void ScaledMeshCollision (DemoEntityManager* const scene)
{
	// load the skybox
	scene->CreateSkyBox();

	// load the scene from a ngd file format
	CreateLevelMesh (scene, "flatPlane.ngd", 1);
	//CreateLevelMesh (scene, "flatPlaneDoubleFace.ngd", 1);
	//CreateLevelMesh (scene, "sponza.ngd", 0);
	//CreateLevelMesh (scene, "cattle.ngd", fileName);
	//CreateLevelMesh (scene, "playground.ngd", 0);

	//dMatrix camMatrix (dRollMatrix(-20.0f * 3.1416f /180.0f) * dYawMatrix(-45.0f * 3.1416f /180.0f));
	dMatrix camMatrix (dGetIdentityMatrix());
	dQuaternion rot (camMatrix);
	dVector origin (-15.0f, 5.0f, 0.0f, 0.0f);
	//origin = origin.Scale (0.25f);
	scene->SetCameraMatrix(rot, origin);


	NewtonWorld* const world = scene->GetNewton();
	int defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);
	dVector location (0.0f, 0.0f, 0.0f, 0.0f);

	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = location;
	matrix.m_posit.m_x = 0.0f;
	matrix.m_posit.m_y = 0.0f;
	matrix.m_posit.m_z = 0.0f;
	matrix.m_posit.m_w = 1.0f;

	DemoEntity teaPot (dGetIdentityMatrix(), NULL);
	teaPot.LoadNGD_mesh("teapot.ngd", world);
	//teaPot.LoadNGD_mesh("box.ngd", world);

	NewtonCollision* const staticCollision = CreateCollisionTree (world, &teaPot, 0, true);
	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (1.0f, 1.0f, 1.0f, 0.0f));
//	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (0.5f, 0.5f, 2.0f, 0.0f));

	matrix.m_posit.m_z = -5.0f;
	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (0.5f, 0.5f, 2.0f, 0.0f));

	matrix.m_posit.m_z = 5.0f;
	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (3.0f, 3.0f, 1.5f, 0.0f));

	matrix.m_posit.m_z = 0.0f;
	matrix.m_posit.m_x = -5.0f;
	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (0.5f, 0.5f, 0.5f, 0.0f));

	matrix.m_posit.m_x = 5.0f;
	CreateScaleStaticMesh (&teaPot, staticCollision, scene, matrix, dVector (2.0f, 2.0f, 2.0f, 0.0f));

	// do not forget to destroy the collision mesh helper
	NewtonDestroyCollision(staticCollision);

	dVector size0 (1.0f, 1.0f, 1.0f, 0.0f);
	dVector size1 (0.5f, 1.0f, 1.0f, 0.0f);
	dMatrix shapeOffsetMatrix (dRollMatrix(3.141592f/2.0f));

	int count = 3;
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _SPHERE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _BOX_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size1, count, count, 5.0f, _CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size1, count, count, 5.0f, _CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _CHAMFER_CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _CONE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _REGULAR_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddNonUniformScaledPrimitives(scene, 10.0f, location, size0, count, count, 5.0f, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);

	origin.m_x -= 4.0f;
	origin.m_y += 1.0f;
	scene->SetCameraMatrix(rot, origin);	
}
Пример #2
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);

}
Пример #3
0
void Physics::setupMaterials()
{
    assert( _p_world );

    // get the default material ID
    int defaultID = NewtonMaterialGetDefaultGroupID( _p_world );
    // set default material properties
    NewtonMaterialSetDefaultSoftness( _p_world, defaultID, defaultID, 0.05f );
    NewtonMaterialSetDefaultElasticity( _p_world, defaultID, defaultID, 0.4f );
    NewtonMaterialSetDefaultCollidable( _p_world, defaultID, defaultID, 1 );
    NewtonMaterialSetDefaultFriction( _p_world, defaultID, defaultID, 1.0f, 0.5f );
    NewtonMaterialSetCollisionCallback( _p_world, defaultID, defaultID, &defaultCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // create all predefined materials IDs
    int nocolID = NewtonMaterialCreateGroupID( _p_world );
    int wallID  = NewtonMaterialCreateGroupID( _p_world );
    int levelID = NewtonMaterialCreateGroupID( _p_world );
    int woodID  = NewtonMaterialCreateGroupID( _p_world );
    int metalID = NewtonMaterialCreateGroupID( _p_world );
    int stoneID = NewtonMaterialCreateGroupID( _p_world );
    int grassID = NewtonMaterialCreateGroupID( _p_world );

