void dCollisionConeNodeInfo::CalculateInertiaGeometry (dScene* world, dVector& inertia, dVector& centerOfMass) const
{
	NewtonWorld* newton = world->GetNewtonWorld();
	NewtonCollision* box = NewtonCreateCylinder(newton, m_radius, m_height, 0, &m_matrix[0][0]);
	CalculateGeometryProperies (box, inertia, centerOfMass);
	NewtonReleaseCollision (newton, box);
}
Пример #2
0
NzCylinderGeom::NzCylinderGeom(NzPhysWorld* physWorld, float length, float radius, const NzMatrix4f& transformMatrix) :
NzBaseGeom(physWorld),
m_length(length),
m_radius(radius)
{
	m_collision = NewtonCreateCylinder(physWorld->GetHandle(), radius, length, 0, transformMatrix);
}
Пример #3
0
NewtonCollision* CreateNewtonCylinder (NewtonWorld* world, NewtonEntity *ent, float height, float radius, int shapeId, const glm::mat4& orientation)
{
	// Place the shape origin at the geometrical center of the entity
	glm::vec3 origin( (ent->maxBox + ent->minBox)*0.5f );

    glm::mat4 offset = glm::gtc::matrix_transform::translate(orientation,origin);

	// now create a collision Box for this entity
	return NewtonCreateCylinder(world, radius, height, shapeId, &offset[0][0]);
}
Пример #4
0
    iPhysicsCollision* iPhysics::createCylinder(float32 radius, float32 height, const iaMatrixf& offset, uint64 worldID)
    {
        iPhysicsCollision* result = nullptr;
        const NewtonWorld* world = static_cast<const NewtonWorld*>(getWorld(worldID)->getNewtonWorld());

        if (world != nullptr)
        {
            NewtonCollision* collision = NewtonCreateCylinder(static_cast<const NewtonWorld*>(world), radius, height, 0, 0, offset.getData());

            result = new iPhysicsCollision(collision, worldID);
            NewtonCollisionSetUserID(static_cast<const NewtonCollision*>(collision), result->getID());

            _collisionsListMutex.lock();
            _collisions[result->getID()] = result;
            _collisionsListMutex.unlock();
        }

        return result;
    }
Пример #5
0
void AddRollingBeats (NewtonWorld* nWorld)
{
	dFloat mass;
	dFloat Ixx;
	dFloat Iyy;
	dFloat Izz;
	NewtonBody* bar;
	NewtonCollision* collision;

	dMatrix location (GetIdentityMatrix());
	location.m_posit.m_x =  5.0f; 
	location.m_posit.m_y =  2.0f; 
	location.m_posit.m_z = -2.0f; 
	dVector size (10.0f, 0.25f, 0.25f);

	bar = NULL;
	// /////////////////////////////////////////////////////////////////////////////////////             
	//
	// create a bar and attach it to the world with a hinge with limits
	//
	// ////////////////////////////////////////////////////////////////////////////////////
	{
		CustomHinge* joint;
		RenderPrimitive* visualObject;

		// create the a graphic character (use a visualObject as our body
		visualObject = new CylinderPrimitive (location, size.m_y, size.m_x);

		// create a collision primitive to be shared by all links
		collision = NewtonCreateCylinder (nWorld, size.m_y, size.m_x, NULL); 

		// craete the bar body
		bar = NewtonCreateBody(nWorld, collision);
		NewtonReleaseCollision (nWorld, collision);

		// attach graphic object to the rigid body
		NewtonBodySetUserData(bar, visualObject);

		// set a destructor function
		NewtonBodySetDestructorCallback (bar, PhysicsBodyDestructor);

		// set the tranform call back function
		NewtonBodySetTransformCallback (bar, PhysicsSetTransform);

		// set the force and torque call back funtion
		NewtonBodySetForceAndTorqueCallback (bar,PhysicsApplyGravityForce);


		// calculate a acurate momenet of inertia
		mass = 5.0f;
		Ixx = 0.7f * mass * (size.m_y * size.m_y + size.m_z * size.m_z) / 12.0f;
		Iyy = 0.7f * mass * (size.m_x * size.m_x + size.m_z * size.m_z) / 12.0f;
		Izz = 0.7f * mass * (size.m_x * size.m_x + size.m_y * size.m_y) / 12.0f;

