Exemplo n.º 1
0
	void CreatCasterBody(dFloat location_x, dFloat location_z, PrimitiveType shapeType, int materialID)
	{
		NewtonWorld* const world = ((CustomControllerManager<dClosestDistanceRecord>*)GetManager())->GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*)NewtonWorldGetUserData(world);

		//dMatrix matrix (GetIdentityMatrix());
		dMatrix matrix (dRollMatrix(3.141592f/2.0f));

		matrix.m_posit.m_x = location_x;
		matrix.m_posit.m_y = 2.0f;
		matrix.m_posit.m_z = location_z;

		// create the shape and visual mesh as a common data to be re used
		dVector size(0.5f, 0.5f, 0.75f, 0.0f);
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), size, shapeType, materialID);

		//	DemoMesh____* const geometry = new DemoMesh____("cylinder_1", collision, "wood_0.tga", "wood_0.tga", "wood_1.tga");
		DemoMesh* const geometry = new DemoMesh("convexShape", collision, "smilli.tga", "smilli.tga", "smilli.tga");
		m_body = CreateSimpleSolid (scene, geometry, 1.0f, matrix, collision, materialID);

		// disable gravity and apply a force that only spin the body 
		//NewtonBodySetForceAndTorqueCallback(m_myBody, PhysicsSpinBody);
		//NewtonBodySetAutoSleep (m_myBody, 0);

		geometry->Release(); 
		NewtonDestroyCollision (collision);
	}
Exemplo n.º 2
0
void AddPrimitiveArray (DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int xCount, int zCount, dFloat spacing, PrimitiveType type, int materialID, const dMatrix& shapeOffsetMatrix, dFloat startElevation)
{
	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();
	NewtonCollision* const collision = CreateConvexCollision (world, shapeOffsetMatrix, size, type, materialID);

	// test collision mode
	//NewtonCollisionSetCollisonMode(collision, 0);

	DemoMesh* const geometry = new DemoMesh("primitive", collision, "smilli.tga", "smilli.tga", "smilli.tga");

	//dFloat startElevation = 1000.0f;
	//dFloat startElevation = 20.0f;

	dMatrix matrix (dGetIdentityMatrix());
	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;
			dVector floor (FindFloor (world, dVector (matrix.m_posit.m_x, startElevation, matrix.m_posit.m_z, 0.0f), 2.0f * startElevation));
			matrix.m_posit.m_y = floor.m_y + size.m_y * 0.5f;
			CreateSimpleSolid (scene, geometry, mass, matrix, collision, materialID);
		}
	}
	// do not forget to release the assets	
	geometry->Release(); 
	NewtonDestroyCollision (collision);
}
static void AddUniformScaledPrimitives (DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int xCount, int zCount, dFloat spacing, PrimitiveType type, int materialID, const dMatrix& shapeOffsetMatrix)
{
	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();
	NewtonCollision* const collision = CreateConvexCollision (world, &shapeOffsetMatrix[0][0], size, type, materialID);

	dFloat startElevation = 1000.0f;
	dMatrix matrix (dRollMatrix(-3.141592f/2.0f));
	for (int i = 0; i < xCount; i ++) {
		dFloat x = origin.m_x + (i - xCount / 2) * spacing;
		for (int j = 0; j < zCount; j ++) {

			dFloat scale = 0.75f + 1.0f * (dFloat (dRand()) / dFloat(dRAND_MAX) - 0.5f);
//scale = 1.0f;
			NewtonCollisionSetScale (collision, scale, scale, scale);
			DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "smilli.tga", "smilli.tga", "smilli.tga");

			dFloat z = origin.m_z + (j - zCount / 2) * spacing;
			matrix.m_posit.m_x = x;
			matrix.m_posit.m_z = z;
			dVector floor (FindFloor (world, dVector (matrix.m_posit.m_x, startElevation, matrix.m_posit.m_z, 0.0f), 2.0f * startElevation));
			matrix.m_posit.m_y = floor.m_y + 4.f;

			// create a solid
			CreateSimpleSolid (scene, geometry, mass, matrix, collision, materialID);

			// release the mesh
			geometry->Release(); 
		}
	}

	// do not forget to delete the collision
	NewtonDestroyCollision (collision);
}
	void SpawnRandomProp(const dMatrix& location) const
	{
		NewtonWorld* const world = GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*) NewtonWorldGetUserData(world);
		//scene->SetCurrent();

		static PrimitiveType proSelection[] = {_SPHERE_PRIMITIVE, _BOX_PRIMITIVE, _CAPSULE_PRIMITIVE, _CYLINDER_PRIMITIVE, _CONE_PRIMITIVE, 
											   _CHAMFER_CYLINDER_PRIMITIVE, _RANDOM_CONVEX_HULL_PRIMITIVE, _REGULAR_CONVEX_HULL_PRIMITIVE};

		PrimitiveType type = PrimitiveType (dRand() % (sizeof (proSelection) / sizeof (proSelection[0])));

		dVector size (0.35f, 0.25f, 0.25f, 0.0f);
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), size, type, 0);
		DemoMesh* const geometry = new DemoMesh("prop", collision, "smilli.tga", "smilli.tga", "smilli.tga");

		dMatrix matrix (location);
		matrix.m_posit.m_y += 0.5f;

		NewtonBody* const prop = CreateSimpleSolid (scene, geometry, 30.0f, matrix, collision, 0);
		NewtonDestroyCollision(collision);
		geometry->Release();

		dFloat initialSpeed = 20.0f; 
		dVector veloc (matrix.m_front.Scale (initialSpeed));
		NewtonBodySetVelocity(prop, &veloc[0]);
		NewtonBodySetLinearDamping(prop, 0);
	}
Exemplo n.º 5
0
void LoadLumberYardMesh(DemoEntityManager* const scene, const dVector& location, int shapeid)
{
	DemoEntity* const entity = DemoEntity::LoadNGD_mesh ("lumber.ngd", scene->GetNewton(), scene->GetShaderCache());

	dTree<NewtonCollision*, DemoMesh*> filter;
	NewtonWorld* const world = scene->GetNewton();

	dFloat density = 15.0f;

	int defaultMaterialID = NewtonMaterialGetDefaultGroupID(scene->GetNewton());
	for (DemoEntity* child = entity->GetFirst(); child; child = child->GetNext()) {
		DemoMesh* const mesh = (DemoMesh*)child->GetMesh();
		if (mesh) {
			dAssert(mesh->IsType(DemoMesh::GetRttiType()));
			dTree<NewtonCollision*, DemoMesh*>::dTreeNode* node = filter.Find(mesh);
			if (!node) {
				// make a collision shape only for and instance
				dFloat* const array = mesh->m_vertex;
				dVector minBox(1.0e10f, 1.0e10f, 1.0e10f, 1.0f);
				dVector maxBox(-1.0e10f, -1.0e10f, -1.0e10f, 1.0f);

