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Example 1 with Body3D

use of spacegraph.space3d.phys.Body3D in project narchy by automenta.

the class Flatten method accept.

@Override
public void accept(Spatial<X> ss) {
    if (ss instanceof SimpleSpatial) {
        SimpleSpatial s = (SimpleSpatial) ss;
        // v3 f = v();
        // locate(s, f);
        // s.move(f, rate);
        Body3D b = s.body;
        if (b == null)
            return;
        float tz = b.transform.z;
        if (Math.abs(tz) > zTolerance) {
            // b.velAdd(v( 0, 0,
            // -(tz > 0 ? (tz - zTolerance) : (tz + zTolerance)) * zSpeed));
            b.linearVelocity.z *= zSpeed;
            b.transform.z *= zSpeed;
        } else {
        // dont affect
        }
        s.rotate(up, rotateRate, new Quaternion());
    // dampening: keep upright and eliminate z-component of linear velocity
    // b.linearVelocity.scale(
    // 1f, 1f, 0.9f
    // );
    // b.angularVelocity.scale(1f-rotateRate);
    // b.angularVelocity.zero();
    }
}
Also used : SimpleSpatial(spacegraph.space3d.SimpleSpatial) Quaternion(com.jogamp.opengl.math.Quaternion) Body3D(spacegraph.space3d.phys.Body3D)

Example 2 with Body3D

use of spacegraph.space3d.phys.Body3D in project narchy by automenta.

the class SequentialImpulseConstrainer method solveGroupCacheFriendlySetup.