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

		// set the matrix for both the rigid nody and the graphic body
		NewtonBodySetMatrix (bar, &location[0][0]);
		PhysicsSetTransform (bar, &location[0][0]);

		dVector pin (0.0f, 1.0f, 0.0f);
		dVector pivot (location.m_posit);
		pivot.m_x -= size.m_x * 0.5f;
  
		// connect these two bodies by a ball and sockect joint
		//joint = NewtonConstraintCreateHinge (nWorld, &pivot.m_x, &pin.m_x, link0, link1);
		joint = new CustomHinge (pivot, pin, bar, NULL);

		// no limits
		//joint->EnableLimits (true);
		//joint->SetAngleLimis (-30.0f * 3.1416f/180.0f, 30.0f * 3.1416f/180.0f); 
	}


	{
		// ////////////////////////////////////////////////////////////////////////////////////
		//
		// add a sliding visualObject with limits
		//
		NewtonBody* beat;
		CustomSlider* joint;
		RenderPrimitive* visualObject;
		dMatrix beatLocation (location);
		dVector beatSize (0.5f, 2.0f, 2.0f);

		beatLocation.m_posit.m_x += size.m_x * 0.25f;

		// create the a graphic character (use a visualObject as our body
		visualObject = new BoxPrimitive (beatLocation, beatSize);

		// create a collision primitive to be shared by all links
		collision = NewtonCreateBox (nWorld, beatSize.m_x, beatSize.m_y, beatSize.m_z, NULL); 

		beat = NewtonCreateBody(nWorld, collision);
		NewtonReleaseCollision (nWorld, collision);

			// attach graphic object to the rigid body
		NewtonBodySetUserData(beat, visualObject);

		// set a destyuctor function
		NewtonBodySetDestructorCallback (beat, PhysicsBodyDestructor);

		// set the tranform call back function
		NewtonBodySetTransformCallback (beat, PhysicsSetTransform);

		// set the force and torque call back funtion
		NewtonBodySetForceAndTorqueCallback (beat,PhysicsApplyGravityForce);


		// calculate a acurate momenet of inertia
		mass = 5.0f;
		Ixx = 0.7f * mass * (beatSize.m_y * beatSize.m_y + beatSize.m_z * beatSize.m_z) / 12.0f;
		Iyy = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_z * beatSize.m_z) / 12.0f;
		Izz = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_y * beatSize.m_y) / 12.0f;

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

		// set the matrix for both the rigid nody and the graphic body
		NewtonBodySetMatrix (beat, &beatLocation[0][0]);
		PhysicsSetTransform (beat, &beatLocation[0][0]);

		// set the pivot relative for the first bar
		dVector pivot (beatLocation.m_posit); 
		dVector pin (beatLocation.m_front);
		joint = new CustomSlider (pivot, pin, beat, bar);

		// claculate the minimum and maximum limit for this joints
		dFloat minLimits = ((location.m_posit.m_x - beatLocation.m_posit.m_x) - size.m_x * 0.5f);
		dFloat maxLimits = ((location.m_posit.m_x - beatLocation.m_posit.m_x) + size.m_x * 0.5f);

		joint->EnableLimits(true);
		joint->SetLimis (minLimits, maxLimits); 
	}


	{
		// ////////////////////////////////////////////////////////////////////////////////////
		//
		// add a corkscrew visualObject with limits
		//
		// ////////////////////////////////////////////////////////////////////////////////////
		NewtonBody* beat;
		CustomCorkScrew* joint;
		RenderPrimitive* visualObject;
		dMatrix beatLocation (location);
		dVector beatSize (0.5f, 1.25f, 1.25f);

		beatLocation.m_posit.m_x -= size.m_x * 0.25f;

		// create the a graphic character (use a visualObject as our body
		//visualObject = new BoxPrimitive (beatLocation, beatSize);
		visualObject = new ChamferCylinderPrimitive (beatLocation, beatSize.m_y, beatSize.m_x);

		// create a collision primitive to be shared by all links
		collision = NewtonCreateChamferCylinder (nWorld, beatSize.m_y, beatSize.m_x, NULL); 

		beat = NewtonCreateBody(nWorld, collision);
		NewtonReleaseCollision (nWorld, collision);