				for (int i = 0; i < mesh->m_vertexCount; i++) {
					dVector p(array[i * 3 + 0], array[i * 3 + 1], array[i * 3 + 2], 1.0f);
					minBox.m_x = dMin(p.m_x, minBox.m_x);
					minBox.m_y = dMin(p.m_y, minBox.m_y);
					minBox.m_z = dMin(p.m_z, minBox.m_z);

					maxBox.m_x = dMax(p.m_x, maxBox.m_x);
					maxBox.m_y = dMax(p.m_y, maxBox.m_y);
					maxBox.m_z = dMax(p.m_z, maxBox.m_z);
				}

				dVector size(maxBox - minBox);
				dMatrix offset(dGetIdentityMatrix());
				offset.m_posit = (maxBox + minBox).Scale(0.5f);
				NewtonCollision* const shape = NewtonCreateBox(world, size.m_x, size.m_y, size.m_z, shapeid, &offset[0][0]);
				node = filter.Insert(shape, mesh);
			}

			// create a body and add to the world
			NewtonCollision* const shape = node->GetInfo();
			dMatrix matrix(child->GetMeshMatrix() * child->CalculateGlobalMatrix());
			matrix.m_posit += location;
			dFloat mass = density * NewtonConvexCollisionCalculateVolume(shape);
			CreateSimpleSolid(scene, mesh, mass, matrix, shape, defaultMaterialID);
		}
	}

	// destroy all shapes
	while (filter.GetRoot()) {
		NewtonCollision* const shape = filter.GetRoot()->GetInfo();
		NewtonDestroyCollision(shape);
		filter.Remove(filter.GetRoot());
	}
	delete entity;
}
Exemplo n.º 6
0
	PuckEntity (DemoEntityManager* const scene, int materialID)
		:DemoEntity (dGetIdentityMatrix(), NULL)
		,m_launched(false)
	{
		scene->Append(this);

		NewtonWorld* const world = scene->GetNewton();

		dVector puckSize(WEIGHT_DIAMETER, WEIGHT_HEIGHT, 0.0f, 0.0f);

		// create the shape and visual mesh as a common data to be re used
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), puckSize, _CYLINDER_PRIMITIVE, materialID);

		// correction: make the puck an upright cylinder, this makes everything simpler  
		dMatrix collisionAligmentMatrix (dRollMatrix(3.141592f/2.0f));
		NewtonCollisionSetMatrix(collision, &collisionAligmentMatrix[0][0]);

		DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "smilli.tga", "smilli.tga", "smilli.tga");

		//dMatrix matrix = dRollMatrix(3.141592f/2.0f);
		dMatrix matrix (dGetIdentityMatrix());
		matrix.m_posit.m_x = -TABLE_LENGTH*0.5f+WEIGHT_DIAMETER;
		matrix.m_posit.m_z = -11.8f;
//matrix.m_posit.m_z += 4.0f;
		matrix.m_posit.m_y = 5.0f;

		m_puckBody = CreateSimpleSolid (scene, geometry, WEIGHT_MASS, matrix, collision, materialID);

		// Set moment of inertia
		// correction: this is deprecated, NewtonBodySetMassProperties produce the exact result
		//dVector I;
		//dFloat Mass = WEIGHT_MASS;
		//dFloat Radius = WEIGHT_RADIUS;
		//dFloat Height = WEIGHT_HEIGHT;
		//I.m_x = I.m_z = Mass*(3.0f*Radius*Radius+Height*Height)/12.0f;
		//I.m_y = Mass*Radius*Radius/2.0f;
		//NewtonBodySetMassMatrix(gPuckBody,Mass, I.m_x, I.m_y, I.m_z);	
		NewtonBodySetMassProperties(m_puckBody, WEIGHT_MASS, NewtonBodyGetCollision(m_puckBody));


		NewtonBodySetMaterialGroupID(m_puckBody, materialID);

		// remember to make continuous collision work with auto sleep mode, right now this is no working
		NewtonBodySetContinuousCollisionMode(m_puckBody, 1);
		NewtonBodySetAutoSleep(m_puckBody, 1);

		// Set callbacks
		NewtonBodySetForceAndTorqueCallback(m_puckBody, NewtonRigidBodySetForceCB);

		// do not forget to release the assets
		geometry->Release(); 
		NewtonDestroyCollision (collision);
	}
Exemplo n.º 7
0
static void BuildJenga (DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int count)
{
	// build a standard block stack of 20 * 3 boxes for a total of 60
	NewtonWorld* const world = scene->GetNewton();

	dVector blockBoxSize (0.8f, 0.5f, 0.8f * 3.0f);
	blockBoxSize = blockBoxSize.Scale (1.0f);

	// create the stack
	dMatrix baseMatrix (dGetIdentityMatrix());

	// for the elevation of the floor at the stack position
	baseMatrix.m_posit.m_x = origin.m_x;
	baseMatrix.m_posit.m_z = origin.m_z;

	dFloat startElevation = 100.0f;
	dVector floor (FindFloor (world, dVector (baseMatrix.m_posit.m_x, startElevation, baseMatrix.m_posit.m_z, 0.0f), 2.0f * startElevation));
	baseMatrix.m_posit.m_y = floor.m_y + blockBoxSize.m_y / 2.0f;

	// set realistic mass and inertia matrix for each block
	mass = 5.0f;

	// create a 90 degree rotation matrix
	dMatrix rotMatrix (dYawMatrix (3.141592f * 0.5f));

	// create a material to control collision with this objects
	int defaultMaterialID;
	defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);

	// separate a bit the block alone the horizontal direction
	dFloat gap = 0.01f;

	// create the shape and visual mesh as a common data to be re used
	NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), blockBoxSize, _BOX_PRIMITIVE, defaultMaterialID);
	DemoMesh* const geometry = new DemoMesh("box", collision, "wood_0.tga", "wood_0.tga", "wood_0.tga");

	for (int i = 0; i < count; i ++) { 
		dMatrix matrix(baseMatrix);
		matrix.m_posit -= matrix.m_front.Scale (blockBoxSize.m_x - gap); 

		for (int j = 0; j < 3; j ++) { 
			CreateSimpleSolid (scene, geometry, mass, matrix, collision, defaultMaterialID);
			matrix.m_posit += matrix.m_front.Scale (blockBoxSize.m_x + gap);  
		}

		baseMatrix = rotMatrix * baseMatrix;
		baseMatrix.m_posit += matrix.m_up.Scale (blockBoxSize.m_y * 0.99f);
	}

	// do not forget to release the assets	
	geometry->Release(); 
	NewtonDestroyCollision (collision);
}
// create a mesh using the NewtonMesh low lever interface
static NewtonBody* CreateSimpleBox_NewtonMesh (DemoEntityManager* const scene, const dVector& origin, const dVector& scale, dFloat mass)
{
	dBigVector array[8];
	dBigVector scale1 (scale);
	for (int i = 0; i < 8; i ++) {
		dBigVector p(&BoxPoints[i * 4]);
		array[i] = scale1 * p;
	}

