void RayCastCompoundsAllSubShapes(const dVector& origin, const dVector& end)
	{
		m_param = 1.0f;
		m_body = NULL;
		NewtonWorld* const world = GetWorld();
		NewtonWorldRayCast(world, &origin[0], &end[0], PickCompound, this, NULL, 0);
		if (m_body) {
			// we found a compound, find all sub shape on teh path of the ray
			dMatrix matrix;
			NewtonBodyGetMatrix(m_body, &matrix[0][0]);
			dVector localP0(matrix.UntransformVector(origin));
			dVector localP1(matrix.UntransformVector(end));

			NewtonCollision* const compoundCollision = NewtonBodyGetCollision(m_body);
			dAssert(NewtonCollisionGetType(compoundCollision) == SERIALIZE_ID_COMPOUND);
			for (void* node = NewtonCompoundCollisionGetFirstNode(compoundCollision); node; node = NewtonCompoundCollisionGetNextNode(compoundCollision, node)) {
				dVector normal;
				dLong attribute;
				NewtonCollision* const subShape = NewtonCompoundCollisionGetCollisionFromNode(compoundCollision, node);
				dFloat xxx = NewtonCollisionRayCast(subShape, &localP0[0], &localP1[0], &normal[0], &attribute);
				if (xxx < 1.0f) {
					dTrace (("sub shape hit\n"))
				}
			}
		}
	}
Exemplo n.º 2
0
int dNewton::OnCompoundSubCollisionAABBOverlap (const NewtonMaterial* const material, const NewtonBody* const body0, const void* const collisionNode0, const NewtonBody* const body1, const void* const collisionNode1, int threadIndex)
{
	dAssert (NewtonBodyGetWorld (body0) == NewtonBodyGetWorld (body1));
	dNewton* const world = (dNewton*) NewtonWorldGetUserData(NewtonBodyGetWorld (body0));
	dNewtonBody* const dBody0 = (dNewtonBody*) NewtonBodyGetUserData (body0);
	dNewtonBody* const dBody1 = (dNewtonBody*) NewtonBodyGetUserData (body1);

	NewtonCollision* const collision0 = NewtonBodyGetCollision(body0);
	NewtonCollision* const collision1 = NewtonBodyGetCollision(body1);
	NewtonCollision* const subCollision0 = collisionNode0 ? (NewtonCollision*) NewtonCompoundCollisionGetCollisionFromNode (collision0, (void*)collisionNode0) : collision0;
	NewtonCollision* const subCollision1 = collisionNode1 ? (NewtonCollision*) NewtonCompoundCollisionGetCollisionFromNode (collision1, (void*)collisionNode1) : collision1;

	dNewtonCollision* const dsubCollision0 = (dNewtonCollision*)NewtonCollisionGetUserData(subCollision0);
	dNewtonCollision* const dsubCollision1 = (dNewtonCollision*)NewtonCollisionGetUserData(subCollision1);
	dAssert (dsubCollision0);
	dAssert (dsubCollision1);
	return world->OnCompoundSubCollisionAABBOverlap (dBody0, dsubCollision0, dBody1, dsubCollision1, threadIndex);
}
void CustomPlayerController::Init(dFloat mass, dFloat outerRadius, dFloat innerRadius, dFloat height, dFloat stairStep, const dMatrix& localAxis)
{
	dAssert (stairStep >= 0.0f);
	dAssert (innerRadius >= 0.0f);
	dAssert (outerRadius >= innerRadius);
	dAssert (height >= stairStep);
	dAssert (localAxis[0].m_w == dFloat (0.0f));
	dAssert (localAxis[1].m_w == dFloat (0.0f));

	CustomPlayerControllerManager* const manager = (CustomPlayerControllerManager*) GetManager();
	NewtonWorld* const world = manager->GetWorld();