			// attach graphic object to the rigid body
		NewtonBodySetUserData(beat, visualObject);

		// set a destyuctor function
		NewtonBodySetDestructorCallback (beat, PhysicsBodyDestructor);

		// set the tranform call back function
		NewtonBodySetTransformCallback (beat, PhysicsSetTransform);

		// set the force and torque call back funtion
		NewtonBodySetForceAndTorqueCallback (beat,PhysicsApplyGravityForce);


		// calculate a acurate momenet of inertia
		mass = 5.0f;
		Ixx = 0.7f * mass * (beatSize.m_y * beatSize.m_y + beatSize.m_z * beatSize.m_z) / 12.0f;
		Iyy = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_z * beatSize.m_z) / 12.0f;
		Izz = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_y * beatSize.m_y) / 12.0f;

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

		// set the matrix for both the rigid nody and the graphic body
		NewtonBodySetMatrix (beat, &beatLocation[0][0]);
		PhysicsSetTransform (beat, &beatLocation[0][0]);

		// set the pivot relative for the first bar
		dVector pivot (beatLocation.m_posit); 
		dVector pin (beatLocation.m_front);
		joint = new CustomCorkScrew (pivot, pin, beat, bar);

		// claculate the minimum and maximum limit for this joints
		dFloat minLimits = ((location.m_posit.m_x - beatLocation.m_posit.m_x) - size.m_x * 0.5f);
		dFloat maxLimits = ((location.m_posit.m_x - beatLocation.m_posit.m_x) + size.m_x * 0.5f);

		joint->EnableLimits(true);
		joint->SetLimis (minLimits, maxLimits); 
	}


	{
		// ////////////////////////////////////////////////////////////////////////////////////
		//
		// add a universal joint visualObject with limits
		//
		// ////////////////////////////////////////////////////////////////////////////////////
		NewtonBody* beat;
		CustomUniversal* joint;
		RenderPrimitive* visualObject;
		dMatrix beatLocation (location);
		dVector beatSize (0.5f, 1.25f, 1.25f);

		beatLocation.m_posit.m_x -= size.m_x * 0.5f;

		// create the a graphic character (use a visualObject as our body
		//visualObject = new BoxPrimitive (beatLocation, beatSize);
		visualObject = new ChamferCylinderPrimitive (beatLocation, beatSize.m_y, beatSize.m_x);

		// create a collision primitive to be shared by all links
		collision = NewtonCreateChamferCylinder (nWorld, beatSize.m_y, beatSize.m_x, NULL); 

		beat = NewtonCreateBody(nWorld, collision);
		NewtonReleaseCollision (nWorld, collision);

			// attach graphic object to the rigid body
		NewtonBodySetUserData(beat, visualObject);

		// set a destyuctor function
		NewtonBodySetDestructorCallback (beat, PhysicsBodyDestructor);

		// set the tranform call back function
		NewtonBodySetTransformCallback (beat, PhysicsSetTransform);

		// set the force and torque call back funtion
		NewtonBodySetForceAndTorqueCallback (beat,PhysicsApplyGravityForce);


		// calculate a acurate momenet of inertia
		mass = 5.0f;
		Ixx = 0.7f * mass * (beatSize.m_y * beatSize.m_y + beatSize.m_z * beatSize.m_z) / 12.0f;
		Iyy = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_z * beatSize.m_z) / 12.0f;
		Izz = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_y * beatSize.m_y) / 12.0f;

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

		// set the matrix for both the rigid nody and the graphic body
		NewtonBodySetMatrix (beat, &beatLocation[0][0]);
		PhysicsSetTransform (beat, &beatLocation[0][0]);

		// set the pivot relative for the first bar
		dVector pivot (beatLocation.m_posit); 
		dVector pin0 (beatLocation.m_front);
		dVector pin1 (beatLocation.m_up);
		// tell this joint to destroiy its local private data when destroyed
		joint = new CustomUniversal (pivot, pin0, pin1, beat, bar);
	}