	NewtonMeshVertexFormat vertexFormat;
	NewtonMeshClearVertexFormat(&vertexFormat);

	vertexFormat.m_faceCount = 10;
	vertexFormat.m_faceIndexCount = faceIndexList;
	vertexFormat.m_faceMaterial = faceMateriaIndexList;

	vertexFormat.m_vertex.m_data = &array[0][0];
	vertexFormat.m_vertex.m_indexList = BoxIndices;
	vertexFormat.m_vertex.m_strideInBytes = sizeof (dBigVector);

	vertexFormat.m_normal.m_data = normal;
	vertexFormat.m_normal.m_indexList = faceNormalIndex;
	vertexFormat.m_normal.m_strideInBytes = 3 * sizeof (dFloat);

	// all channel are now optionals so we not longer has to pass default values
//	vertexFormat.m_uv0.m_data = uv0;
//	vertexFormat.m_uv0.m_indexList = uv0_indexList;
//	vertexFormat.m_uv0.m_strideInBytes = 2 * sizeof (dFloat);

	// now we create and empty mesh
	NewtonMesh* const newtonMesh = NewtonMeshCreate(scene->GetNewton());
	NewtonMeshBuildFromVertexListIndexList(newtonMesh, &vertexFormat);

	// now we can use this mesh for lot of stuff, we can apply UV, we can decompose into convex, 
	NewtonCollision* const collision = NewtonCreateConvexHullFromMesh(scene->GetNewton(), newtonMesh, 0.001f, 0);

	// for now we will simple make simple Box,  make a visual Mesh
	DemoMesh* const visualMesh = new DemoMesh (newtonMesh);

	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_w = 1.0f;

	NewtonBody* const body = CreateSimpleSolid(scene, visualMesh, mass, matrix, collision, 0);
	dVector veloc(1, 0, 2, 0);
	NewtonBodySetVelocity(body, &veloc[0]);

	visualMesh->Release();
	NewtonDestroyCollision(collision);
	NewtonMeshDestroy (newtonMesh);
	return body;
}
static void CreateResititionBody (DemoEntityManager* const scene, DemoMesh* const mesh, dFloat mass, const dMatrix& matrix, NewtonCollision* const collision, int materialId, dFloat restCoef)
{
	NewtonCollisionMaterial material;
	NewtonCollisionGetMaterial(collision, &material);
	material.m_userId = 1;

	// save restitution coefficient in param[0]
	material.m_userParam[0] = restCoef;
	NewtonCollisionSetMaterial(collision, &material);

	NewtonBody* const body = CreateSimpleSolid(scene, mesh, mass, matrix, collision, materialId);
	NewtonBodySetLinearDamping(body, 0.0f);
}
Exemplo n.º 10
0
	NewtonBody* CreateBox(DemoEntityManager* const scene, const dMatrix& location, const dVector& size, dFloat mass, dFloat inertiaScale) const
	{
		NewtonWorld* const world = scene->GetNewton();
		int materialID = NewtonMaterialGetDefaultGroupID(world);
		NewtonCollision* const collision = CreateConvexCollision(world, dGetIdentityMatrix(), size, _BOX_PRIMITIVE, 0);
		DemoMesh* const geometry = new DemoMesh("primitive", scene->GetShaderCache(), collision, "smilli.tga", "smilli.tga", "smilli.tga");
		NewtonBody* const body = CreateSimpleSolid(scene, geometry, mass, location, collision, materialID);
		ScaleIntertia(body, inertiaScale);

		geometry->Release();
		NewtonDestroyCollision(collision);
		return body;
	}
Exemplo n.º 11
0
static void BuildPyramid (DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int count, PrimitiveType type, const dMatrix& shapeMatrix = dGetIdentityMatrix())
{
	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_w = 1.0f;

	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();

	int defaultMaterialID;
	defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);

	//dMatrix shapeMatrix (dRollMatrix(3.141692f * 0.5f));
	NewtonCollision* const collision = CreateConvexCollision (world, shapeMatrix, size, type, defaultMaterialID);

	DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "wood_4.tga", "wood_4.tga", "wood_1.tga");
	//DemoMesh____* const geometry = new DemoMesh____("cylinder_1", collision, "smilli.tga", "smilli.tga", "smilli.tga");

	//	matrix = dRollMatrix(3.141592f/2.0f);
	dFloat startElevation = 100.0f;
	dVector floor (FindFloor (world, dVector (matrix.m_posit.m_x, startElevation, matrix.m_posit.m_z, 0.0f), 2.0f * startElevation));

	matrix.m_posit.m_y = floor.m_y + size.m_y / 2.0f; 

	// get the dimension from shape itself
	dVector minP;
	dVector maxP;
	CalculateAABB (collision, dGetIdentityMatrix(), minP, maxP);

	//dFloat stepz = size.m_z + 0.01f;
	dFloat stepz = maxP.m_z - minP.m_z + 0.01f;
	dFloat stepy = maxP.m_y - minP.m_y;

	float y0 = matrix.m_posit.m_y + stepy / 2.0f;
	float z0 = matrix.m_posit.m_z - stepz * count / 2;

	matrix.m_posit.m_y = y0;
	for (int j = 0; j < count; j ++) {
		matrix.m_posit.m_z = z0;
		for (int i = 0; i < (count - j) ; i ++) {
			CreateSimpleSolid (scene, geometry, mass, matrix, collision, defaultMaterialID);
			matrix.m_posit.m_z += stepz;
		}
		z0 += stepz * 0.5f;
		matrix.m_posit.m_y += stepy;
	}

	// do not forget to release the assets	
	geometry->Release(); 
	NewtonDestroyCollision (collision);
}
Exemplo n.º 12
0
	NewtonBody* CreateCapsule(DemoEntityManager* const scene, const dMatrix& location, dFloat mass, dFloat inertiaScale, dFloat radius, dFloat height) const
	{
		NewtonWorld* const world = scene->GetNewton();
		int materialID = NewtonMaterialGetDefaultGroupID(world);
		dVector size(radius, height, radius, 0.0f);
		dMatrix align(dYawMatrix(dPi * 0.5f));
		NewtonCollision* const collision = CreateConvexCollision(world, align, size, _CAPSULE_PRIMITIVE, 0);
		DemoMesh* const geometry = new DemoMesh("primitive", scene->GetShaderCache(), collision, "smilli.tga", "smilli.tga", "smilli.tga");

