	SetMatrix(info->GetTransform() * parentMatrix.Inverse4x4());
	dMatrix matrix (info->GetTransform() * parentMatrix.Inverse4x4());
	dQuaternion rot (matrix);

	// set the matrix twice in oder to get cur and next position
	SetMatrix(world, rot, matrix.m_posit);
	SetMatrix(world, rot, matrix.m_posit);


	// if this node has a mesh, find it and attach it to this entity
	dScene::dTreeNode* meshNode = scene->FindChildByType(rootSceneNode, dMeshNodeInfo::GetRttiType());
	if (meshNode) {
		DemoMesh* mesh = meshCache.Find(meshNode)->GetInfo();
		SetMesh(mesh);
	}

	// add all of the children nodes as child nodes
	for (void* child = scene->GetFirstChild(rootSceneNode); child; child = scene->GetNextChild (rootSceneNode, child)) {
		dScene::dTreeNode* node = scene->GetNodeFromLink(child);
		dNodeInfo* info = scene->GetInfoFromNode(node);
		if (info->GetTypeId() == dSceneNodeInfo::GetRttiType()) {
			new DemoEntity (world, scene, node, meshCache, entityDictionary, this);
		}
	}
}
long NewtonDemos::onLoad(FXObject* sender, FXSelector id, void* eventPtr)
{
	BEGIN_MENU_OPTION();

	const FXchar patterns[]="Newton Dynamics Files (*.ngd)";
	FXFileDialog open(this,"Load Newton Dynamics scene");
	open.setPatternList(patterns);
	open.setDirectory ("../../../media");
	if(open.execute()){

		m_scene->Cleanup();

		// load the scene from a ngd file format
		m_scene->makeCurrent();
		m_scene->LoadScene (open.getFilename().text());
		m_scene->makeNonCurrent();

		// add a sky box to the scene, make the first object
		m_scene->Addtop (new SkyBox());

		// place camera into position
		dMatrix camMatrix (GetIdentityMatrix());
		//		camMatrix.m_posit = dVector (-40.0f, 10.0f, 0.0f, 0.0f);
		camMatrix = dYawMatrix(-0.0f * 3.1416f / 180.0f);
		camMatrix.m_posit = dVector (-5.0f, 1.0f, -0.0f, 0.0f);
		m_scene->SetCameraMatrix(camMatrix, camMatrix.m_posit);

		RestoreSettings ();
	}


	m_scene->ResetTimer();
	END_MENU_OPTION();
	return 1;
}
Beispiel #4
0
 XXXX ()
 {
    dMatrix s;
    dFloat m = 2.0f;
    for (int i = 0; i < 3; i ++)
    {
       for (int j = 0; j < 3; j ++)
       {
          s[i][j] = m;
          m += (i + 1) + j;
       }
    }
    s.m_posit = dVector (1, 2, 3, 1);
    dMatrix matrix;
    dVector scale;
    dMatrix stretch;
    s.PolarDecomposition (matrix, scale, stretch);
    dMatrix s1 (matrix, scale, stretch);
    dMatrix xxx (dPitchMatrix (30.0f * 3.14159f / 180.0f) * dRollMatrix (30.0f * 3.14159f / 180.0f));
    dMatrix xxxx (GetIdentityMatrix());
    xxx[0] = xxx[0].Scale (-1.0f);
    dFloat mmm = (xxx[0] * xxx[1]) % xxx[2];
    xxxx[0][0] = 3.0f;
    xxxx[1][1] = 3.0f;
    xxxx[2][2] = 4.0f;
    dMatrix xxx2 (xxx * xxxx);
    mmm = (xxx2[0] * xxx2[1]) % xxx2[2];
    xxx2.PolarDecomposition (matrix, scale, stretch);
    s1 = dMatrix (matrix, scale, stretch);
    s1 = dMatrix (matrix, scale, stretch);
 }
void CustomDryRollingFriction::GetInfo (NewtonJointRecord* info) const
{
	strcpy (info->m_descriptionType, "dryRollingFriction");

	info->m_attachBody_0 = m_body0;
	info->m_attachBody_1 = m_body1;

	info->m_minLinearDof[0] = -1.0e10f;
	info->m_maxLinearDof[0] = 1.0e10f;

	info->m_minLinearDof[1] = -1.0e10f;
	info->m_maxLinearDof[1] = 1.0e10f;