	{
		// ////////////////////////////////////////////////////////////////////////////////////
		//
		// add a universal joint visualObject with limits
		//
		// ////////////////////////////////////////////////////////////////////////////////////
		NewtonBody* beat;
		CustomUniversal* joint;
		RenderPrimitive* visualObject;
		dMatrix beatLocation (location);
		dVector beatSize (0.5f, 1.25f, 1.25f);

		beatLocation.m_posit.m_x = size.m_x;

		// create the a graphic character (use a visualObject as our body
		//visualObject = new BoxPrimitive (beatLocation, beatSize);
		visualObject = new ChamferCylinderPrimitive (beatLocation, beatSize.m_y, beatSize.m_x);

		// create a collision primitive to be shared by all links
		collision = NewtonCreateChamferCylinder (nWorld, beatSize.m_y, beatSize.m_x, NULL); 

		beat = NewtonCreateBody(nWorld, collision);
		NewtonReleaseCollision (nWorld, collision);

			// attach graphic object to the rigid body
		NewtonBodySetUserData(beat, visualObject);

		// set a destyuctor function
		NewtonBodySetDestructorCallback (beat, PhysicsBodyDestructor);

		// set the tranform call back function
		NewtonBodySetTransformCallback (beat, PhysicsSetTransform);

		// set the force and torque call back funtion
		NewtonBodySetForceAndTorqueCallback (beat,PhysicsApplyGravityForce);


		// calculate a acurate momenet of inertia
		mass = 5.0f;
		Ixx = 0.7f * mass * (beatSize.m_y * beatSize.m_y + beatSize.m_z * beatSize.m_z) / 12.0f;
		Iyy = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_z * beatSize.m_z) / 12.0f;
		Izz = 0.7f * mass * (beatSize.m_x * beatSize.m_x + beatSize.m_y * beatSize.m_y) / 12.0f;

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

		// set the matrix for both the rigid nody and the graphic body
		NewtonBodySetMatrix (beat, &beatLocation[0][0]);
		PhysicsSetTransform (beat, &beatLocation[0][0]);

		// set the pivot relative for the first bar
		dVector pivot (beatLocation.m_posit); 
		dVector pin0 (beatLocation.m_front.Scale(-1.0f));
		dVector pin1 (beatLocation.m_up);
		// tell this joint to destroiy its local private data when destroyed
		joint = new CustomUniversal (pivot, pin0, pin1, beat, bar);
	}

}
	NewtonCollision* CylinderCollider3D::CreateHandle(PhysWorld3D* world) const
	{
		return NewtonCreateCylinder(world->GetHandle(), m_radius, m_length, 0, m_matrix);
	}
Пример #7
0
NewtonCollision* CreateConvexCollision (NewtonWorld* world, const dMatrix& srcMatrix, const dVector& originalSize, PrimitiveType type, int materialID__)
{
	dVector size (originalSize);

	NewtonCollision* collision = NULL;
	switch (type) 
	{
		case _NULL_PRIMITIVE:
		{
			collision = NewtonCreateNull (world); 
			break;
		}

		case _SPHERE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateSphere (world, size.m_x * 0.5f, 0, NULL); 
			break;
		}

		case _BOX_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateBox (world, size.m_x, size.m_y, size.m_z, 0, NULL); 
			break;
		}


		case _CONE_PRIMITIVE:
		{
			dFloat r = size.m_x * 0.5f;
			dFloat h = size.m_y;

			// create the collision 
			collision = NewtonCreateCone (world, r, h, 0, NULL); 
			break;
		}

		case _CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateCylinder (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _CAPSULE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateCapsule (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}

		case _TAPERED_CAPSULE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateTaperedCapsule (world, size.m_x * 0.5f, size.m_z * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _CHAMFER_CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateChamferCylinder (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}

		case _TAPERED_CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateTaperedCylinder (world, size.m_x * 0.5f, size.m_z * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _RANDOM_CONVEX_HULL_PRIMITIVE:
		{
			// Create a clouds of random point around the origin
			#define SAMPLE_COUNT 200
			dVector cloud [SAMPLE_COUNT];