	SetRestrainingDistance (0.0f);

	m_outerRadio = outerRadius;
	m_innerRadio = innerRadius;
	m_height = height;
	m_stairStep = stairStep;
	SetClimbSlope(45.0f * 3.1416f/ 180.0f);
	m_upVector = localAxis[0];
	m_frontVector = localAxis[1];

	m_groundPlane = dVector (0.0f, 0.0f, 0.0f, 0.0f);
	m_groundVelocity = dVector (0.0f, 0.0f, 0.0f, 0.0f);

	const int steps = 12;
	dVector convexPoints[2][steps];

	// create an inner thin cylinder
	dFloat shapeHigh = height;
	dAssert (shapeHigh > 0.0f);
	dVector p0 (0.0f, m_innerRadio, 0.0f, 0.0f);
	dVector p1 (shapeHigh, m_innerRadio, 0.0f, 0.0f);
	for (int i = 0; i < steps; i ++) {
		dMatrix rotation (dPitchMatrix (i * 2.0f * 3.141592f / steps));
		convexPoints[0][i] = localAxis.RotateVector(rotation.RotateVector(p0));
		convexPoints[1][i] = localAxis.RotateVector(rotation.RotateVector(p1));
	}
	NewtonCollision* const supportShape = NewtonCreateConvexHull(world, steps * 2, &convexPoints[0][0].m_x, sizeof (dVector), 0.0f, 0, NULL); 

	// create the outer thick cylinder
	dMatrix outerShapeMatrix (localAxis);
	dFloat capsuleHigh = m_height - stairStep;
	dAssert (capsuleHigh > 0.0f);
	m_sphereCastOrigin = capsuleHigh * 0.5f + stairStep;
	outerShapeMatrix.m_posit = outerShapeMatrix[0].Scale(m_sphereCastOrigin);
	outerShapeMatrix.m_posit.m_w = 1.0f;
	NewtonCollision* const bodyCapsule = NewtonCreateCapsule(world, 0.25f, 0.5f, 0, &outerShapeMatrix[0][0]);
	NewtonCollisionSetScale(bodyCapsule, capsuleHigh, m_outerRadio * 4.0f, m_outerRadio * 4.0f);

	// compound collision player controller
	NewtonCollision* const playerShape = NewtonCreateCompoundCollision(world, 0);
	NewtonCompoundCollisionBeginAddRemove(playerShape);	
	NewtonCompoundCollisionAddSubCollision (playerShape, supportShape);
	NewtonCompoundCollisionAddSubCollision (playerShape, bodyCapsule);
	NewtonCompoundCollisionEndAddRemove (playerShape);	

	// create the kinematic body
	dMatrix locationMatrix (dGetIdentityMatrix());
	m_body = NewtonCreateKinematicBody(world, playerShape, &locationMatrix[0][0]);

	// players must have weight, otherwise they are infinitely strong when they collide
	NewtonCollision* const shape = NewtonBodyGetCollision(m_body);
	NewtonBodySetMassProperties(m_body, mass, shape);

	// make the body collidable with other dynamics bodies, by default
	NewtonBodySetCollidable (m_body, true);

	dFloat castHigh = capsuleHigh * 0.4f;
	dFloat castRadio = (m_innerRadio * 0.5f > 0.05f) ? m_innerRadio * 0.5f : 0.05f;

	dVector q0 (0.0f, castRadio, 0.0f, 0.0f);
	dVector q1 (castHigh, castRadio, 0.0f, 0.0f);
	for (int i = 0; i < steps; i ++) {
		dMatrix rotation (dPitchMatrix (i * 2.0f * 3.141592f / steps));
		convexPoints[0][i] = localAxis.RotateVector(rotation.RotateVector(q0));
		convexPoints[1][i] = localAxis.RotateVector(rotation.RotateVector(q1));
	}
	m_castingShape = NewtonCreateConvexHull(world, steps * 2, &convexPoints[0][0].m_x, sizeof (dVector), 0.0f, 0, NULL); 


	m_supportShape = NewtonCompoundCollisionGetCollisionFromNode (shape, NewtonCompoundCollisionGetNodeByIndex (shape, 0));
	m_upperBodyShape = NewtonCompoundCollisionGetCollisionFromNode (shape, NewtonCompoundCollisionGetNodeByIndex (shape, 1));