	info->m_minLinearDof[2] = -1.0e10f;
	info->m_maxLinearDof[2] = 1.0e10f;

	info->m_minAngularDof[0] = -1.0e10f;
	info->m_maxAngularDof[0] =  1.0e10f;

	info->m_minAngularDof[1] = -1.0e10f;;
	info->m_maxAngularDof[1] =  1.0e10f;

	info->m_minAngularDof[2] = -1.0e10f;;
	info->m_maxAngularDof[2] =  1.0e10f;

	dMatrix matrix (GetIdentityMatrix());
	memcpy (info->m_attachmenMatrix_0, &matrix[0][0], sizeof (dMatrix));

	// note this is not a bug
	memcpy (info->m_attachmenMatrix_1, &matrix[0][0], sizeof (dMatrix));
}
Beispiel #6
0
NewtonCollision* CreateNewtonConvex (NewtonWorld* world, Entity *ent, int shapeId)
{
	dVector minBox;
	dVector maxBox;
	NewtonCollision* collision;
	dVector* tmpArray = new dVector [ent->m_vertexCount];
 
	// Get the Bounding Box for this entity
	ent->GetBBox (minBox, maxBox);
 
	dVector size (maxBox - minBox);
	dVector origin ((maxBox + minBox).Scale (0.5f));
	size.m_w = 1.0f;
	origin.m_w = 1.0f;
 
	// Translate al the points to the origin point
	for (int i = 0; i < ent->m_vertexCount; i ++) {
		dVector tmp (ent->m_vertex[i * 3 + 0], ent->m_vertex[i * 3 + 1], ent->m_vertex[i * 3 + 2], 0.0f);
		tmpArray[i] = tmp - origin;
	}
 
	// make and offset Matrix for this collision shape.
	dMatrix offset (GetIdentityMatrix());
	offset.m_posit = origin;
 
	// now create a convex hull shape from the vertex geometry 
	collision = NewtonCreateConvexHull(world, ent->m_vertexCount, &tmpArray[0][0], sizeof (dVector), 0.1f, shapeId, &offset[0][0]);
 
	delete tmpArray;
 
	return collision;
}
Beispiel #7
0
void dMeshNodeInfo::BakeTransform (const dMatrix& transform)
{
	dVector scale; 
	dMatrix stretchMatrix;

//	dMatrix matrix (m_matrix * transform);
//	matrix.PolarDecomposition (m_matrix, scale, stretchMatrix);
//	matrix = dMatrix (GetIdentityMatrix(), scale, stretchMatrix);

	dMatrix tmp (m_matrix);
	dMatrix matrix (transform.Inverse4x4() * m_matrix * transform);
	matrix.PolarDecomposition (m_matrix, scale, stretchMatrix);
	matrix = transform * dMatrix (GetIdentityMatrix(), scale, stretchMatrix);

	int pointCount = NewtonMeshGetPointCount (m_mesh); 
	int pointStride = NewtonMeshGetPointStrideInByte (m_mesh) / sizeof (dFloat);
	dFloat* const points = NewtonMeshGetPointArray (m_mesh); 
	matrix.TransformTriplex(points, pointStride * sizeof (dFloat), points, pointStride * sizeof (dFloat), pointCount);


	dFloat* const normals = NewtonMeshGetNormalArray(m_mesh); 
	dMatrix rotation (matrix.Inverse4x4().Transpose() * matrix);
	rotation.m_posit = dVector (0.0f, 0.0f, 0.0f, 1.0f);
	rotation.TransformTriplex(normals, pointStride * sizeof (dFloat), normals, pointStride * sizeof (dFloat), pointCount);

	int vertexCount = NewtonMeshGetVertexCount (m_mesh); 
	int vertexStride = NewtonMeshGetVertexStrideInByte (m_mesh) / sizeof (dFloat);
	dFloat* const vertex = NewtonMeshGetVertexArray (m_mesh); 
	matrix.TransformTriplex(vertex, vertexStride * sizeof (dFloat), vertex, vertexStride * sizeof (dFloat), vertexCount);
}
Beispiel #8
0
void GetTranslationMatrix(M4* result, V3 p)
{
	GetIdentityMatrix(result);
	result->data[12] = p.x;
	result->data[13] = p.y;
	result->data[14] = p.z;
}
CustomUniversal::CustomUniversal(const dMatrix& pinsAndPivoFrame, NewtonBody* child, NewtonBody* parent)
	:NewtonCustomJoint(6, child, parent)
{
	dMatrix matrix0;