			// make sure that at least the top and bottom are present
			cloud [0] = dVector ( size.m_x * 0.5f, 0.0f, 0.0f, 0.0f);
			cloud [1] = dVector (-size.m_x * 0.5f, 0.0f, 0.0f, 0.0f);
			cloud [2] = dVector ( 0.0f,  size.m_y * 0.5f, 0.0f, 0.0f); 
			cloud [3] = dVector ( 0.0f, -size.m_y * 0.5f, 0.0f, 0.0f);
			cloud [4] = dVector (0.0f, 0.0f,  size.m_z * 0.5f, 0.0f); 
			cloud [5] = dVector (0.0f, 0.0f, -size.m_z * 0.5f, 0.0f); 

			int count = 6;
			// populate the cloud with pseudo Gaussian random points
			for (int i = 6; i < SAMPLE_COUNT; i ++) {
				cloud [i].m_x = RandomVariable(size.m_x);
				cloud [i].m_y = RandomVariable(size.m_y);
				cloud [i].m_z = RandomVariable(size.m_z);
				count ++;
			}
			collision = NewtonCreateConvexHull (world, count, &cloud[0].m_x, sizeof (dVector), 0.01f, 0, NULL); 
			break;
		}

		case _REGULAR_CONVEX_HULL_PRIMITIVE:
		{
			// Create a clouds of random point around the origin
			#define STEPS_HULL 6
			//#define STEPS_HULL 3

			dVector cloud [STEPS_HULL * 4 + 256];
			int count = 0;
			dFloat radius = size.m_y;
			dFloat height = size.m_x * 0.999f;
			dFloat x = - height * 0.5f;
			dMatrix rotation (dPitchMatrix(2.0f * 3.141592f / STEPS_HULL));
			for (int i = 0; i < 4; i ++) {
				dFloat pad = ((i == 1) || (i == 2)) * 0.25f * radius;
				dVector p (x, 0.0f, radius + pad);
				x += 0.3333f * height;
				dMatrix acc (dGetIdentityMatrix());
				for (int j = 0; j < STEPS_HULL; j ++) {
					cloud[count] = acc.RotateVector(p);
					acc = acc * rotation;
					count ++;
				}
			}

			collision = NewtonCreateConvexHull (world, count, &cloud[0].m_x, sizeof (dVector), 0.02f, 0, NULL); 
			break;
		}

		case _COMPOUND_CONVEX_CRUZ_PRIMITIVE:
		{
			//dMatrix matrix (GetIdentityMatrix());
			dMatrix matrix (dPitchMatrix(15.0f * 3.1416f / 180.0f) * dYawMatrix(15.0f * 3.1416f / 180.0f) * dRollMatrix(15.0f * 3.1416f / 180.0f));
//			NewtonCollision* const collisionA = NewtonCreateBox (world, size.m_x, size.m_x * 0.25f, size.m_x * 0.25f, 0, &matrix[0][0]); 
//			NewtonCollision* const collisionB = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x, size.m_x * 0.25f, 0, &matrix[0][0]); 
//			NewtonCollision* const collisionC = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x * 0.25f, size.m_x, 0, &matrix[0][0]); 

matrix.m_posit = dVector (size.m_x * 0.5f, 0.0f, 0.0f, 1.0f);
NewtonCollision* const collisionA = NewtonCreateBox (world, size.m_x, size.m_x * 0.25f, size.m_x * 0.25f, 0, &matrix[0][0]); 
matrix.m_posit = dVector (0.0f, size.m_x * 0.5f, 0.0f, 1.0f);
NewtonCollision* const collisionB = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x, size.m_x * 0.25f, 0, &matrix[0][0]); 
matrix.m_posit = dVector (0.0f, 0.0f, size.m_x * 0.5f, 1.0f);
NewtonCollision* const collisionC = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x * 0.25f, size.m_x, 0, &matrix[0][0]); 


			collision = NewtonCreateCompoundCollision (world, 0);

			NewtonCompoundCollisionBeginAddRemove(collision);

			NewtonCompoundCollisionAddSubCollision (collision, collisionA);
			NewtonCompoundCollisionAddSubCollision (collision, collisionB);
			NewtonCompoundCollisionAddSubCollision (collision, collisionC);

			NewtonCompoundCollisionEndAddRemove(collision);	

