static int MakeRandomGuassianPointCloud (NewtonMesh* const mesh, dVector* const points, int count)
{
	dVector size(0.0f);
	dMatrix matrix(dGetIdentityMatrix()); 
	NewtonMeshCalculateOOBB(mesh, &matrix[0][0], &size.m_x, &size.m_y, &size.m_z);

	dVector minBox (matrix.m_posit - matrix[0].Scale (size.m_x) - matrix[1].Scale (size.m_y) - matrix[2].Scale (size.m_z));
	dVector maxBox (matrix.m_posit + matrix[0].Scale (size.m_x) + matrix[1].Scale (size.m_y) + matrix[2].Scale (size.m_z));

	size = (maxBox - minBox).Scale (0.5f);
	dVector origin = (maxBox + minBox).Scale (0.5f);

	dFloat biasExp = 10.0f;
	dFloat r = dSqrt (size.DotProduct3(size));
	r = dFloat (pow(r, 1.0f/biasExp));
	for (int i = 0; i < count; i++) {
		dVector& p = points[i];
		bool test;
		do {
			p = dVector (2.0f * dGaussianRandom (r), 2.0f * dGaussianRandom (r), 2.0f * dGaussianRandom (r), 0.0f);
			dFloat len = dSqrt (p.DotProduct3(p));
			dFloat scale = dFloat (pow(len, biasExp) / len);
			p = p.Scale (scale) + origin;
			test = (p.m_x > minBox.m_x) && (p.m_x < maxBox.m_x) && (p.m_y > minBox.m_y) && (p.m_y < maxBox.m_y) && (p.m_z > minBox.m_z) && (p.m_z < maxBox.m_z);
		} while (!test);
	}

	return count;
}
Пример #2
0
	void Init (dFloat location_x, dFloat location_z, PrimitiveType shapeType, int materialID, PrimitiveType castingShapeType)
	{
		m_pith = dGaussianRandom (3.1416f * 2.0f);
		m_yaw = dGaussianRandom (3.1416f * 2.0f);
		m_roll = dGaussianRandom (3.1416f * 2.0f);
		m_step = 15.0f * (dAbs (dGaussianRandom (0.25f)) + 0.0001f) * 3.1416f/180.0f;

		CreatCasterBody(location_x, location_z, shapeType, materialID);

		NewtonWorld* const world = ((dCustomControllerManager<dClosestDistanceRecord>*)GetManager())->GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*)NewtonWorldGetUserData(world);

		dMatrix matrix;
		NewtonBodyGetMatrix(m_body, &matrix[0][0]);
		matrix.m_posit.m_y += 10.0f;
		m_castingVisualEntity = new ClosestDistanceEntity (scene, matrix, materialID, castingShapeType);
	}
static int MakeRandomPoisonPointCloud(NewtonMesh* const mesh, dVector* const points)
{
	dVector size(0.0f);
	dMatrix matrix(dGetIdentityMatrix()); 
	NewtonMeshCalculateOOBB(mesh, &matrix[0][0], &size.m_x, &size.m_y, &size.m_z);

	dVector minBox (matrix.m_posit - matrix[0].Scale (size.m_x) - matrix[1].Scale (size.m_y) - matrix[2].Scale (size.m_z));
	dVector maxBox (matrix.m_posit + matrix[0].Scale (size.m_x) + matrix[1].Scale (size.m_y) + matrix[2].Scale (size.m_z));

	size = maxBox - minBox;
	int xCount = int (size.m_x / POINT_DENSITY_PER_METERS) + 1;
	int yCount = int (size.m_y / POINT_DENSITY_PER_METERS) + 1;
	int zCount = int (size.m_z / POINT_DENSITY_PER_METERS) + 1;

	int count = 0;
	dFloat z0 = minBox.m_z;
	for (int iz = 0; (iz < zCount) && (count < MAX_POINT_CLOUD_SIZE); iz ++) {
		dFloat y0 = minBox.m_y;
		for (int iy = 0; (iy < yCount) && (count < MAX_POINT_CLOUD_SIZE); iy ++) {
			dFloat x0 = minBox.m_x;
			for (int ix = 0; (ix < xCount) && (count < MAX_POINT_CLOUD_SIZE); ix ++) {

				dFloat x = x0;
				dFloat y = y0;
				dFloat z = z0;
				x += dGaussianRandom (POISON_VARIANCE);
				y += dGaussianRandom (POISON_VARIANCE);
				z += dGaussianRandom (POISON_VARIANCE);
				points[count] = dVector (x, y, z);
				count ++;
				x0 += POINT_DENSITY_PER_METERS;
			}
			y0 += POINT_DENSITY_PER_METERS;
		}
		z0 += POINT_DENSITY_PER_METERS;
	}

	return count;
}
Пример #4
0
NewtonCollision* CreateConvexCollision (NewtonWorld* const 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_z * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _CAPSULE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateCapsule (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 _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 = dGaussianRandom (size.m_x);
				cloud [i].m_y = dGaussianRandom (size.m_y);
				cloud [i].m_z = dGaussianRandom (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];
			dFloat cloud [STEPS_HULL * 4 + 256][3];
			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 * dPi / 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 ++) {
					dVector tmp (acc.RotateVector(p)); 
					cloud[count][0] = tmp.m_x;
					cloud[count][1] = tmp.m_y;
					cloud[count][2] = tmp.m_z;
					acc = acc * rotation;
					count ++;
				}
			}

			collision = NewtonCreateConvexHull (world, count, &cloud[0][0], 3 * sizeof (dFloat), 0.02f, 0, NULL); 
			break;
		}

		case _COMPOUND_CONVEX_CRUZ_PRIMITIVE:
		{
			//dMatrix matrix (GetIdentityMatrix());
			dMatrix matrix (dPitchMatrix(15.0f * dDegreeToRad) * dYawMatrix(15.0f * dDegreeToRad) * dRollMatrix(15.0f * dDegreeToRad));