    _materials.insert( std::make_pair( "default", defaultID ) );
    _materials.insert( std::make_pair( "wall"   , wallID    ) );
    _materials.insert( std::make_pair( "nocol"  , nocolID   ) );
    _materials.insert( std::make_pair( "level"  , levelID   ) );
    _materials.insert( std::make_pair( "wood"   , woodID    ) );
    _materials.insert( std::make_pair( "metal"  , metalID   ) );
    _materials.insert( std::make_pair( "stone"  , stoneID   ) );
    _materials.insert( std::make_pair( "grass"  , grassID   ) );

    // set non-colliding pairs
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, defaultID, 0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, wallID,    0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, levelID,   0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, woodID,    0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, metalID,   0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, grassID,   0 );
    NewtonMaterialSetDefaultCollidable( _p_world, nocolID, stoneID,   0 );

    // set the material properties for level on wood
    NewtonMaterialSetDefaultElasticity( _p_world, levelID, woodID, 0.5f );
    NewtonMaterialSetDefaultFriction  ( _p_world, levelID, woodID, 0.7f, 0.6f);
    NewtonMaterialSetCollisionCallback( _p_world, levelID, woodID, &level_woodCollStruct, genericContactBegin, levelContactProcess, genericContactEnd );

    // set the material properties for level on metal
    NewtonMaterialSetDefaultElasticity( _p_world, levelID, metalID, 0.5f );
    NewtonMaterialSetDefaultFriction  ( _p_world, levelID, metalID, 0.8f, 0.6f );
    NewtonMaterialSetCollisionCallback( _p_world, levelID, metalID, &level_metalCollStruct, genericContactBegin, levelContactProcess, genericContactEnd );

    // set the material properties for level on grass
    NewtonMaterialSetDefaultElasticity( _p_world, levelID, grassID, 0.3f );
    NewtonMaterialSetDefaultFriction  ( _p_world, levelID, grassID, 0.9f, 0.7f );
    NewtonMaterialSetCollisionCallback( _p_world, levelID, grassID, &level_grassCollStruct, genericContactBegin, levelContactProcess, genericContactEnd );

    // set the material properties for level on stone
    NewtonMaterialSetDefaultElasticity( _p_world, levelID, stoneID, 0.45f );
    NewtonMaterialSetDefaultFriction  ( _p_world, levelID, stoneID, 0.8f, 0.7f );
    NewtonMaterialSetCollisionCallback( _p_world, levelID, stoneID, &level_stoneCollStruct, genericContactBegin, levelContactProcess, genericContactEnd );

    //------

    // set the material properties for wood on wood
    NewtonMaterialSetDefaultElasticity( _p_world, woodID, woodID, 0.3f );
    NewtonMaterialSetDefaultFriction  ( _p_world, woodID, woodID, 1.1f, 0.7f);
    NewtonMaterialSetCollisionCallback( _p_world, woodID, woodID, &wood_woodCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for wood on metal
    NewtonMaterialSetDefaultElasticity( _p_world, woodID, metalID, 0.5f );
    NewtonMaterialSetDefaultFriction  ( _p_world, woodID, metalID, 0.8f, 0.6f );
    NewtonMaterialSetCollisionCallback( _p_world, woodID, metalID, &wood_metalCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for wood on grass
    NewtonMaterialSetDefaultElasticity( _p_world, woodID, grassID, 0.2f );
    NewtonMaterialSetDefaultFriction  ( _p_world, woodID, grassID, 0.9f, 0.7f );
    NewtonMaterialSetCollisionCallback( _p_world, woodID, grassID, &wood_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for wood on stone
    NewtonMaterialSetDefaultElasticity( _p_world, woodID, stoneID, 0.45f );
    NewtonMaterialSetDefaultFriction  ( _p_world, woodID, stoneID, 0.7f, 0.6f );
    NewtonMaterialSetCollisionCallback( _p_world, woodID, stoneID, &wood_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    //------