	m_limit_0_On = true;
	m_angularMotor_0_On = false;
	m_angularDamp_0 = 0.5f;
	m_angularAccel_0 = -4.0f;
	m_minAngle_0 = -45.0f * 3.141592f / 180.0f;
	m_maxAngle_0 =  45.0f * 3.141592f / 180.0f;

	m_limit_1_On = true;
	m_angularMotor_1_On = false; 
	m_angularDamp_1 = 0.3f;
	m_angularAccel_1 = -4.0f;
	m_minAngle_1 = -45.0f * 3.141592f / 180.0f;
	m_maxAngle_1 =  45.0f * 3.141592f / 180.0f;


	// Get the global matrices of each rigid body.
	NewtonBodyGetMatrix(m_body0, &matrix0[0][0]);

	dMatrix matrix1 (GetIdentityMatrix());
	if (m_body1) {
		NewtonBodyGetMatrix(m_body1, &matrix1[0][0]);
	}

	// calculate the relative matrix of the pin and pivot on each body
 	m_localMatrix0 = pinsAndPivoFrame * matrix0.Inverse();
	m_localMatrix1 = pinsAndPivoFrame * matrix1.Inverse();
}
dMatrix DemoEntity::CalculateGlobalMatrix (const DemoEntity* const root) const
{
	dMatrix matrix (GetIdentityMatrix());
	for (const DemoEntity* ptr = this; ptr != root; ptr = ptr->GetParent()) {
		matrix = matrix * GetCurrentMatrix ();
	}
	return matrix;
}
static void LoadDestructionCutterMesh (const NewtonWorld* world)
{
	GLuint tex;
	dFloat width; 
	dFloat breadth; 

	dMatrix plane (GetIdentityMatrix());
	dMatrix texMatrix (GetIdentityMatrix());

	width = 10.0f;
	breadth = 10.0f;

	tex = LoadTexture ("destructionDetail.tga");
	texMatrix[1][1] = 4.0f /breadth;
	texMatrix[2][2] = 4.0f /breadth;
	meshClipper = NewtonMeshCreatePlane (world, &plane[0][0], width, breadth, tex, &texMatrix[0][0], &texMatrix[0][0]);
}
Beispiel #12
0
void GetRotationMatrix(M4* result, V3 r)
{
	M4 x;
	M4 y;
	M4 zy;
	M4 z;

	GetIdentityMatrix(result);
	GetIdentityMatrix(&x);
	GetIdentityMatrix(&y);
	GetIdentityMatrix(&z);

	RotateX(&x, r.x);
	RotateY(&y, r.y);

	MatrixMult(&zy, z, y);
	MatrixMult(result, x, zy);
}
static void AddShatterEntity (DemoEntityManager* const scene, DemoMesh* const visualMesh, NewtonCollision* const collision, const ShatterEffect& shatterEffect, dVector location)
{
	dQuaternion rotation;
	SimpleShatterEffectEntity* const entity = new SimpleShatterEffectEntity (visualMesh, shatterEffect);
	entity->SetMatrix(*scene, rotation, location);
	entity->InterpolateMatrix (*scene, 1.0f);
	scene->Append(entity);

	dVector origin;
	dVector inertia;
	NewtonConvexCollisionCalculateInertialMatrix (collision, &inertia[0], &origin[0]);	

float mass = 10.0f;
int materialId = 0;

	dFloat Ixx = mass * inertia[0];
	dFloat Iyy = mass * inertia[1];
	dFloat Izz = mass * inertia[2];

	//create the rigid body
	dMatrix matrix (GetIdentityMatrix());
	matrix.m_posit = location;

	NewtonWorld* const world = scene->GetNewton();
	NewtonBody* const rigidBody = NewtonCreateBody (world, collision, &matrix[0][0]);


	entity->m_myBody = rigidBody;
	entity->m_myweight = dAbs (mass * DEMO_GRAVITY);

	// set the correct center of gravity for this body
	NewtonBodySetCentreOfMass (rigidBody, &origin[0]);