		NewtonBody* const body = CreateSimpleSolid(scene, geometry, mass, location, collision, materialID);
		ScaleIntertia(body, inertiaScale);

		geometry->Release();
		NewtonDestroyCollision(collision);
		return body;
	}
Exemplo n.º 13
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static NewtonBody* CreateBox (DemoEntityManager* const scene, const dVector& location, const dVector& size)
{
    NewtonWorld* const world = scene->GetNewton();
    int materialID =  NewtonMaterialGetDefaultGroupID (world);
    NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), size, _BOX_PRIMITIVE, 0);
   	DemoMesh* const geometry = new DemoMesh("primitive", collision, "smilli.tga", "smilli.tga", "smilli.tga");

    dFloat mass = 1.0f;
    dMatrix matrix (dGetIdentityMatrix());
    matrix.m_posit = location;
    matrix.m_posit.m_w = 1.0f;
    NewtonBody* const body = CreateSimpleSolid (scene, geometry, mass, matrix, collision, materialID);

    geometry->Release();
    NewtonDestroyCollision(collision);
    return body;
}
Exemplo n.º 14
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static NewtonBody* CreateCylinder(DemoEntityManager* const scene, const dVector& location, dFloat mass, dFloat radius, dFloat height)
{
	NewtonWorld* const world = scene->GetNewton();
	int materialID = NewtonMaterialGetDefaultGroupID(world);
	dVector size(radius, height, radius, 0.0f);
	NewtonCollision* const collision = CreateConvexCollision(world, dGetIdentityMatrix(), size, _CYLINDER_PRIMITIVE, 0);
	DemoMesh* const geometry = new DemoMesh("primitive", scene->GetShaderCache(), collision, "smilli.tga", "smilli.tga", "smilli.tga");

	dMatrix matrix(dRollMatrix (90.0f * dDegreeToRad));
	matrix.m_posit = location;
	matrix.m_posit.m_w = 1.0f;
	NewtonBody* const body = CreateSimpleSolid(scene, geometry, mass, matrix, collision, materialID);

	geometry->Release();
	NewtonDestroyCollision(collision);
	return body;
}
Exemplo n.º 15
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static void AddNonUniformScaledPrimitives(DemoEntityManager* const scene, dFloat mass, const dVector& origin, const dVector& size, int xCount, int zCount, dFloat spacing, PrimitiveType type, int materialID, const dMatrix& shapeOffsetMatrix)
{
	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();
	//     NewtonCollision* const collision = CreateConvexCollision (world, &shapeOffsetMatrix[0][0], size, type, materialID);
	NewtonCollision* const collision = CreateConvexCollision(world, dGetIdentityMatrix(), size, type, materialID);

	dFloat startElevation = 1000.0f;
	dMatrix matrix(dGetIdentityMatrix());
	//matrix = dPitchMatrix(-45.0f * 3.141592f/180.0f);
	for (int i = 0; i < xCount; i++) {
		dFloat x = origin.m_x + (i - xCount / 2) * spacing;
		for (int j = 0; j < zCount; j++) {

			dFloat scalex = 1.0f + 1.5f * (dFloat(dRand()) / dFloat(dRAND_MAX) - 0.5f);
			dFloat scaley = 1.0f + 1.5f * (dFloat(dRand()) / dFloat(dRAND_MAX) - 0.5f);
			dFloat scalez = 1.0f + 1.5f * (dFloat(dRand()) / dFloat(dRAND_MAX) - 0.5f);

			dFloat z = origin.m_z + (j - zCount / 2) * spacing;
			matrix.m_posit.m_x = x;
			matrix.m_posit.m_z = z;
			dVector floor(FindFloor(world, dVector(matrix.m_posit.m_x, startElevation, matrix.m_posit.m_z, 0.0f), 2.0f * startElevation));
			matrix.m_posit.m_y = floor.m_y + 8.0f;

			// create a solid
			//NewtonBody* const body = CreateSimpleSolid (scene, geometry, mass, matrix, collision, materialID);
			NewtonBody* const body = CreateSimpleSolid(scene, NULL, mass, matrix, collision, materialID);

			DemoEntity* entity = (DemoEntity*)NewtonBodyGetUserData(body);
			NewtonCollisionSetScale(collision, scalex, scaley, scalez);
			DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "smilli.tga", "smilli.tga", "smilli.tga");
			entity->SetMesh(geometry, dGetIdentityMatrix());
			NewtonBodySetCollisionScale(body, scalex, scaley, scalez);

			dVector omega(0.0f);
			NewtonBodySetOmega(body, &omega[0]);

			// release the mesh
			geometry->Release();
		}
	}

	// do not forget to delete the collision
	NewtonDestroyCollision(collision);
}
Exemplo n.º 16
0
NewtonBody* AddFloorBox(DemoEntityManager* const scene, const dVector& origin, const dVector& size)
{
	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();
	const int materialID = NewtonMaterialGetDefaultGroupID(scene->GetNewton());
	NewtonCollision* const collision = CreateConvexCollision(world, dGetIdentityMatrix(), size, _BOX_PRIMITIVE, materialID);

	// test collision mode
	//NewtonCollisionSetCollisonMode(collision, 0);

	DemoMesh* const geometry = new DemoMesh("primitive", scene->GetShaderCache(), collision, "wood_3.tga", "wood_3.tga", "wood_3.tga");

	dMatrix matrix(dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_w = 1.0f;
	NewtonBody* const body = CreateSimpleSolid(scene, geometry, 0.0f, matrix, collision, materialID);
	// do not forget to release the assets	
	geometry->Release();
	NewtonDestroyCollision(collision);
	return body;
}
Exemplo n.º 17
0
	void CreatCasterBody(dFloat location_x, dFloat location_z, PrimitiveType shapeType, int materialID)
	{
		NewtonWorld* const world = ((dCustomControllerManager<dClosestDistanceRecord>*)GetManager())->GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*)NewtonWorldGetUserData(world);

		//dMatrix matrix (GetIdentityMatrix());
		dMatrix matrix (dRollMatrix(3.141592f/2.0f));

		matrix.m_posit.m_x = location_x;
		matrix.m_posit.m_y = 2.0f;
		matrix.m_posit.m_z = location_z;

		// create the shape and visual mesh as a common data to be re used
		dVector size(0.5f, 0.5f, 0.75f, 0.0f);
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), size, shapeType, materialID);

		DemoMesh* const geometry = new DemoMesh("convexShape", collision, "smilli.tga", "smilli.tga", "smilli.tga");
		m_body = CreateSimpleSolid (scene, geometry, 1.0f, matrix, collision, materialID);

		geometry->Release(); 
		NewtonDestroyCollision (collision);
	}
Exemplo n.º 18
0
static void AddSinglePrimitive (DemoEntityManager* const scene, dFloat x, PrimitiveType type, int materialID)
{

	dVector size(0.5f, 0.5f, 0.75f, 0.0f);
	dMatrix matrix (dGetIdentityMatrix());