    // set the material properties for metal on metal
    NewtonMaterialSetDefaultElasticity( _p_world, metalID, metalID, 0.7f );
    NewtonMaterialSetDefaultFriction  ( _p_world, metalID, metalID, 0.5f, 0.2f );
    NewtonMaterialSetCollisionCallback( _p_world, metalID, metalID, &metal_metalCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for metal on grass
    NewtonMaterialSetDefaultElasticity( _p_world, metalID, grassID, 0.2f );
    NewtonMaterialSetDefaultFriction  ( _p_world, metalID, grassID, 0.6f, 0.5f );
    NewtonMaterialSetCollisionCallback( _p_world, metalID, grassID, &metal_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for metal on stone
    NewtonMaterialSetDefaultElasticity( _p_world, metalID, stoneID, 0.6f );
    NewtonMaterialSetDefaultFriction  ( _p_world, metalID, stoneID, 0.5f, 0.4f );
    NewtonMaterialSetCollisionCallback( _p_world, metalID, stoneID, &metal_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    //------

    // set the material properties for stone on stone
    NewtonMaterialSetDefaultElasticity( _p_world, stoneID, stoneID, 0.8f );
    NewtonMaterialSetDefaultFriction  ( _p_world, stoneID, stoneID, 0.5f, 0.2f );
    NewtonMaterialSetCollisionCallback( _p_world, stoneID, stoneID, &stone_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    // set the material properties for stone on grass
    NewtonMaterialSetDefaultElasticity( _p_world, stoneID, grassID, 0.2f );
    NewtonMaterialSetDefaultFriction  ( _p_world, stoneID, grassID, 0.7f, 0.6f );
    NewtonMaterialSetCollisionCallback( _p_world, stoneID, grassID, &stone_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );

    //------

    // set the material properties for grass on grass ( may we need this!? )
    NewtonMaterialSetDefaultElasticity( _p_world, grassID, grassID, 0.1f );
    NewtonMaterialSetDefaultFriction  ( _p_world, grassID, grassID, 0.9f, 0.8f );
    NewtonMaterialSetCollisionCallback( _p_world, grassID, grassID, &grass_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd );
}
static void AddStructuredFractured (DemoEntityManager* const scene, const dVector& origin, int materialID, const char* const assetName)
{
	// create the shape and visual mesh as a common data to be re used
	NewtonWorld* const world = scene->GetNewton();


#if 0
	// load the mesh asset
	DemoEntity entity(GetIdentityMatrix(), NULL);	
	entity.LoadNGD_mesh (assetName, world);
	DemoMesh____* const mesh = entity.GetMesh();
	dAssert (mesh);

	// convert the mesh to a newtonMesh
	NewtonMesh* const solidMesh = mesh->CreateNewtonMesh (world, entity.GetMeshMatrix() * entity.GetCurrentMatrix());
#else
	int externalMaterial = LoadTexture("wood_0.tga");
	NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), dVector (3.0f, 3.0f, 3.0f, 0.0), _BOX_PRIMITIVE, 0);
	NewtonMesh* const solidMesh = NewtonMeshCreateFromCollision(collision);
	NewtonDestroyCollision(collision);
	//NewtonMeshTriangulate(solidMesh);
	NewtonMeshApplyBoxMapping (solidMesh, externalMaterial, externalMaterial, externalMaterial);
#endif


	// create a random point cloud
	dVector points[MAX_POINT_CLOUD_SIZE];
	int pointCount = MakeRandomPoisonPointCloud (solidMesh, points);
//	int pointCount = MakeRandomGuassianPointCloud (solidMesh, points, MAX_POINT_CLOUD_SIZE);

	// create and interiors material for texturing the fractured pieces
	//int internalMaterial = LoadTexture("KAMEN-stup.tga");
	int internalMaterial = LoadTexture("concreteBrick.tga");

	// crate a texture matrix for uv mapping of fractured pieces
	dMatrix textureMatrix (dGetIdentityMatrix());
	textureMatrix[0][0] = 1.0f / 2.0f;
	textureMatrix[1][1] = 1.0f / 2.0f;

	/// create the fractured collision and mesh
	int debreePhysMaterial = NewtonMaterialGetDefaultGroupID(world);
	NewtonCollision* structuredFracturedCollision = NewtonCreateFracturedCompoundCollision (world, solidMesh, 0, debreePhysMaterial, pointCount, &points[0][0], sizeof (dVector), internalMaterial, &textureMatrix[0][0],
																							OnReconstructMainMeshCallBack, OnEmitFracturedCompound, OnEmitFracturedChunk);