	// set the mass matrix
	NewtonBodySetMassMatrix (rigidBody, mass, Ixx, Iyy, Izz);

	// activate 
	//	NewtonBodyCoriolisForcesMode (blockBoxBody, 1);

	// save the pointer to the graphic object with the body.
	NewtonBodySetUserData (rigidBody, entity);

	// assign the wood id
	NewtonBodySetMaterialGroupID (rigidBody, materialId);

	//  set continue collision mode
	//	NewtonBodySetContinuousCollisionMode (rigidBody, continueCollisionMode);

	// set a destructor for this rigid body
	NewtonBodySetDestructorCallback (rigidBody, PhysicsBodyDestructor);

	// set the transform call back function
	NewtonBodySetTransformCallback (rigidBody, DemoEntity::SetTransformCallback);

	// set the force and torque call back function
	NewtonBodySetForceAndTorqueCallback (rigidBody, PhysicsApplyGravityForce);
}
Beispiel #14
0
dBone::dBone(dBone* parent)
	:dHierarchy<dBone>(), m_localMatrix(GetIdentityMatrix())
{
	if (parent) {
		Attach (parent);
	}

	m_boneID = -1;
}
Beispiel #15
0
dBone::dBone(dBone* parent)
	:dClassInfo(), dHierarchy<dBone>(), m_localMatrix(GetIdentityMatrix())
{
	if (parent) {
		Attach (parent);
	}

	m_boneID = -1;
	SetType (m_sceneNode);
}
Beispiel #16
0
void ShowMousePicking (const dVector& p0, const dVector& p1)
{

	dFloat radius = 0.25f;
	// set the color of the cube's surface
	GLfloat cubeColor[] = { 1.0f, 1.0f, 1.0f, 1.0 };
	glMaterialfv(GL_FRONT, GL_SPECULAR, cubeColor);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cubeColor);
	glMaterialf(GL_FRONT, GL_SHININESS, 50.0);


	// set up the cube's texture
	glDisable(GL_TEXTURE_2D);


	GLUquadricObj *pObj;
	glPushMatrix();
	dMatrix matrix (GetIdentityMatrix());
	matrix.m_posit = p0;
	glMultMatrix(&matrix[0][0]);
	
	// Get a new Quadric off the stack
	pObj = gluNewQuadric();				
	gluQuadricTexture(pObj, true);						
	gluSphere(pObj, radius, 10, 10);					
	glPopMatrix();

	glPushMatrix();
	matrix.m_posit = p1;
	glMultMatrix(&matrix[0][0]);
	gluSphere(pObj, radius, 10, 10);					
	gluDeleteQuadric(pObj);	
	glPopMatrix();

	dVector dir (p1 - p0);
	dFloat lenght (dir % dir);
	if (lenght > 1.0e-2f) {
	
		glPushMatrix();
		
		lenght = sqrt (lenght);
		dMatrix align (dgYawMatrix(0.5f * 3.1426f));
		align.m_posit.m_x = -lenght * 0.5f;
		matrix = align * dgGrammSchmidt(dir);
		matrix.m_posit += (p1 + p0).Scale (0.5f);
		glMultMatrix(&matrix[0][0]);
		
		// Get a new Quadric off the stack
		pObj = gluNewQuadric();				
		gluCylinder(pObj, radius * 0.5f, radius * 0.5f, lenght, 10, 2);
		gluDeleteQuadric(pObj);	
		glPopMatrix();
	}

}
Import::Import(const char* pathName, Interface* ip, ImpInterface* impip)
{
    // set the path for textures
    char* ptr = NULL;
    sprintf (m_path, "%s", pathName);
    for (int i = 0; m_path[i]; i ++) {
        if ((m_path[i] == '\\') || (m_path[i] == '/') ) {
            ptr = &m_path[i];
        }
    }
    *ptr = 0;


    m_ip = ip;
    m_impip = impip;
    m_succes = TRUE;
    MaterialCache materialCache (NewDefaultMultiMtl());

    SetSceneParameters();

    dFloat scale;
    scale = float (GetMasterScale(UNITS_METERS));
    dMatrix scaleMatrix (GetIdentityMatrix());
    scaleMatrix[0][0] = 1.0f / scale;
    scaleMatrix[1][1] = 1.0f / scale;
    scaleMatrix[2][2] = 1.0f / scale;
    dMatrix globalRotation (scaleMatrix * dPitchMatrix(3.14159265f * 0.5f) * dRollMatrix(3.14159265f * 0.5f));