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

	//	DemoMesh____* const geometry = new DemoMesh____("cylinder_1", collision, "wood_0.tga", "wood_0.tga", "wood_1.tga");
	DemoMesh* const geometry = new DemoMesh("cylinder_1", scene->GetShaderCache(), collision, "smilli.tga", "smilli.tga", "smilli.tga");


	matrix = dRollMatrix(dPi/2.0f);
	matrix.m_posit.m_x = 0;
	matrix.m_posit.m_z = x;
	matrix.m_posit.m_y = 0;
	CreateSimpleSolid (scene, geometry, 1.0, matrix, collision, materialID);

	// do not forget to release the assets	
	geometry->Release(); 
	NewtonDestroyCollision (collision);
}
Exemplo n.º 19
0
void Restitution (DemoEntityManager* const scene)
{
	scene->CreateSkyBox();

	// customize the scene after loading
	// set a user friction variable in the body for variable friction demos
	// later this will be done using LUA script
	NewtonWorld* const world = scene->GetNewton();
	dMatrix offsetMatrix (dGetIdentityMatrix());

	int defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);
	NewtonMaterialSetCollisionCallback (world, defaultMaterialID, defaultMaterialID, NULL, UserContactRestitution); 


	CreateLevelMesh (scene, "flatPlane.ngd", 0);

	dVector location (0.0f, 0.0f, 0.0f, 0.0f);
	dVector size (0.5f, 0.5f, 1.0f, 0.0f);

	// create some spheres 
	dVector sphSize (1.0f, 1.0f, 1.0f, 0.0f);
	NewtonCollision* const sphereCollision = CreateConvexCollision (world, offsetMatrix, sphSize, _SPHERE_PRIMITIVE, 0);
	DemoMesh* const sphereMesh = new DemoMesh("sphere", sphereCollision, "smilli.tga", "smilli.tga", "smilli.tga");

	// create some boxes too
	dVector boxSize (1.0f, 0.5f, 2.0f, 0.0f);
	NewtonCollision* const boxCollision = CreateConvexCollision (world, offsetMatrix, boxSize, _BOX_PRIMITIVE, 0);
	DemoMesh* const boxMesh = new DemoMesh("box", boxCollision, "smilli.tga", "smilli.tga", "smilli.tga");


	int zCount = 10;
	dFloat spacing = 4.0f;
	dMatrix matrix (dGetIdentityMatrix());
	dVector origin (matrix.m_posit);
	origin.m_x -= 0.0f;

	// create a simple scene
	for (int i = 0; i < zCount; i ++) {
		dFloat z;
		dFloat x;
		dFloat mass;
		dVector size (1.0f, 0.5f, 2.0f, 0.0f);

		x = origin.m_x;
		z = origin.m_z + (i - zCount / 2) * spacing;

		mass = 1.0f;
		matrix.m_posit = FindFloor (world, dVector (x, 100.0f, z), 200.0f);
		matrix.m_posit.m_w = 1.0f;
		
		float restitution;
		NewtonBody* body;
		NewtonCollision* collision;
		

		matrix.m_posit.m_y += 4.0f;
		body = CreateSimpleSolid (scene, sphereMesh, mass, matrix, sphereCollision, defaultMaterialID);
		NewtonBodySetLinearDamping (body, 0.0f);
		collision = NewtonBodyGetCollision(body);
		restitution = i * 0.1f + 0.083f;
		NewtonCollisionSetUserData (collision, *((void**)&restitution));

		matrix.m_posit.m_y += 4.0f;
		//body = CreateSimpleSolid (scene, sphereMesh, mass, matrix, sphereCollision, defaultMaterialID, shapeOffsetMatrix);
		body = CreateSimpleSolid (scene, boxMesh, mass, matrix, boxCollision, defaultMaterialID);
		NewtonBodySetLinearDamping (body, 0.0f);
		collision = NewtonBodyGetCollision(body);
		restitution = i * 0.1f + 0.083f;
		NewtonCollisionSetUserData (collision, *((void**)&restitution));

		matrix.m_posit.m_y += 4.0f;
		body = CreateSimpleSolid (scene, sphereMesh, mass, matrix, sphereCollision, defaultMaterialID);
		NewtonBodySetLinearDamping (body, 0.0f);
		collision = NewtonBodyGetCollision(body);
		restitution = i * 0.1f + 0.083f;
		NewtonCollisionSetUserData (collision, *((void**)&restitution));

		matrix.m_posit.m_y += 4.0f;
		dVector boxSize (1.0f, 0.5f, 2.0f, 0.0f);
		body = CreateSimpleSolid (scene, boxMesh, mass, matrix, boxCollision, defaultMaterialID);
		NewtonBodySetLinearDamping (body, 0.0f);
		collision = NewtonBodyGetCollision(body);
		restitution = i * 0.1f + 0.083f;
		NewtonCollisionSetUserData (collision, *((void**)&restitution));
	}

	boxMesh->Release();
	sphereMesh->Release();
	NewtonDestroyCollision(boxCollision);
	NewtonDestroyCollision(sphereCollision);


	dMatrix camMatrix (dGetIdentityMatrix());
	dQuaternion rot (camMatrix);
	origin = dVector (-25.0f, 5.0f, 0.0f, 0.0f);
	scene->SetCameraMatrix(rot, origin);

}
// create a mesh using the dNewtonMesh wrapper
static NewtonBody* CreateSimpledBox_dNetwonMesh(DemoEntityManager* const scene, const dVector& origin, const dVector& scale, dFloat mass)
{
	dVector array[8];
	dVector scale1(scale);
	for (int i = 0; i < 8; i++) {
		dVector p(&BoxPoints[i * 4]);
		array[i] = scale1 * p;
	}

	dNewtonMesh buildMesh(scene->GetNewton());

	// start build a mesh
	buildMesh.BeginBuild();

	// add faces one at a time
	int index = 0;
	const int faceCount = sizeof (faceIndexList)/sizeof (faceIndexList[0]);
	for (int i = 0; i < faceCount; i ++) {
		const int indexCount = faceIndexList[i];
		const int faceMaterail = faceMateriaIndexList[i];

		buildMesh.BeginPolygon();
		for (int j = 0; j < indexCount; j ++) {
			// add a mesh point
			int k = BoxIndices[index + j];
			buildMesh.AddPoint(array[k].m_x, array[k].m_y, array[k].m_z);

			// add vertex normal
			int n = faceNormalIndex[index + j];
			buildMesh.AddNormal (dFloat32 (normal[n * 3 + 0]), dFloat32 (normal[n * 3 + 1]), dFloat32 (normal[n * 3 + 2]));

			// add face material index
			buildMesh.AddMaterial(faceMaterail);

			// continue adding more vertex attributes of you want, uv, binormal, weights, etc
		}
		buildMesh.EndPolygon();
		index += indexCount;
	}
	buildMesh.EndBuild();

	// get the newtonMesh from the dNewtonMesh class and use it to build a render mesh, collision or anything
	NewtonMesh* const newtonMesh = buildMesh.GetMesh();