// uncomment this to test serialization
#if 0
	FILE* file = fopen ("serialize.bin", "wb");
	NewtonCollisionSerialize (world, structuredFracturedCollision, DemoEntityManager::SerializeFile, file);
	NewtonDestroyCollision (structuredFracturedCollision);
	fclose (file);

	file = fopen ("serialize.bin", "rb");
	structuredFracturedCollision = NewtonCreateCollisionFromSerialization (world, DemoEntityManager::DeserializeFile, file);
	NewtonFracturedCompoundSetCallbacks (structuredFracturedCollision, OnReconstructMainMeshCallBack, OnEmitFracturedCompound, OnEmitFracturedChunk);
	fclose (file);
#endif	

#if 0
	// test the interface
	dTree<void*, void*> detachableNodes;
	NewtonCompoundCollisionBeginAddRemove(structuredFracturedCollision);	

	// remove all chunk that can be detached for the first layer
	for (void* node = NewtonCompoundCollisionGetFirstNode(structuredFracturedCollision); node; node = NewtonCompoundCollisionGetNextNode(structuredFracturedCollision, node)) { 
		if (NewtonFracturedCompoundIsNodeFreeToDetach (structuredFracturedCollision, node)) {
			detachableNodes.Insert(node, node);
		}

		// remove any node that can be deched fro the secund layer, this codul; be reusive
		void* neighbors[32];
		int count = NewtonFracturedCompoundNeighborNodeList (structuredFracturedCollision, node, neighbors, sizeof (neighbors) / sizeof (neighbors[0]));
		for (int i = 0; i < count; i ++ ) {
			if (NewtonFracturedCompoundIsNodeFreeToDetach (structuredFracturedCollision, neighbors[i])) {
				detachableNodes.Insert(node, node);
			}
		}
	}

	// now delete the actual nodes
	dTree<void*, void*>::Iterator iter (detachableNodes) ;
	for (iter.Begin(); iter; iter ++) { 
		void* const node = iter.GetNode()->GetInfo(); 
		NewtonCompoundCollisionRemoveSubCollision (structuredFracturedCollision, node);
	}
	NewtonCompoundCollisionEndAddRemove(structuredFracturedCollision);	
#endif
	
#if 1
	dVector plane (0.0f, 1.0f, 0.0f, 0.0f);
	NewtonCollision* const crack = NewtonFracturedCompoundPlaneClip (structuredFracturedCollision, &plane[0]);
	if (crack) {
		NewtonDestroyCollision (structuredFracturedCollision);
	}
#endif




    dVector com(0.0f);
    dVector inertia(0.0f);
    NewtonConvexCollisionCalculateInertialMatrix (structuredFracturedCollision, &inertia[0], &com[0]);	

    //dFloat mass = 10.0f;
    //int materialId = 0;
    //create the rigid body
	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	matrix.m_posit.m_y = 20.0;
	matrix.m_posit.m_w = 1.0f;
    NewtonBody* const rigidBody = NewtonCreateDynamicBody (world, structuredFracturedCollision, &matrix[0][0]);

	// set the mass and center of mass
	dFloat density = 1.0f;
	dFloat mass = density * NewtonConvexCollisionCalculateVolume (structuredFracturedCollision);
	NewtonBodySetMassProperties (rigidBody, mass, structuredFracturedCollision);


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

	// set the force and torque call back function
	NewtonBodySetForceAndTorqueCallback (rigidBody, PhysicsApplyGravityForce);

	// create the entity and visual mesh and attach to the body as user data
	CreateVisualEntity (scene, rigidBody);

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

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

	// release the interior texture
//	ReleaseTexture (internalMaterial);

	// delete the solid mesh since it no longed needed
	NewtonMeshDestroy (solidMesh);

	// destroy the fracture collision
	NewtonDestroyCollision (structuredFracturedCollision);
}
//static void UnstableStruture (SceneManager& system, dVector location, int high)
static void BreakableStruture (SceneManager& system, dVector location, int high)
{
	dFloat plankMass;
	dFloat columnMass;

	// /////////////////////////////////////////////////////////////////////
	//
	// Build a parking lot type structure

	dVector columnBoxSize (3.0f, 1.0f, 1.0f);
	//	dVector columnBoxSize (3.0f, 3.0f, 1.0f);
	dVector plankBoxSize (6.0f, 1.0f, 6.0f);