    NewtonWorld* newton = NewtonCreate();
    dScene scene (newton);

    scene.Deserialize (pathName);
//	dScene::Iterator iter (scene);
//	for (iter.Begin(); iter; iter ++) {
//		dScene::dTreeNode* node = iter.GetNode();
//		dNodeInfo* info = scene.GetInfoFromNode(node);
//		if (info->GetTypeId() == dMeshNodeInfo::GetRttiType()) {
//			dMeshNodeInfo* mesh = (dMeshNodeInfo*) scene.GetInfoFromNode(node);
//			mesh->ConvertToTriangles();
//		}
//	}
    scene.BakeTransform (globalRotation);

    GeometryCache geometryCache;
    MaxNodeChache maxNodeCache;

    LoadMaterials (scene, materialCache);
    LoadGeometries (scene, geometryCache, materialCache);
    LoadNodes (scene, geometryCache, materialCache.m_multiMat, maxNodeCache);
    ApplyModifiers (scene, maxNodeCache);

    scene.CleanUp();
    NewtonDestroy(newton);
}
static void AddShatterPrimitive (DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int xCount, int zCount, dFloat spacing, PrimitiveType type, int materialID)
{
	dMatrix matrix (GetIdentityMatrix());

	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();
	NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, type, materialID);


	// create a newton mesh from the collision primitive
	NewtonMesh* const mesh = NewtonMeshCreateFromCollision(collision);

	// apply a material map
	int externalMaterial = LoadTexture("reljef.tga");
	int internalMaterial = LoadTexture("KAMEN-stup.tga");
	NewtonMeshApplyBoxMapping(mesh, externalMaterial, externalMaterial, externalMaterial);

	// create a newton mesh from the collision primitive
	ShatterEffect shatter (world, mesh, internalMaterial);

	DemoMesh* const visualMesh = new DemoMesh(mesh);

	for (int i = 0; i < xCount; i ++) {
		dFloat x = origin.m_x + (i - xCount / 2) * spacing;
		for (int j = 0; j < zCount; j ++) {
			dFloat z = origin.m_z + (j - zCount / 2) * spacing;

			matrix.m_posit.m_x = x;
			matrix.m_posit.m_z = z;
			matrix.m_posit.m_y = FindFloor (world, x, z) + 4.0f;
			AddShatterEntity (scene, visualMesh, collision, shatter, matrix.m_posit);
		}
	}


	// do not forget to release the assets	
	NewtonMeshDestroy (mesh);
	visualMesh->Release(); 
	NewtonReleaseCollision(world, collision);

}
DemoEntity::DemoEntity(DemoEntity* parent)
	:dClassInfo()
	,dHierarchy<DemoEntity>()
	,m_matrix(GetIdentityMatrix()) 
	,m_curPosition (0.0f, 0.0f, 0.0f, 1.0f)
	,m_nextPosition (0.0f, 0.0f, 0.0f, 1.0f)
	,m_curRotation (1.0f, 0.0f, 0.0f, 0.0f)
	,m_nextRotation (1.0f, 0.0f, 0.0f, 0.0f)
	,m_lock(0) 
	,m_mesh (NULL)
{
}
void NewtonCustomJoint::CalculateGlobalMatrix (const dMatrix& localMatrix0, const dMatrix& localMatrix1, dMatrix& matrix0, dMatrix& matrix1) const
{
	dMatrix body0Matrix;
	// Get the global matrices of each rigid body.
	NewtonBodyGetMatrix(m_body0, &body0Matrix[0][0]);

	dMatrix body1Matrix (GetIdentityMatrix());
	if (m_body1) {
		NewtonBodyGetMatrix(m_body1, &body1Matrix[0][0]);
	}
	matrix0 = localMatrix0 * body0Matrix;
	matrix1 = localMatrix1 * body1Matrix;
}
Beispiel #21
0
/*
=============
CMod_PhysicsEndBSPCollisionTree
=============
*/
void CMod_PhysicsEndBSPCollisionTree() {
	dVector worldMin, worldMax;
	
	NewtonTreeCollisionEndBuild (g_collision, 1);
	
	dMatrix worldMatrix (GetIdentityMatrix());
	g_rigidBody = NewtonCreateBody (g_world, g_collision);
	NewtonReleaseCollision (g_world, g_collision);
	