	// test collision tree
	//NewtonCollision* const collisionTree = NewtonCreateTreeCollisionFromMesh (scene->GetNewton(), newtonMesh, 0);
	//NewtonDestroyCollision(collisionTree);

	// now we can use this mesh for lot of stuff, we can apply UV, we can decompose into convex, 
	NewtonCollision* const collision = NewtonCreateConvexHullFromMesh(scene->GetNewton(), newtonMesh, 0.001f, 0);

	// for now we will simple make simple Box,  make a visual Mesh
	DemoMesh* const visualMesh = new DemoMesh(newtonMesh);

	dMatrix matrix(dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_w = 1.0f;

	NewtonBody* const body = CreateSimpleSolid(scene, visualMesh, mass, matrix, collision, 0);
	dVector veloc (1, 0, 2, 0);
	NewtonBodySetVelocity(body, &veloc[0]);

	visualMesh->Release();
	NewtonDestroyCollision(collision);

	return body;
}
Exemplo n.º 21
0
// create physics scene
void PuckSlide (DemoEntityManager* const scene)
{
	scene->CreateSkyBox();

	NewtonWorld* const world = scene->GetNewton();

	int	materialGroupIDs[SB_NUM_MATERIALS];

	// Create groups
	for (int i = 0; i < SB_NUM_MATERIALS; i++)
	{
		materialGroupIDs[i] = NewtonMaterialCreateGroupID(world);
	}
	
	// Setup the material data
	NewtonMaterialSetDefaultSoftness(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.15f);
	NewtonMaterialSetDefaultElasticity(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.30f);
	NewtonMaterialSetDefaultFriction(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.05f, 0.04f);


	// setup callbacks for collisions between two material groups
	NewtonMaterialSetCollisionCallback(world,materialGroupIDs[SBMaterial_WEIGHT],materialGroupIDs[SBMaterial_SURFACE],NULL,PhysicsNewton_CollisionPuckSurfaceCB);

	///////
	// Add table
	{
		dVector tableSize(TABLE_LENGTH, TABLE_HEIGHT, TABLE_WIDTH, 0.0f);

		// create the shape and visual mesh as a common data to be re used
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), tableSize, _BOX_PRIMITIVE, materialGroupIDs[SBMaterial_SURFACE]);

		DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "wood_3.tga", "wood_3.tga", "wood_3.tga");

		dMatrix matrix = dGetIdentityMatrix();
		matrix.m_posit.m_x = 0.0f;
		matrix.m_posit.m_z = 0.0f;
		matrix.m_posit.m_y = 0.0f;
		NewtonBody* const tableBody = CreateSimpleSolid (scene, geometry, 0.0, matrix, collision, materialGroupIDs[SBMaterial_SURFACE]);

		// this is deprecated, use NewtonBodySetMassProperties
		//NewtonBodySetMassMatrix(tableBody, 0.0f, 1.0f, 1.0f, 1.0f);
		NewtonBodySetMassProperties(tableBody, 0.0f, NewtonBodyGetCollision(tableBody));

		NewtonBodySetMaterialGroupID(tableBody, materialGroupIDs[SBMaterial_SURFACE]);

		// it is not wise to se static body to continuous collision mode
		//NewtonBodySetContinuousCollisionMode(tableBody, 1);

		// do not forget to release the assets	
		geometry->Release(); 

		// the collision need to be destroy, the body is using an instance no a reference
		NewtonDestroyCollision (collision);
	}
	///////

	// Add puck
	{
		new PuckEntity (scene, materialGroupIDs[SBMaterial_WEIGHT]);
	}

	// place camera into position
	dMatrix camMatrix (dPitchMatrix(20.0f * 3.1416f /180.0f));
	dQuaternion rot (camMatrix);
	dVector origin (CAMERA_Z, CAMERA_Y, CAMERA_X, 0.0f);
	scene->SetCameraMatrix(rot, origin);
}
static void MakeFunnyCompound (DemoEntityManager* const scene, const dVector& origin)
{
	NewtonWorld* const world = scene->GetNewton();

	// create an empty compound collision
	NewtonCollision* const compound = NewtonCreateCompoundCollision (world, 0);
	
	
#if 1
	NewtonCompoundCollisionBeginAddRemove(compound);	

	// add a bunch of convex collision at random position and orientation over the surface of a big sphere
	float radio = 5.0f;
	for (int i = 0 ; i < 300; i ++) {
		NewtonCollision* collision = NULL;

		float pitch = RandomVariable (1.0f) * 2.0f * 3.1416f;
		float yaw = RandomVariable (1.0f) * 2.0f * 3.1416f;
		float roll = RandomVariable (1.0f) * 2.0f * 3.1416f;

		float x = RandomVariable (0.5f);
		float y = RandomVariable (0.5f);
		float z = RandomVariable (0.5f);
		if ((x == 0.0f) && (y == 0.0f) && (z == 0.0f)){
			x = 0.1f;
		}
		dVector p (x, y, z, 1.0f) ;
		p = p.Scale (radio / dSqrt (p % p));

		dMatrix matrix (dPitchMatrix (pitch) * dYawMatrix (yaw) * dRollMatrix (roll));
		matrix.m_posit = p;
		int r = dRand();	
		switch ((r >>2) & 3) 
		{
			case 0:
			{
				collision = NewtonCreateSphere(world, 0.5, 0, &matrix[0][0]) ;
				break; 
			}

			case 1:
			{
				collision = NewtonCreateCapsule(world, 0.3f, 0.2f, 0.5f, 0, &matrix[0][0]) ;
				break; 
			}

			case 2:
			{
				collision = NewtonCreateCylinder(world, 0.25, 0.5, 0.25, 0, &matrix[0][0]) ;
				break; 
			}

			case 3:
			{
				collision = NewtonCreateCone(world, 0.25, 0.25, 0, &matrix[0][0]) ;
				break; 
			}
		}

		dAssert (collision);
		// we can set a collision id, and use data per sub collision 
		NewtonCollisionSetUserID(collision, i);
		NewtonCollisionSetUserData(collision, (void*) i);

		// add this new collision 
		NewtonCompoundCollisionAddSubCollision (compound, collision);
		NewtonDestroyCollision(collision);
	}
	// finish adding shapes
	NewtonCompoundCollisionEndAddRemove(compound);	