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

	// get the floor position in from o the camera
	baseMatrix.m_posit = location;
	baseMatrix.m_posit.m_y += columnBoxSize.m_x;

	// set realistic (extremes in this case for 24 bits precision) masses for the different components
	// note how the newton engine handle different masses ratios without compromising stability, 
	// we recommend the application keep this ration under 100 for contacts and 50 for joints 
	columnMass = 1.0f;
	plankMass = 20.0f;
//	 plankMass = 1.0f;

	// create a material carrier to to cou collision wit ethsi obejted
	int defaultMaterialID;
	defaultMaterialID = NewtonMaterialGetDefaultGroupID (system.m_world);

	dMatrix columAlignment (dRollMatrix(3.1416f * 0.5f));
	for (int i = 0; i < high; i ++) { 

		NewtonBody* body;
		RenderPrimitive* primitive;

		dMatrix matrix(columAlignment * baseMatrix);


		// add the 4 column
		matrix.m_posit.m_x -=  (columnBoxSize.m_z - plankBoxSize.m_x) * 0.5f;
		matrix.m_posit.m_z -=  (columnBoxSize.m_z - plankBoxSize.m_z) * 0.5f;
		body = CreateGenericSolid (system.m_world, &system, columnMass, matrix, columnBoxSize, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID);
		primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
		SetBreakValue (body, 50.0f);
		ConvexCastPlacement (body);

		matrix.m_posit.m_x += columnBoxSize.m_z - plankBoxSize.m_x;
		body = CreateGenericSolid (system.m_world, &system, columnMass, matrix, columnBoxSize, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID);
		primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
		SetBreakValue (body, 30.0f);
		ConvexCastPlacement (body);

		matrix.m_posit.m_z += columnBoxSize.m_z - plankBoxSize.m_z;		
		body = CreateGenericSolid (system.m_world, &system, columnMass, matrix, columnBoxSize, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID);
		primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
		SetBreakValue (body, 30.0f);
		ConvexCastPlacement (body);

		matrix.m_posit.m_x -= columnBoxSize.m_z - plankBoxSize.m_x;
		body = CreateGenericSolid (system.m_world, &system, columnMass, matrix, columnBoxSize, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID);
		primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
		SetBreakValue (body, 30.0f);
		ConvexCastPlacement (body);

		// add a plank
		dVector size (plankBoxSize);
		size.m_x *= 0.85f;
		size.m_z *= 0.85f;
		body = CreateGenericSolid (system.m_world, &system, plankMass, baseMatrix, size, _BOX_PRIMITIVE, defaultMaterialID);
		primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
		SetBreakValue (body, 1.0f);
		ConvexCastPlacement (body);

		// set up for another level
		baseMatrix.m_posit.m_y += (columnBoxSize.m_x + plankBoxSize.m_y);
	}

	dFloat mass;
	NewtonBody* body;
	RenderPrimitive* primitive;
	PrimitiveType type = _BOX_PRIMITIVE;
	dVector size (1.0f, 2.0f, 1.0f);
	dMatrix matrix (GetIdentityMatrix());

	mass = 10.0f;
	matrix.m_posit = location;
	matrix.m_posit.m_y = FindFloor (system.m_world, matrix.m_posit.m_x, matrix.m_posit.m_z) + baseMatrix.m_posit.m_y + 35.0f; 

	body = CreateGenericSolid (system.m_world, &system, mass, matrix, size, type, defaultMaterialID);
	primitive = (RenderPrimitive*) NewtonBodyGetUserData (body);
}
static void BuildFloorAndSceneRoot (SceneManager& system)
{
	NewtonWorld* world;
	RenderPrimitive* floor;
	NewtonBody* floorBody;
	NewtonCollision* floorCollision;
	OGLMesh* meshInstance;

	world = system.m_world;
	// /////////////////////////////////////////////////////////////////////
	//
	// create the sky box,
	system.AddModel (new SkyBox ());


	// create the the floor graphic objects
	dVector floorSize (100.0f, 2.0f, 100.0f);
	dMatrix location (GetIdentityMatrix());
	location.m_posit.m_y = -5.0f; 

	// create a box for floor 
	floorCollision = NewtonCreateBox (world, floorSize.m_x, floorSize.m_y, floorSize.m_z, 0, NULL); 