	NewtonBodySetMatrix (g_rigidBody, &worldMatrix[0][0]);
	
	NewtonCollisionCalculateAABB (g_collision, &worldMatrix[0][0], &worldMin[0], &worldMax[0]);
	NewtonSetWorldSize (g_world, &worldMin[0], &worldMax[0]);
}
static void Magnets (NewtonFrame& system, dFloat strength)
{
	NewtonWorld* world;
	LevelPrimitive* scene;

	world = system.m_world;

	// create the sky box and the floor,
	scene = LoadLevelAndSceneRoot (system, "playground.dae", 1);

	dVector posit (0.0f, 0.0f, 0.0f, 1.0f);
	posit.m_y = FindFloor (world, posit.m_x, posit.m_z) + 5.0f;

	InitEyePoint (dVector (1.0f, 0.0f, 0.0f), posit);

	// create a material carrier to colliding with this objects
	int defaultMaterialID;
	int magneticFieldID;
	int magneticPicesID;
	defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);
	magneticFieldID = NewtonMaterialCreateGroupID (world);
	magneticPicesID = NewtonMaterialCreateGroupID (world);

	NewtonMaterialSetCollisionCallback (world, magneticPicesID, magneticFieldID, NULL, NULL, Magnet::MagneticField); 
	

	// create a spherical object to serve are the magnet core
	dMatrix matrix (GetIdentityMatrix());
	matrix.m_posit = posit;
	matrix.m_posit.m_x += 7.0f;
	new Magnet (system, matrix, 20.0f, defaultMaterialID, magneticFieldID, strength);

	// add a material to control the buoyancy
	dVector size (1.0f, 0.25f, 0.5f);
	dVector sphSize (1.0f, 1.0f, 1.0f);
	dVector capSize (1.25f, 0.4f, 1.0f);
	dVector location (cameraEyepoint + cameraDir.Scale (10.0f));

	AddBoxes (&system, 1.0f, location, sphSize, 3, 3, 5.0f, _SPHERE_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _BOX_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _CONE_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _CYLINDER_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, capSize, 3, 3, 5.0f, _CAPSULE_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _CHAMFER_CYLINDER_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _RANDOM_CONVEX_HULL_PRIMITIVE, magneticPicesID);
	AddBoxes (&system, 1.0f, location, size, 3, 3, 5.0f, _REGULAR_CONVEX_HULL_PRIMITIVE, magneticPicesID);

	posit.m_x -= 10.0f;
	InitEyePoint (dVector (1.0f, 0.0f, 0.0f), posit);
}
Beispiel #23
0
dMatrix dBone::CalcGlobalMatrix (const dBone* root) const
{
	dBone* ptr;
	
	if (root != this) {
		dMatrix matrix (m_localMatrix);
		for (ptr = GetParent(); ptr != root; ptr = ptr->GetParent()) {
			matrix = matrix * ptr->m_localMatrix;
		}
		return matrix;
	} else {
		return GetIdentityMatrix();
	}
}
void RigidBodyData::CreateBody(NewtonCollision* const collision, const dVector& veloc, const dVector& omega)
{
	_ASSERTE (!m_body);
	RigidBodyWorldDesc& me = *(RigidBodyWorldDesc*) RigidBodyWorldDesc::GetDescriptor();
	
	dMatrix matrix (GetIdentityMatrix()); 
	m_body = NewtonCreateDynamicBody(me.m_newton, collision, &matrix[0][0]);

	//NewtonBodySetMassMatrix(m_body, m_mass, m_mass * m_inertia.m_x, m_mass * m_inertia.m_y, m_mass * m_inertia.m_z);
	NewtonBodySetMassProperties(m_body, m_mass, collision);
	NewtonBodySetCentreOfMass(m_body, &m_origin[0]);

