コード例 #1
0
static void UserContactFriction (const NewtonJoint* contactJoint, dFloat timestep, int threadIndex)
{
	dFloat Ixx;
	dFloat Iyy;
	dFloat Izz;
	dFloat mass;

	// call  the basic call back
	GenericContactProcess (contactJoint, timestep, threadIndex);

	const NewtonBody* const body0 = NewtonJointGetBody0(contactJoint);
	const NewtonBody* const body1 = NewtonJointGetBody1(contactJoint);
	const NewtonBody* body = body0;
	NewtonBodyGetMass (body, &mass, &Ixx, &Iyy, &Izz);
	if (mass == 0.0f) {
		body = body1;
	}

	//now core 300 can have per collision user data 		
	NewtonCollision* const collision = NewtonBodyGetCollision(body);
	void* userData = NewtonCollisionGetUserData (collision);
	dFloat frictionValue = *((dFloat*)&userData);
	for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = NewtonContactJointGetNextContact (contactJoint, contact)) {
		NewtonMaterial* const material = NewtonContactGetMaterial (contact);
		NewtonMaterialSetContactFrictionCoef (material, frictionValue + 0.1f, frictionValue, 0);
		NewtonMaterialSetContactFrictionCoef (material, frictionValue + 0.1f, frictionValue, 1);
	}
}
コード例 #2
0
void PhysicsWorld::onContactCallback(const NewtonJoint* contactJoint, F32 timestep, int threadIndex)
{
	const NewtonBody* body0 = NewtonJointGetBody0(contactJoint);
	const NewtonBody* body1 = NewtonJointGetBody1(contactJoint);

	F32 friction0 = 0.01;
	F32 elasticity0 = 0.001;
	F32 friction1 = friction0;
	F32 elasticity1 = elasticity0;

	void* userData = NewtonBodyGetUserData(body0);
	if(userData)
	{
		friction0 = static_cast<PhysicsBody*>(userData)->getFriction();
		elasticity0 = static_cast<PhysicsBody*>(userData)->getElasticity();
	}

	userData = NewtonBodyGetUserData(body1);
	if(userData)
	{
		friction1 = static_cast<PhysicsBody*>(userData)->getFriction();
		elasticity1 = static_cast<PhysicsBody*>(userData)->getElasticity();
	}

	F32 friction = friction0 + friction1;
	F32 elasticity = elasticity0 + elasticity1;

	void* contact = NewtonContactJointGetFirstContact(contactJoint);
	while(contact)
	{
		NewtonMaterial* material = NewtonContactGetMaterial(contact);

		NewtonMaterialSetContactFrictionCoef(material, friction + 0.1, friction, 0);
		NewtonMaterialSetContactFrictionCoef(material, friction + 0.1, friction, 1);

		NewtonMaterialSetContactElasticity(material, elasticity);

		contact = NewtonContactJointGetNextContact(contactJoint, contact);
	}
}
コード例 #3
0
		void ApplyTracktionForce (dFloat timestep, const NewtonBody* track)
		{
			dVector veloc;
			dVector omega;
			dMatrix matrix;

			NewtonBodyGetOmega(m_body0, &omega[0]);
			NewtonBodyGetVelocity(m_body0, &veloc[0]);
			NewtonBodyGetMatrix (m_body0, &matrix[0][0]);
			

			// itetate over the contact list and condition each contact direction anc contact acclerations
			for (NewtonJoint* contactJoint = NewtonBodyGetFirstContactJoint (track); contactJoint; contactJoint = NewtonBodyGetNextContactJoint (track, contactJoint)) {
				_ASSERTE ((NewtonJointGetBody0 (contactJoint) == track) || (NewtonJointGetBody1 (contactJoint) == track));

				#ifdef REMOVE_REDUNDAT_CONTACT	
				int contactCount;
				contactCount = NewtonContactJointGetContactCount(contactJoint);
				if (contactCount > 2) {
					// project the contact to the bounday of the conve hull o fteh trhread foot ptint 
					dFloat maxDist;
					dFloat minDist;
					void* minContact;
					void* maxContact;
					
					dMatrix matrix;
			
					minContact = NULL;
				    maxContact = NULL;
					NewtonBodyGetMatrix (track, &matrix[0][0]);

					maxDist = -1.0e10f;
					minDist = -1.0e10f;
					//find the best two contacts and remove all others
					for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = NewtonContactJointGetNextContact (contactJoint, contact)) {
						dFloat dist;
						dVector point;
						dVector normal;
						NewtonMaterial* material;

					    material = NewtonContactGetMaterial (contact);
						NewtonMaterialGetContactPositionAndNormal(material, &point[0], &normal[0]);
						
						dist = matrix.m_front % point;
						if (dist > maxDist) {
							maxDist = dist;
							maxContact = contact;
						} 
						if (-dist > minDist) {
							minDist = -dist;
							minContact = contact;
						}
						
					}

					// now delete all reduntact contacts
					void* nextContact;
					NewtonWorld* world;

					world = NewtonBodyGetWorld (track);
					NewtonWorldCriticalSectionLock(world);
					for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = nextContact) {
						nextContact = NewtonContactJointGetNextContact (contactJoint, contact);
						if (!((contact == minContact) || (contact == maxContact))) {
							NewtonContactJointRemoveContact (contactJoint, contact);
						}
					}
					NewtonWorldCriticalSectionUnlock(world);
				}

				#endif

			
				for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = NewtonContactJointGetNextContact (contactJoint, contact)) {
					dFloat speed;
					dFloat accel;
					dVector point;
					dVector normal;
					dVector dir0;
					dVector dir1;
					NewtonMaterial* material;

				    material = NewtonContactGetMaterial (contact);
					NewtonMaterialContactRotateTangentDirections (material, &matrix.m_front[0]);
					NewtonMaterialGetContactPositionAndNormal(material, &point[0], &normal[0]);
					NewtonMaterialGetContactTangentDirections (material, &dir0[0], &dir1[0]);


					dVector posit (point - matrix.m_posit);
					veloc += omega * posit;
					speed = veloc % dir0;
				//	accel = m_accel - 0.1f * speed + (((posit % m_matrix.m_right) > 0.0f) ? m_turnAccel : - m_turnAccel);
					accel = m_veloc + (((posit % matrix.m_right) > 0.0f) ? m_turnVeloc : - m_turnVeloc);

					accel = (accel - speed) * 0.5f / timestep;

			//		NewtonMaterialSetContactStaticFrictionCoef (material, 1.0f, 0);
			//		NewtonMaterialSetContactKineticFrictionCoef (material, 1.0f, 0);
					NewtonMaterialSetContactFrictionCoef (material, 1.0f, 1.0f, 0);

			//		NewtonMaterialSetContactStaticFrictionCoef (material, 0.5f, 1);
			//		NewtonMaterialSetContactKineticFrictionCoef (material, 0.5f, 1);
					NewtonMaterialSetContactFrictionCoef (material, 0.5f, 0.5f, 1);
					
					NewtonMaterialSetContactTangentAcceleration (material, accel, 0);
				}

				// for debug purpose show the contact
				ShowJointContacts (contactJoint);
			}
		}
コード例 #4
0
void dNewtonContactMaterial::SetContactFrictionCoef (const void* const contact, dFloat staticFrictionCoef, dFloat kineticFrictionCoef, int index)
{
	NewtonMaterial* const material = NewtonContactGetMaterial (contact);
	NewtonMaterialSetContactFrictionCoef (material, staticFrictionCoef, kineticFrictionCoef, index);
}