			NewtonDestroyCollision(collisionA);
			NewtonDestroyCollision(collisionB);
			NewtonDestroyCollision(collisionC);
			break;
		}

		default: dAssert (0);
	}


	dMatrix matrix (srcMatrix);
	matrix.m_front = matrix.m_front.Scale (1.0f / dSqrt (matrix.m_front % matrix.m_front));
	matrix.m_right = matrix.m_front * matrix.m_up;
	matrix.m_right = matrix.m_right.Scale (1.0f / dSqrt (matrix.m_right % matrix.m_right));
	matrix.m_up = matrix.m_right * matrix.m_front;
	NewtonCollisionSetMatrix(collision, &matrix[0][0]);

	return collision;
}
	cCollideShapeNewton::cCollideShapeNewton(eCollideShapeType aType, const cVector3f &avSize,
											cMatrixf* apOffsetMtx, NewtonWorld* apNewtonWorld,
											iPhysicsWorld *apWorld)
	: iCollideShape(apWorld)
	{
		mpNewtonCollision = NULL;
		mpNewtonWorld = apNewtonWorld;
		mvSize = avSize;
		mType = aType;

		mfVolume = 0;

		float *pMtx = NULL;
		cMatrixf mtxTranspose;
		if(apOffsetMtx)
		{
			m_mtxOffset = *apOffsetMtx;
			mtxTranspose = m_mtxOffset.GetTranspose();

			pMtx = &(mtxTranspose.m[0][0]);
		}
		else
			m_mtxOffset = cMatrixf::Identity;

		////////////////////////////////////////////
		// Create Newton collision

		switch(aType)
		{
		case eCollideShapeType_Null:		mpNewtonCollision = NewtonCreateNull(apNewtonWorld); break;

		case eCollideShapeType_Box:			mpNewtonCollision = NewtonCreateBox(apNewtonWorld,
												mvSize.x, mvSize.y, mvSize.z,
												pMtx); break;

		case eCollideShapeType_Sphere:		mpNewtonCollision = NewtonCreateSphere(apNewtonWorld,
												mvSize.x, mvSize.y, mvSize.z,
												pMtx); break;

		case eCollideShapeType_Cylinder:	mpNewtonCollision = NewtonCreateCylinder(apNewtonWorld,
												mvSize.x, mvSize.y,
												pMtx); break;

		case eCollideShapeType_Capsule:		mpNewtonCollision = NewtonCreateCapsule(apNewtonWorld,
												mvSize.x, mvSize.y,
												pMtx); break;
		}

		////////////////////////////////////////////
		// Calculate Bounding volume and volume.
		if(mType == eCollideShapeType_Box)
		{
			mBoundingVolume.SetSize(mvSize);

			mfVolume = mvSize.x * mvSize.y *mvSize.z;
		}
		else if(mType == eCollideShapeType_Sphere)
		{
			mBoundingVolume.SetSize(mvSize*2);

			mfVolume = (4.0f / 3.0f) * kPif * (mvSize.x*mvSize.x*mvSize.x);
		}
		else if(mType == eCollideShapeType_Cylinder ||
				mType == eCollideShapeType_Capsule)
		{
			mBoundingVolume.SetSize(cVector3f(mvSize.y,mvSize.x*2,mvSize.x*2));

			//Not gonna be correct for capsule...
			if(mType == eCollideShapeType_Cylinder)
				mfVolume = kPif * (mvSize.x*mvSize.x)*mvSize.y;
			else
			{
				//Height of the cylinder part.
				float fCylHeight = mvSize.y - (mvSize.x*2);
				mfVolume =0;

				//The volume of the cylinder part.
				if(fCylHeight>0)
					mfVolume += kPif * (mvSize.x*mvSize.x)*fCylHeight;

				//The volume of the sphere part.
				mfVolume += (4.0f / 3.0f) * kPif * (mvSize.x*mvSize.x*mvSize.x);
			}
		}

		mBoundingVolume.SetTransform(m_mtxOffset);
	}
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);
}
dNewtonCollisionCylinder::dNewtonCollisionCylinder(dNewtonWorld* const world, dFloat radio0, dFloat radio1, dFloat height)
	:dNewtonAlignedShapes(world, 0)
{
	NewtonWaitForUpdateToFinish(m_myWorld->m_world);
	SetShape(NewtonCreateCylinder(m_myWorld->m_world, radio0, radio1, height, 0, NULL));
}