	{
		// remove the first 10 shapes
		// test remove shape form a compound
		NewtonCompoundCollisionBeginAddRemove(compound);	
		void* node = NewtonCompoundCollisionGetFirstNode(compound);
		for (int i = 0; i < 10; i ++) {
			//NewtonCollision* const collision = NewtonCompoundCollisionGetCollisionFromNode(compound, node);
			void* const nextNode = NewtonCompoundCollisionGetNextNode(compound, node);
			NewtonCompoundCollisionRemoveSubCollision(compound, node);
			node = nextNode;
		}
		// finish remove 

		void* handle1 = NewtonCompoundCollisionGetNodeByIndex (compound, 30);
		void* handle2 = NewtonCompoundCollisionGetNodeByIndex (compound, 100);
		NewtonCollision* const shape1 = NewtonCompoundCollisionGetCollisionFromNode (compound, handle1);
		NewtonCollision* const shape2 = NewtonCompoundCollisionGetCollisionFromNode (compound, handle2);

		NewtonCollision* const copyShape1 = NewtonCollisionCreateInstance (shape1);
		NewtonCollision* const copyShape2 = NewtonCollisionCreateInstance (shape2);

		// you can also remove shape by their index
		NewtonCompoundCollisionRemoveSubCollisionByIndex (compound, 30);	
		NewtonCompoundCollisionRemoveSubCollisionByIndex (compound, 100);	

		handle1 = NewtonCompoundCollisionAddSubCollision (compound, copyShape1);
		handle2 = NewtonCompoundCollisionAddSubCollision (compound, copyShape2);
		NewtonDestroyCollision(copyShape1);
		NewtonDestroyCollision(copyShape2);

		NewtonCompoundCollisionEndAddRemove(compound);	
	}

	{
		// show how to modify the children of a compound collision
		NewtonCompoundCollisionBeginAddRemove(compound);	
		for (void* node = NewtonCompoundCollisionGetFirstNode(compound); node; node = NewtonCompoundCollisionGetNextNode(compound, node)) { 
			NewtonCollision* const collision = NewtonCompoundCollisionGetCollisionFromNode(compound, node);
			// you can scale, change the matrix, change the inertia, do anything you want with the change
			NewtonCollisionSetUserData(collision, NULL);
		}
		NewtonCompoundCollisionEndAddRemove(compound);	
	}

//	NewtonCollisionSetScale(compound, 0.5f, 0.25f, 0.125f);

#else 

	//test Yeside compound shape shape
	//	- Rotation="1.5708 -0 0" Translation="0 0 0.024399" Size="0.021 0.096" Pos="0 0 0.115947"
	//	- Rotation="1.5708 -0 0" Translation="0 0 0.056366" Size="0.195 0.024" Pos="0 0 0.147914"
	//	- Rotation="1.5708 -0 0" Translation="0 0 -0.056366" Size="0.0065 0.07 Pos="0 0 0.035182"

	NewtonCompoundCollisionBeginAddRemove(compound);	

	NewtonCollision* collision;
	dMatrix offsetMatrix (dPitchMatrix(1.5708f));
	offsetMatrix.m_posit.m_z = 0.115947f;
	collision = NewtonCreateCylinder (world, 0.021f, 0.096f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	offsetMatrix.m_posit.m_z = 0.035182f;
	collision = NewtonCreateCylinder (world, 0.0065f, 0.07f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	offsetMatrix.m_posit.m_z = 0.147914f;
	collision = NewtonCreateCylinder (world, 0.195f, 0.024f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	NewtonCompoundCollisionEndAddRemove(compound);	

#endif



	// for now we will simple make simple Box,  make a visual Mesh
	DemoMesh* const visualMesh = new DemoMesh ("big ball", compound, "metal_30.tga", "metal_30.tga", "metal_30.tga");

	int instaceCount = 2;
	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	for (int ix = 0; ix < instaceCount; ix ++) {
		for (int iz = 0; iz < instaceCount; iz ++) {
			dFloat y = origin.m_y;
			dFloat x = origin.m_x + (ix - instaceCount/2) * 15.0f;
			dFloat z = origin.m_z + (iz - instaceCount/2) * 15.0f;
			matrix.m_posit = FindFloor (world, dVector (x, y + 10.0f, z, 0.0f), 20.0f); ;
			matrix.m_posit.m_y += 15.0f;
			CreateSimpleSolid (scene, visualMesh, 10.0f, matrix, compound, 0);
		}
	}
	visualMesh->Release();

	NewtonDestroyCollision(compound);
}
Exemplo n.º 23
0
static NewtonBody* CreateSimpleNewtonMeshBox (DemoEntityManager* const scene, const dVector& origin, const dVector& scale, dFloat mass)
{
	// the vertex array, vertices's has for values, x, y, z, w
	// w is use as a id to have multiple copy of the same very, like for example mesh that share more than two edges.
	// in most case w can be set to 0.0
	static dFloat64 BoxPoints[] = {
		-1.0, -1.0, -1.0, 0.0,
		-1.0, -1.0,  1.0, 0.0,
		-1.0,  1.0,  1.0, 0.0,
		-1.0,  1.0, -1.0, 0.0,
		 1.0, -1.0, -1.0, 0.0,
		 1.0, -1.0,  1.0, 0.0,
		 1.0,  1.0,  1.0, 0.0,
		 1.0,  1.0, -1.0, 0.0,
	};

	// the vertex index list is an array of all the face, in any order, the can be convex or concave, 
	// and has and variable umber of indices
	static int BoxIndices[] = { 
		2,3,0,1,  // this is quad
		5,2,1,    // triangle
		6,2,5,    // another triangle 
		5,1,0,4,  // another quad
		2,7,3,    // and so on 
		6,7,2,
		3,4,0,
		7,4,3,
		7,5,4,
		6,5,7
	};

	// the number of index for each face is specified by an array of consecutive face index
	static int faceIndexList [] = {4, 3, 3, 4, 3, 3, 3, 3, 3, 3}; 
  
	// each face can have an arbitrary index that the application can use as a material index
	// for example the index point to a texture, we can have the each face of the cube with a different texture
	static int faceMateriaIndexList [] = {0, 4, 4, 2, 3, 3, 3, 3, 3, 3}; 


	// the normal is specified per vertex and each vertex can have a unique normal or a duplicated
	// for example a cube has 6 normals
	static dFloat normal[] = {
		1.0, 0.0, 0.0,
		-1.0, 0.0, 0.0,
		0.0, 1.0, 0.0,
		0.0, -1.0, 0.0,
		0.0, 0.0, 1.0,
		0.0, 0.0, -1.0,
	};

	static int faceNormalIndex [] = {
		0, 0, 0, 0, // first face uses the first normal of each vertex
		3, 3, 3,    // second face uses the third normal
		3, 3, 3,    // third face uses the fifth normal
		1, 1, 1, 1, // third face use the second normal
		2, 2, 2,    // and so on
		2, 2, 2,    
		4, 2, 1,    // a face can have per vertex normals
		4, 4, 4,    
		5, 5, 5,    // two coplanar face can even has different normals 
		3, 2, 0,    
	}; 
	