	NewtonBodySetVelocity(m_body, &veloc[0]);
	NewtonBodySetOmega(m_body, &omega[0]);
	NewtonBodySetForceAndTorqueCallback(m_body, RigidBodyController::ApplyGravityForce);
}
Beispiel #25
0
/*
=============
CMod_PhysicsAddEntity
=============
*/
void CMod_PhysicsAddEntity(sharedEntity_t * gEnt) {
	NewtonCollision* collision = NULL;
	NewtonBody* body = NULL;

	std::map<int, bspCmodel>::iterator it = bspModels.find (gEnt->s.modelindex);
	if ( it == bspModels.end() ) {
		return;
	}
	
	vec3_t inertia, com;
	dMatrix matrix (GetIdentityMatrix());
	bspCmodel* bmodel = &it->second;
	
	collision = NewtonCreateConvexHull (g_world, bmodel->vertices.size(), &bmodel->vertices[0].m_x, sizeof (dVector), 0.0f, &matrix[0][0]);
	body = NewtonCreateBody (g_world, collision);
	NewtonConvexCollisionCalculateVolume (collision);
	NewtonReleaseCollision (g_world, collision);
	
	bmodel->rigidBody = body;

	NewtonBodySetMaterialGroupID (body, defaultMaterialGroup);
	NewtonBodySetUserData (body, (void*)gEnt);
	NewtonBodySetDestructorCallback (body, PhysicsEntityDie);
	NewtonBodySetContinuousCollisionMode (body, 0);
	NewtonBodySetForceAndTorqueCallback (body, PhysicsEntityThink);
	NewtonBodySetTransformCallback (body, PhysicsEntitySetTransform);
	
	NewtonConvexCollisionCalculateInertialMatrix (collision, &inertia[0], &com[0]);
	NewtonBodySetCentreOfMass (body, &com[0]);
	
	VectorScale (inertia, 10.0f, inertia); // The inertia needs to be scaled by the mass.
	
	NewtonBodySetMassMatrix (body, 10.f, inertia[0], inertia[1], inertia[2]);
	
	matrix.m_posit.m_x = gEnt->s.origin[0] * UNITS_PER_METRE;
	matrix.m_posit.m_y = gEnt->s.origin[1] * UNITS_PER_METRE;
	matrix.m_posit.m_z = gEnt->s.origin[2] * UNITS_PER_METRE;
	NewtonBodySetMatrix (body, &matrix[0][0]);
	
	gEnt->s.pos.trType = TR_INTERPOLATE;
	VectorCopy (gEnt->s.origin, gEnt->s.pos.trBase);
	VectorCopy (gEnt->s.origin, gEnt->r.currentOrigin);
	
	gEnt->s.apos.trType = TR_INTERPOLATE;
	VectorCopy (gEnt->s.angles, gEnt->s.apos.trBase);
	VectorCopy (gEnt->s.angles, gEnt->r.currentAngles);
}
	static void MagneticFieldNoForce (const NewtonBody* body, dFloat timestep, int threadIndex)
	{
		dMatrix matrix;

		dVector zero (0.0f, 0.0f, 0.0f, 0.0f); 
		NewtonBodySetForce (body, &zero[0]);
		NewtonBodySetTorque (body, &zero[0]);
		NewtonBodySetOmega (body, &zero[0]);
		NewtonBodySetVelocity (body, &zero[0]);

		// telepor the magnetic field trigger to the center of the core
		Magnet* magnet;
		magnet = (Magnet*)NewtonBodyGetUserData(body);
		NewtonBodyGetMatrix (magnet->m_magneticCore, &matrix[0][0]);

		dMatrix posit (GetIdentityMatrix());
		posit.m_posit = matrix.m_posit;
		NewtonBodySetMatrix (body, &posit[0][0]);
	}
Beispiel #27
0
void RWeaponTracks::Render()
{
	Update();

	LPDIRECT3DDEVICE9 dev = RGetDevice();

	if(m_current_node_size > 1) {

		MakeBuffer();

		static D3DXMATRIX _init_mat = GetIdentityMatrix();
		dev->SetTransform( D3DTS_WORLD, &_init_mat );

		dev->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		dev->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
		dev->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG2 );
		dev->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG2 );

		dev->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
		dev->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
		dev->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA );
		dev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

		dev->SetRenderState( D3DRS_LIGHTING, FALSE );
		dev->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );

		dev->SetTexture(0, NULL);
		dev->SetFVF( RLVertexType );

		if(m_bSpline)
			dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, m_current_spline_vertex_size-2 ,(LPVOID)m_pVertSpline, sizeof(RLVertex));
		else
			dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, m_current_vertex_size-2 ,(LPVOID)m_pVert, sizeof(RLVertex));

		dev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
		dev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
		dev->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
		dev->SetRenderState( D3DRS_LIGHTING, TRUE );