			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.DotProduct3(matrix.m_front)));
	matrix.m_right = matrix.m_front.CrossProduct(matrix.m_up);
	matrix.m_right = matrix.m_right.Scale (1.0f / dSqrt (matrix.m_right.DotProduct3(matrix.m_right)));
	matrix.m_up = matrix.m_right.CrossProduct(matrix.m_front);
	NewtonCollisionSetMatrix(collision, &matrix[0][0]);

	return collision;
}
	VoronoidEffect(NewtonWorld* const world, NewtonMesh* const mesh, int interiorMaterial)
		:FractureEffect(world)
	{
		// first we populate the bounding Box area with few random point to get some interior subdivisions.
		// the subdivision are local to the point placement, by placing these points visual ally with a 3d tool
		// and have precise control of how the debris are created.
		// the number of pieces is equal to the number of point inside the Mesh plus the number of point on the mesh 
		dVector size(0.0f);
		dMatrix matrix(dGetIdentityMatrix());
		NewtonMeshCalculateOOBB(mesh, &matrix[0][0], &size.m_x, &size.m_y, &size.m_z);

		dVector points[NUMBER_OF_INTERNAL_PARTS + 8];

		int count = 0;
		// pepper the inside of the BBox box of the mesh with random points
		while (count < NUMBER_OF_INTERNAL_PARTS) {
			dFloat x = dGaussianRandom (size.m_x);
			dFloat y = dGaussianRandom (size.m_y);
			dFloat z = dGaussianRandom (size.m_z);
			if ((x <= size.m_x) && (x >= -size.m_x) && (y <= size.m_y) && (y >= -size.m_y) && (z <= size.m_z) && (z >= -size.m_z)) {
				points[count] = dVector(x, y, z);
				count++;
			}
		}

		// add the bounding box as a safeguard area
		points[count + 0] = dVector(size.m_x, size.m_y, size.m_z, 0.0f);
		points[count + 1] = dVector(size.m_x, size.m_y, -size.m_z, 0.0f);
		points[count + 2] = dVector(size.m_x, -size.m_y, size.m_z, 0.0f);
		points[count + 3] = dVector(size.m_x, -size.m_y, -size.m_z, 0.0f);
		points[count + 4] = dVector(-size.m_x, size.m_y, size.m_z, 0.0f);
		points[count + 5] = dVector(-size.m_x, size.m_y, -size.m_z, 0.0f);
		points[count + 6] = dVector(-size.m_x, -size.m_y, size.m_z, 0.0f);
		points[count + 7] = dVector(-size.m_x, -size.m_y, -size.m_z, 0.0f);
		count += 8;


		// create a texture matrix, for applying the material's UV to all internal faces
		dMatrix textureMatrix(dGetIdentityMatrix());
		textureMatrix[0][0] = 1.0f / size.m_x;
		textureMatrix[1][1] = 1.0f / size.m_y;

		// Get the volume of the original mesh
		NewtonCollision* const collision1 = NewtonCreateConvexHullFromMesh(m_world, mesh, 0.0f, 0);
		dFloat volume = NewtonConvexCollisionCalculateVolume(collision1);
		NewtonDestroyCollision(collision1);

		// now we call create we decompose the mesh into several convex pieces 
		NewtonMesh* const debriMeshPieces = NewtonMeshCreateVoronoiConvexDecomposition(m_world, count, &points[0].m_x, sizeof (dVector), interiorMaterial, &textureMatrix[0][0]);
		dAssert(debriMeshPieces);

		// now we iterate over each pieces and for each one we create a visual entity and a rigid body
		NewtonMesh* nextDebri;
		for (NewtonMesh* debri = NewtonMeshCreateFirstLayer(debriMeshPieces); debri; debri = nextDebri) {
			// get next segment piece
			nextDebri = NewtonMeshCreateNextLayer(debriMeshPieces, debri);

			//clip the voronoi convexes against the mesh 
			NewtonMesh* const fracturePiece = NewtonMeshConvexMeshIntersection(mesh, debri);
			if (fracturePiece) {
				// make a convex hull collision shape
				NewtonCollision* const collision = NewtonCreateConvexHullFromMesh(m_world, fracturePiece, 0.0f, 0);
				if (collision) {
					// we have a piece which has a convex collision  representation, add that to the list
					FractureAtom& atom = Append()->GetInfo();
					atom.m_mesh = new DemoMesh(fracturePiece);
					atom.m_collision = collision;
					NewtonConvexCollisionCalculateInertialMatrix(atom.m_collision, &atom.m_momentOfInirtia[0], &atom.m_centerOfMass[0]);
					dFloat debriVolume = NewtonConvexCollisionCalculateVolume(atom.m_collision);
					atom.m_massFraction = debriVolume / volume;
				}
				NewtonMeshDestroy(fracturePiece);
			}

			NewtonMeshDestroy(debri);
		}

		NewtonMeshDestroy(debriMeshPieces);
	}