	//	meshInstance = OGLMesh::MakeBox (world, size.m_x, size.m_y, size.m_z, "GrassAndDirt.tga");
	meshInstance = new OGLMesh (floorCollision, "GrassAndDirt.tga", "metal_30.tga", "metal_30.tga");
	floor = new RenderPrimitive (location, meshInstance);
	system.AddModel (floor);
	meshInstance->Release();

	// create the the floor collision, and body with default values
	floorBody = NewtonCreateBody (world, floorCollision);
	NewtonReleaseCollision (world, floorCollision);


	// set the transformation for this rigid body
	NewtonBodySetMatrix (floorBody, &location[0][0]);

	// save the pointer to the graphic object with the body.
	NewtonBodySetUserData (floorBody, floor);

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


	// get the default material ID
	int defaultID;
	defaultID = NewtonMaterialGetDefaultGroupID (world);

	// set default material properties
	NewtonMaterialSetDefaultSoftness (world, defaultID, defaultID, 0.05f);
	NewtonMaterialSetDefaultElasticity (world, defaultID, defaultID, 0.4f);
	NewtonMaterialSetDefaultCollidable (world, defaultID, defaultID, 1);
	NewtonMaterialSetDefaultFriction (world, defaultID, defaultID, 1.0f, 0.5f);
	NewtonMaterialSetCollisionCallback (world, defaultID, defaultID, NULL, NULL, GenericContactProcess); 

	//	NewtonMaterialSetSurfaceThickness(world, materialID, materialID, 0.1f);
	NewtonMaterialSetSurfaceThickness(world, defaultID, defaultID, 0.0f);

	// set the island update callback
	NewtonSetIslandUpdateEvent (world, PhysicsIslandUpdate);

	// save the callback
	SetDemoCallbacks (system);

	InitEyePoint (dVector (1.0f, 0.0f, 0.0f), dVector (-40.0f, 10.0f, 0.0f));
}
Пример #7
0
void SceneCollision (DemoEntityManager* const scene)
{
	NewtonWorld* world = scene->GetNewton();

	// add the Sky
	scene->CreateSkyBox();

	// create a body and with a scene collision
	NewtonCollision* const sceneCollision = NewtonCreateSceneCollision (scene->GetNewton(), 0);

	// create a visual scene empty mesh
	ComplexScene* const visualMesh = new ComplexScene(sceneCollision);
	scene->Append (visualMesh);


	// add some shapes
	visualMesh->AddPrimitives(scene);

	// this is optional, finish the scene construction, optimize the collision scene
	dMatrix matrix (dGetIdentityMatrix());


	// create the level body and add it to the world
	NewtonBody* const level = NewtonCreateDynamicBody (world, sceneCollision, &matrix[0][0]);

	// replace the collision with the newly created one the  
	visualMesh->m_sceneCollision = NewtonBodyGetCollision(level);

	// set the reference to the visual
	NewtonBodySetUserData(level, visualMesh);

	// do not forget to release the collision
	NewtonDestroyCollision (sceneCollision);


	// add few objects
	int defaultMaterialID = NewtonMaterialGetDefaultGroupID (world);
	NewtonMaterialSetCollisionCallback (world, defaultMaterialID, defaultMaterialID, OnBodyAABBOverlap, OnContactCollision); 
	NewtonMaterialSetCompoundCollisionCallback(world, defaultMaterialID, defaultMaterialID, OnSubShapeAABBOverlapTest);



	dVector location (0.0f, 0.0f, 0.0f, 0.0f);
	dVector size (0.5f, 0.5f, 0.5f, 0.0f);
	dMatrix shapeOffsetMatrix (dGetIdentityMatrix());

	int count = 5;
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _SPHERE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _BOX_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _CHAMFER_CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _CONE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 1.7f, _COMPOUND_CONVEX_CRUZ_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	

	dMatrix camMatrix (dRollMatrix(-20.0f * 3.1416f /180.0f) * dYawMatrix(-45.0f * 3.1416f /180.0f));
	dQuaternion rot (camMatrix);
	dVector origin (-15.0f, 5.0f, 0.0f, 0.0f);
	scene->SetCameraMatrix(rot, origin);