	}
}
Beispiel #28
0
void Car::initPhysics() {

    NewtonWorld * nWorld = this->controller->getWorld();
    NewtonCollision* collision;
    float mass = 900.0f;

    vector3df v1 = this->carNode->getBoundingBox().MinEdge;
    vector3df v2 = this->carNode->getBoundingBox().MaxEdge;

    dVector minBox(v1.X, v1.Y, v1.Z);
    dVector maxBox(v2.X, v2.Y, v2.Z);

    dVector size(maxBox - minBox);
    dVector origin((maxBox + minBox).Scale(0.5f));

    size.m_w = 1.0f;
    origin.m_w = 1.0f;

    dMatrix offset(GetIdentityMatrix());
    offset.m_posit = origin;

    collision = NewtonCreateBox(nWorld, size.m_x, size.m_y, size.m_z, 0, &offset[0][0]);

    dVector inertia;

    matrix4 m = this->carNode->getRelativeTransformation();
    NewtonConvexHullModifierSetMatrix(collision, m.pointer());
    NewtonBody * body = NewtonCreateBody(nWorld, collision, m.pointer());
    NewtonBodySetUserData(body, this);
    NewtonConvexCollisionCalculateInertialMatrix(collision, &inertia[0], &origin[0]);
    NewtonBodySetMassMatrix(body, mass, mass * inertia.m_x, mass * inertia.m_y, mass * inertia.m_z);
    NewtonBodySetCentreOfMass(body, &origin[0]);
    NewtonBodySetForceAndTorqueCallback(body, applyCarMoveForce);
    NewtonBodySetTransformCallback(body, applyCarTransform);
    int matId = NewtonMaterialGetDefaultGroupID(nWorld);
    NewtonMaterialSetCollisionCallback(nWorld, matId, matId, this, 0, applyCarCollisionForce);

    NewtonReleaseCollision(nWorld, collision);
    this->setCarBodyAndGravity(body, dVector(0,-10,0,0));
    this->setLocalCoordinates(this->createChassisMatrix());
}
void NewtonCustomJoint::CalculateLocalMatrix (const dVector& pivot, const dVector& dir, dMatrix& localMatrix0, dMatrix& localMatrix1) const
{
	dMatrix matrix0;

	// Get the global matrices of each rigid body.
	NewtonBodyGetMatrix(m_body0, &matrix0[0][0]);

	dMatrix matrix1 (GetIdentityMatrix());
	if (m_body1) {
		NewtonBodyGetMatrix(m_body1, &matrix1[0][0]);
	}

	// create a global matrix at the pivot point with front vector aligned to the pin vector
	dMatrix pinAndPivotMatrix (dgGrammSchmidt(dir));
	pinAndPivotMatrix.m_posit = pivot;
	pinAndPivotMatrix.m_posit.m_w = 1.0f;

	// calculate the relative matrix of the pin and pivot on each body
 	localMatrix0 = pinAndPivotMatrix * matrix0.Inverse();
	localMatrix1 = pinAndPivotMatrix * matrix1.Inverse();
}
Beispiel #30
0
static rmatrix MakeSaneWorldMatrix(const v3& pos, v3 dir, v3 up)
{
#ifdef _DEBUG
	if (!IS_EQ(MagnitudeSq(dir), 1))
	{
		DMLog("dir %f\n", Magnitude(dir));
		if (IS_EQ(MagnitudeSq(dir), 0))
			dir = { 1, 0, 0 };
		else
			Normalize(dir);
	}
	if (!IS_EQ(MagnitudeSq(up), 1))
	{
		DMLog("up %f\n", Magnitude(up));
		if (IS_EQ(MagnitudeSq(up), 0))
			up = { 1, 0, 0 };
		else
			Normalize(up);
	}
#endif

	auto mat = GetIdentityMatrix();

	auto right = Normalized(CrossProduct(dir, up));
	up = Normalized(CrossProduct(right, dir));
	v3 basis[] = {
		right,
		dir,
		up };
	for (size_t i{}; i < 3; ++i)
		for (size_t j{}; j < 3; ++j)
			mat.m[i][j] = basis[i][j];

	SetTransPos(mat, pos);

	return mat;
}