	NewtonDestroyCollision (bodyCapsule);
	NewtonDestroyCollision (supportShape);
	NewtonDestroyCollision (playerShape);

	m_isJumping = false;
}
Exemplo n.º 4
0
void CustomVehicleController::Init (NewtonCollision* const chassisShape, const dMatrix& vehicleFrame, dFloat mass, const dVector& gravityVector)
{
	m_finalized = false;
	m_externalContactStatesCount = 0;
	m_sleepCounter = VEHICLE_SLEEP_COUNTER;
	m_freeContactList = m_externalContactStatesPoll.GetFirst();
	CustomVehicleControllerManager* const manager = (CustomVehicleControllerManager*) GetManager(); 
	NewtonWorld* const world = manager->GetWorld(); 

	// create a compound collision 	
	NewtonCollision* const vehShape = NewtonCreateCompoundCollision(world, 0);
	NewtonCompoundCollisionBeginAddRemove(vehShape);

	// if the shape is a compound collision ass all the pieces one at a time
	int shapeType = NewtonCollisionGetType (chassisShape);
	if (shapeType == SERIALIZE_ID_COMPOUND) {
		for (void* node = NewtonCompoundCollisionGetFirstNode(chassisShape); node; node = NewtonCompoundCollisionGetNextNode (chassisShape, node)) { 
			NewtonCollision* const subCollision = NewtonCompoundCollisionGetCollisionFromNode(chassisShape, node);
			NewtonCompoundCollisionAddSubCollision (vehShape, subCollision);
		}
	} else {
		dAssert ((shapeType == SERIALIZE_ID_CONVEXHULL) || (shapeType == SERIALIZE_ID_BOX));
		NewtonCompoundCollisionAddSubCollision (vehShape, chassisShape);
	}
	NewtonCompoundCollisionEndAddRemove (vehShape);	

	// create the rigid body for this vehicle
	dMatrix locationMatrix (dGetIdentityMatrix());
	m_body = NewtonCreateDynamicBody(world, vehShape, &locationMatrix[0][0]);

	// set vehicle mass, inertia and center of mass
	NewtonBodySetMassProperties (m_body, mass, vehShape);

	// set linear and angular drag to zero
	dVector drag(0.0f, 0.0f, 0.0f, 0.0f);
	NewtonBodySetLinearDamping(m_body, 0);
	NewtonBodySetAngularDamping(m_body, &drag[0]);

	// destroy the collision help shape
	NewtonDestroyCollision (vehShape);

	// initialize vehicle internal components
	NewtonBodyGetCentreOfMass (m_body, &m_chassisState.m_com[0]);
	m_chassisState.m_comOffset = dVector (0.0f, 0.0f, 0.0f, 0.0f);

	m_chassisState.m_gravity = gravityVector;
	m_chassisState.m_gravityMag = dSqrt (gravityVector % gravityVector);
	m_chassisState.Init(this, vehicleFrame);

//	m_stateList.Append(&m_staticWorld);
	m_stateList.Append(&m_chassisState);

	// create the normalized size tire shape
	m_tireCastShape = NewtonCreateChamferCylinder(world, 0.5f, 1.0f, 0, NULL);

	// initialize all components to empty
	m_engine = NULL;
	m_brakes = NULL;
	m_steering = NULL;
	m_handBrakes = NULL;

	SetDryRollingFrictionTorque (100.0f/4.0f);
	SetAerodynamicsDownforceCoefficient (0.5f * dSqrt (gravityVector % gravityVector), 60.0f * 0.447f);
}
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);
}