}
Пример #8
0
    StupidComplexOfConvexShapes (DemoEntityManager* const scene, int count)
        :DemoEntity (dGetIdentityMatrix(), NULL)
        ,m_rayP0(0.0f, 0.0f, 0.0f, 0.0f)
        ,m_rayP1(0.0f, 0.0f, 0.0f, 0.0f)
    {
        scene->Append(this);

        count = 40;
        //count = 1;
        const dFloat size = 0.5f;

        DemoMesh* gemetries[32];
        NewtonCollision* collisionArray[32];
        NewtonWorld* const world = scene->GetNewton();
        int materialID = NewtonMaterialGetDefaultGroupID(world);

        // create a pool of predefined convex mesh
        //		PrimitiveType selection[] = {_SPHERE_PRIMITIVE,	_BOX_PRIMITIVE,	_CAPSULE_PRIMITIVE, _CYLINDER_PRIMITIVE, _CONE_PRIMITIVE, _TAPERED_CAPSULE_PRIMITIVE, _TAPERED_CYLINDER_PRIMITIVE, _CHAMFER_CYLINDER_PRIMITIVE, _RANDOM_CONVEX_HULL_PRIMITIVE, _REGULAR_CONVEX_HULL_PRIMITIVE};
        PrimitiveType selection[] = {_SPHERE_PRIMITIVE};
        for (int i = 0; i < int (sizeof (collisionArray) / sizeof (collisionArray[0])); i ++) {
            int index = dRand() % (sizeof (selection) / sizeof (selection[0]));
            dVector shapeSize (size + RandomVariable (size / 2.0f), size + RandomVariable (size / 2.0f), size + RandomVariable (size / 2.0f), 0.0f);
            shapeSize = dVector(size, size, size, 0.0f);
            collisionArray[i] = CreateConvexCollision (world, dGetIdentityMatrix(), shapeSize, selection[index], materialID);
            gemetries[i] = new DemoMesh("geometry", collisionArray[i], "wood_4.tga", "wood_4.tga", "wood_1.tga");
        }

        // make a large complex of plane by adding lost of these shapes at a random location and oriention;
        NewtonCollision* const compound = NewtonCreateCompoundCollision (world, materialID);
        NewtonCompoundCollisionBeginAddRemove(compound);

        for (int i = 0 ; i < count; i ++) {
            for (int j = 0 ; j < count; j ++) {
                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 = size * (j - count / 2) + RandomVariable (size * 0.5f);
                float y = RandomVariable (size * 2.0f);
                float z = size * (i - count / 2) + RandomVariable (size * 0.5f);

                dMatrix matrix (dPitchMatrix (pitch) * dYawMatrix (yaw) * dRollMatrix (roll));
                matrix.m_posit = dVector (x, y, z, 1.0f);

                int index = dRand() % (sizeof (selection) / sizeof (selection[0]));
                DemoEntity* const entity = new DemoEntity(matrix, this);

                entity->SetMesh(gemetries[index], dGetIdentityMatrix());

                NewtonCollisionSetMatrix (collisionArray[index], &matrix[0][0]);
                NewtonCompoundCollisionAddSubCollision (compound, collisionArray[index]);
            }
        }
        NewtonCompoundCollisionEndAddRemove(compound);

        CreateSimpleBody (world, NULL, 0.0f, dGetIdentityMatrix(), compound, 0);

        // destroy all collision shapes after they are used
        NewtonDestroyCollision(compound);
        for (int i = 0; i < int (sizeof (collisionArray) / sizeof (collisionArray[0])); i ++) {
            gemetries[i]->Release();
            NewtonDestroyCollision(collisionArray[i]);
        }

        // now make and array of collision shapes for convex casting by mouse point click an drag
        CreateCastingShapes(scene, size * 2.0f);
    }
void AlchimedesBuoyancy(DemoEntityManager* const scene)
{
	// load the sky box
	scene->CreateSkyBox();


	// load the mesh 
	CreateLevelMesh (scene, "swimmingPool.ngd", true);


	// add a trigger Manager to the world
	MyTriggerManager* const triggerManager = new MyTriggerManager(scene->GetNewton());

	dMatrix triggerLocation (dGetIdentityMatrix());
	triggerLocation.m_posit.m_x =  17.0f;
	triggerLocation.m_posit.m_y = -3.5f;