/*
	// the UV are encode the same way as the vertex an the normals, a UV list and an index list
	// since we do not have UV we can assign the all to zero
	static dFloat uv0[] = { 0, 0};
	static int uv0_indexList [] = { 
		0, 0, 0, 0,
		0, 0, 0,
		0, 0, 0,
		0, 0, 0, 0,
		0, 0, 0,
		0, 0, 0,
		0, 0, 0,
		0, 0, 0,
		0, 0, 0,
		0, 0, 0,
	};
*/	


	dBigVector array[8];
	dBigVector scale1 (scale);
	for (int i = 0; i < 8; i ++) {
		dBigVector p(&BoxPoints[i * 4]);
		array[i] = scale1 * p;
	}

	NewtonMeshVertexFormat vertexFormat;
	NewtonMeshClearVertexFormat(&vertexFormat);

	vertexFormat.m_faceCount = 10;
	vertexFormat.m_faceIndexCount = faceIndexList;
	vertexFormat.m_faceMaterial = faceMateriaIndexList;

	vertexFormat.m_vertex.m_data = &array[0][0];
	vertexFormat.m_vertex.m_indexList = BoxIndices;
	vertexFormat.m_vertex.m_strideInBytes = sizeof (dBigVector);

	vertexFormat.m_normal.m_data = normal;
	vertexFormat.m_normal.m_indexList = faceNormalIndex;
	vertexFormat.m_normal.m_strideInBytes = 3 * sizeof (dFloat);

	// all channel are now optionals so we not longer has to pass default values
//	vertexFormat.m_uv0.m_data = uv0;
//	vertexFormat.m_uv0.m_indexList = uv0_indexList;
//	vertexFormat.m_uv0.m_strideInBytes = 2 * sizeof (dFloat);

	// now we create and empty mesh
	NewtonMesh* const newtonMesh = NewtonMeshCreate(scene->GetNewton());
	NewtonMeshBuildFromVertexListIndexList(newtonMesh, &vertexFormat);

	// now we can use this mesh for lot of stuff, we can apply UV, we can decompose into convex, 
	NewtonCollision* const collision = NewtonCreateConvexHullFromMesh(scene->GetNewton(), newtonMesh, 0.001f, 0);

	// for now we will simple make simple Box,  make a visual Mesh
	DemoMesh* const visualMesh = new DemoMesh (newtonMesh);

	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_w = 1.0f;
	NewtonBody* const body = CreateSimpleSolid (scene, visualMesh, mass, matrix, collision, 0);

	visualMesh->Release();
	NewtonDestroyCollision(collision);
	NewtonMeshDestroy (newtonMesh);

	return body;
}
static void CreateConvexAproximation (const char* const name, DemoEntityManager* const scene, const dVector& origin, int instaceCount, const char* const texture)
{
	char fileName[2048];
	dGetWorkingFileName (name, fileName);

	NewtonWorld* const world = scene->GetNewton();
	dScene compoundTestMesh (world);
	compoundTestMesh.Deserialize(fileName);

	// freeze the scale and pivot on the model 
	compoundTestMesh.FreezeScale();
//	compoundTestMesh.FreezeGeometryPivot ();
	
	dMeshNodeInfo* meshInfo = NULL;
	dMatrix scale (dGetIdentityMatrix());
	for (dScene::dTreeNode* node = compoundTestMesh.GetFirstNode (); node; node = compoundTestMesh.GetNextNode (node)) {
		dNodeInfo* info = compoundTestMesh.GetInfoFromNode(node);
		if (info->GetTypeId() == dMeshNodeInfo::GetRttiType()) {
			for (void* link = compoundTestMesh.GetFirstParentLink(node); link; link = compoundTestMesh.GetNextParentLink (node, link)) {
				dScene::dTreeNode* const node = compoundTestMesh.GetNodeFromLink(link);
				dNodeInfo* const info = compoundTestMesh.GetInfoFromNode(node);
				if (info->GetTypeId() == dSceneNodeInfo::GetRttiType()) {
					scale = ((dSceneNodeInfo*)info)->GetGeometryTransform();
					break;
				}
			}
			
			meshInfo = (dMeshNodeInfo*) info;
			break;
		}
	}

	NewtonMeshApplyTransform(meshInfo->GetMesh(), &scale[0][0]);

	dAssert (meshInfo);
	dAssert (meshInfo->GetMesh());
#if 1
	NewtonMesh* const mesh = meshInfo->GetMesh();
#else
	dGetWorkingFileName ("mesh.off", fileName);
	NewtonMesh* const mesh = NewtonMeshLoadOFF(world, fileName);
//	dMatrix scale (GetIdentityMatrix());
//	//dFloat scaleMag = 0.05f;
//	dFloat scaleMag = 1.0f;
//	scale[0][0] = scaleMag;
//	scale[1][1] = scaleMag;
//	scale[2][2] = scaleMag;
//	NewtonMesApplyTransform (mesh, &scale[0][0]);
#endif
	//NewtonMesh* const newtonMesh = NewtonMeshSimplify(mesh, 500, ReportProgress);

	// create a convex approximation form the original mesh, 32 convex max and no more than 100 vertex convex hulls
//	NewtonMesh* const convexApproximation = NewtonMeshApproximateConvexDecomposition (mesh, 0.01f, 0.2f, 32, 100, ReportProgress, scene);
	NewtonMesh* const convexApproximation = NewtonMeshApproximateConvexDecomposition (mesh, 0.01f, 0.2f, 256, 100, ReportProgress, scene);
//	NewtonMesh* const convexApproximation = NewtonMeshApproximateConvexDecomposition (mesh, 0.00001f, 0.0f, 256, 100, ReportProgress, scene);

	// create a compound collision by creation a convex hull of each segment of the source mesh 
	NewtonCollision* const compound = NewtonCreateCompoundCollisionFromMesh (world, convexApproximation, 0.001f, 0, 0);

	// test collision mode
//	NewtonCollisionSetCollisonMode(compound, 0);
	
	// make a visual Mesh
	int tex = LoadTexture(texture);
	dMatrix aligmentUV(dGetIdentityMatrix());

	NewtonMeshApplyBoxMapping(mesh, tex, tex, tex, &aligmentUV[0][0]);
	DemoMesh* const visualMesh = new DemoMesh (mesh);

	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	for (int ix = 0; ix < instaceCount; ix ++) {
		for (int iz = 0; iz < instaceCount; iz ++) {
			dFloat y = origin.m_y;
			dFloat x = origin.m_x + (ix - instaceCount/2) * 10.0f;
			dFloat z = origin.m_z + (iz - instaceCount/2) * 10.0f;
			matrix.m_posit = FindFloor (world, dVector (x, y + 10.0f, z, 0.0f), 20.0f); ;
			matrix.m_posit.m_y += 2.0f;
			CreateSimpleSolid (scene, visualMesh, 10.0f, matrix, compound, 0);
		}
	}

	visualMesh->Release();

	NewtonDestroyCollision(compound);
	NewtonMeshDestroy (convexApproximation);
}