	NewtonCollision* const poolBox = NewtonCreateBox (scene->GetNewton(), 30.0f, 6.0f, 20.0f, 0, NULL);  
	triggerManager->CreateBuoyancyTrigger (triggerLocation, poolBox);
	NewtonDestroyCollision (poolBox);

	// 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
	dMatrix offsetMatrix (dGetIdentityMatrix());

	// place camera into position
	dMatrix camMatrix (dGetIdentityMatrix());
	dQuaternion rot (camMatrix);
	dVector origin (-20.0f, 10.0f, 0.0f, 0.0f);
	scene->SetCameraMatrix(rot, origin);


	int defaultMaterialID = NewtonMaterialGetDefaultGroupID (scene->GetNewton());

/*
	//test buoyancy on scaled collisions
	dVector plane (0.0f, 1.0f, 0.0f, 0.0f);
	dMatrix L1 (dPitchMatrix(30.0f * 3.141692f / 180.0f) * dYawMatrix(0.0f * 3.141692f / 180.0f) * dRollMatrix(0.0f * 3.141692f / 180.0f));
	NewtonCollision* xxx0 = NewtonCreateCompoundCollision(scene->GetNewton(), 0);
	NewtonCompoundCollisionBeginAddRemove(xxx0);
	NewtonCollision* xxxx0 = NewtonCreateBox(scene->GetNewton(), 1.0f, 2.0f, 1.0f, 0, &L1[0][0]);
	NewtonCompoundCollisionAddSubCollision(xxx0, xxxx0);
	NewtonCompoundCollisionEndAddRemove(xxx0);

	NewtonCollision* xxx1 = NewtonCreateCompoundCollision(scene->GetNewton(), 0);
	NewtonCollision* xxxx1 = NewtonCreateBox(scene->GetNewton(), 1.0f, 1.0f, 1.0f, 0, &L1[0][0]);
	NewtonCompoundCollisionAddSubCollision(xxx1, xxxx1);
	NewtonCompoundCollisionEndAddRemove(xxx1);
	NewtonCollisionSetScale(xxx1, 1.0f, 2.0f, 1.0f);

	//dMatrix m (dPitchMatrix(45.0f * 3.141692f / 180.0f) * dYawMatrix(40.0f * 3.141692f / 180.0f) * dRollMatrix(70.0f * 3.141692f / 180.0f));
	dMatrix m (dPitchMatrix(0.0f * 3.141692f / 180.0f) * dYawMatrix(0.0f * 3.141692f / 180.0f) * dRollMatrix(0.0f * 3.141692f / 180.0f));

	dVector gravity (0.0f, 0.0f, -9.8f, 0.0f);
	dVector cog0 (0.0f, 0.0f, 0.0f, 0.0f);
	dVector accelPerUnitMass0;
	dVector torquePerUnitMass0;
	NewtonConvexCollisionCalculateBuoyancyAcceleration (xxx0, &m[0][0], &cog0[0], &gravity[0], &plane[0], 1.0f, 0.1f, &accelPerUnitMass0[0], &torquePerUnitMass0[0]);

	dVector cog1 (0.0f, 0.0f, 0.0f, 0.0f);
	dVector accelPerUnitMass1;
	dVector torquePerUnitMass1;
	NewtonConvexCollisionCalculateBuoyancyAcceleration (xxx1, &m[0][0], &cog1[0], &gravity[0], &plane[0], 1.0f, 0.1f, &accelPerUnitMass1[0], &torquePerUnitMass1[0]);
*/

	int count = 5;
	dVector size (1.0f, 0.25f, 0.5f);
	dVector location (10.0f, 0.0f, 0.0f, 0.0f);
	dMatrix shapeOffsetMatrix (dGetIdentityMatrix());

//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _SPHERE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _BOX_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CONE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CHAMFER_CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _REGULAR_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _COMPOUND_CONVEX_CRUZ_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);

/*
for (NewtonBody* bodyPtr = NewtonWorldGetFirstBody(scene->GetNewton()); bodyPtr; bodyPtr = NewtonWorldGetNextBody(scene->GetNewton(), bodyPtr)) {
	NewtonCollision* collision = NewtonBodyGetCollision(bodyPtr);
	if (NewtonCollisionGetType(collision) == SERIALIZE_ID_COMPOUND) {
		NewtonCollisionSetScale (collision, 0.5f, 0.5f, 0.5f);
	}
}
*/

//	AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix);
}