public float solveGroupCacheFriendlySetup(Collection<Collidable> bodies, int numBodies, FasterList<PersistentManifold> manifoldPtr, int manifold_offset, int numManifolds, FasterList<TypedConstraint> constraints, int constraints_offset, int numConstraints, ContactSolverInfo infoGlobal) /*,btStackAlloc* stackAlloc*/
{
    if ((numConstraints + numManifolds) == 0) {
        // printf("empty\n");
        return 0f;
    }
    PersistentManifold manifold = null;
    Collidable colObj0 = null, colObj1 = null;
    // btRigidBody* rb0=0,*rb1=0;
    // //#ifdef FORCE_REFESH_CONTACT_MANIFOLDS
    // 
    // BEGIN_PROFILE("refreshManifolds");
    // 
    // int i;
    // 
    // 
    // 
    // for (i=0;i<numManifolds;i++)
    // {
    // manifold = manifoldPtr[i];
    // rb1 = (btRigidBody*)manifold->getBody1();
    // rb0 = (btRigidBody*)manifold->getBody0();
    // 
    // manifold->refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
    // 
    // }
    // 
    // END_PROFILE("refreshManifolds");
    // //#endif //FORCE_REFESH_CONTACT_MANIFOLDS
    // int sizeofSB = sizeof(btSolverBody);
    // int sizeofSC = sizeof(btSolverConstraint);
    // if (1)
    // if m_stackAlloc, try to pack bodies/constraints to speed up solving
    // btBlock*					sablock;
    // sablock = stackAlloc->beginBlock();
    // int memsize = 16;
    // unsigned char* stackMemory = stackAlloc->allocate(memsize);
    // todo: use stack allocator for this temp memory
    // int minReservation = numManifolds * 2;
    // m_tmpSolverBodyPool.reserve(minReservation);
    // don't convert all bodies, only the one we need so solver the constraints
    /*
				{
				for (int i=0;i<numBodies;i++)
				{
				btRigidBody* rb = btRigidBody::upcast(bodies[i]);
				if (rb && 	(rb->getIslandTag() >= 0))
				{
				btAssert(rb->getCompanionId() < 0);
				int solverBodyId = m_tmpSolverBodyPool.size();
				btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
				initSolverBody(&solverBody,rb);
				rb->setCompanionId(solverBodyId);
				}
				}
				}
				*/
    // m_tmpSolverConstraintPool.reserve(minReservation);
    // m_tmpSolverFrictionConstraintPool.reserve(minReservation);
    {
        int i;
        v3 rel_pos1 = new v3();
        v3 rel_pos2 = new v3();
        v3 pos1 = new v3();
        v3 pos2 = new v3();
        v3 vel = new v3();
        v3 torqueAxis0 = new v3();
        v3 torqueAxis1 = new v3();
        v3 vel1 = new v3();
        v3 vel2 = new v3();
        // Vector3f frictionDir1 = new Vector3f();
        // Vector3f frictionDir2 = new Vector3f();
        v3 vec = new v3();
        Matrix3f tmpMat = new Matrix3f();
        for (i = 0; i < numManifolds; i++) {
            // return array[index];
            manifold = manifoldPtr.get(manifold_offset + i);
            colObj0 = (Collidable) manifold.getBody0();
            colObj1 = (Collidable) manifold.getBody1();
            int solverBodyIdA = -1;
            int solverBodyIdB = -1;
            if (manifold.numContacts() != 0) {
                if (colObj0.tag() >= 0) {
                    if (colObj0.getCompanionId() >= 0) {
                        // body has already been converted
                        solverBodyIdA = colObj0.getCompanionId();
                    } else {
                        solverBodyIdA = tmpSolverBodyPool.size();
                        SolverBody solverBody = new SolverBody();
                        tmpSolverBodyPool.add(solverBody);
                        initSolverBody(solverBody, colObj0);
                        colObj0.setCompanionId(solverBodyIdA);
                    }
                } else {
                    // create a static body
                    solverBodyIdA = tmpSolverBodyPool.size();
                    SolverBody solverBody = new SolverBody();
                    tmpSolverBodyPool.add(solverBody);
                    initSolverBody(solverBody, colObj0);
                }
                if (colObj1.tag() >= 0) {
                    if (colObj1.getCompanionId() >= 0) {
                        solverBodyIdB = colObj1.getCompanionId();
                    } else {
                        solverBodyIdB = tmpSolverBodyPool.size();
                        SolverBody solverBody = new SolverBody();
                        tmpSolverBodyPool.add(solverBody);
                        initSolverBody(solverBody, colObj1);
                        colObj1.setCompanionId(solverBodyIdB);
                    }
                } else {
                    // create a static body
                    solverBodyIdB = tmpSolverBodyPool.size();
                    SolverBody solverBody = new SolverBody();
                    tmpSolverBodyPool.add(solverBody);
                    initSolverBody(solverBody, colObj1);
                }
            }
            float relaxation;
            for (int j = 0; j < manifold.numContacts(); j++) {
                ManifoldPoint cp = manifold.getContactPoint(j);
                if (cp.distance1 <= 0f) {
                    cp.getPositionWorldOnA(pos1);
                    cp.getPositionWorldOnB(pos2);
                    rel_pos1.sub(pos1, colObj0.transform);
                    rel_pos2.sub(pos2, colObj1.transform);
                    relaxation = 1f;
                    float rel_vel;
                    int frictionIndex = tmpSolverConstraintPool.size();
                    SolverConstraint solverConstraint = new SolverConstraint();
                    tmpSolverConstraintPool.add(solverConstraint);
                    Body3D rb0 = Body3D.ifDynamic(colObj0);
                    Body3D rb1 = Body3D.ifDynamic(colObj1);
                    solverConstraint.solverBodyIdA = solverBodyIdA;
                    solverConstraint.solverBodyIdB = solverBodyIdB;
                    solverConstraint.constraintType = SolverConstraint.SolverConstraintType.SOLVER_CONTACT_1D;
                    solverConstraint.originalContactPoint = cp;
                    torqueAxis0.cross(rel_pos1, cp.normalWorldOnB);
                    if (rb0 != null) {
                        solverConstraint.angularComponentA.set(torqueAxis0);
                        rb0.getInvInertiaTensorWorld(tmpMat).transform(solverConstraint.angularComponentA);
                    } else {
                        solverConstraint.angularComponentA.set(0f, 0f, 0f);
                    }
                    torqueAxis1.cross(rel_pos2, cp.normalWorldOnB);
                    if (rb1 != null) {
                        solverConstraint.angularComponentB.set(torqueAxis1);
                        rb1.getInvInertiaTensorWorld(tmpMat).transform(solverConstraint.angularComponentB);
                    } else {
                        solverConstraint.angularComponentB.set(0f, 0f, 0f);
                    }
                    // #ifdef COMPUTE_IMPULSE_DENOM
                    // btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
                    // btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
                    // #else
                    float denom0 = 0f;
                    float denom1 = 0f;
                    if (rb0 != null) {
                        vec.cross(solverConstraint.angularComponentA, rel_pos1);
                        denom0 = rb0.getInvMass() + cp.normalWorldOnB.dot(vec);
                    }
                    if (rb1 != null) {
                        vec.cross(solverConstraint.angularComponentB, rel_pos2);
                        denom1 = rb1.getInvMass() + cp.normalWorldOnB.dot(vec);
                    }
                    // #endif //COMPUTE_IMPULSE_DENOM
                    float denom = relaxation / (denom0 + denom1);
                    solverConstraint.jacDiagABInv = denom;
                    solverConstraint.contactNormal.set(cp.normalWorldOnB);
                    solverConstraint.relpos1CrossNormal.cross(rel_pos1, cp.normalWorldOnB);
                    solverConstraint.relpos2CrossNormal.cross(rel_pos2, cp.normalWorldOnB);
                    if (rb0 != null) {
                        rb0.getVelocityInLocalPoint(rel_pos1, vel1);
                    } else {
                        vel1.zero();
                    }
                    if (rb1 != null) {
                        rb1.getVelocityInLocalPoint(rel_pos2, vel2);
                    } else {
                        vel2.zero();
                    }
                    vel.sub(vel1, vel2);
                    rel_vel = cp.normalWorldOnB.dot(vel);
                    solverConstraint.penetration = Math.min(cp.distance1 + infoGlobal.linearSlop, 0f);
                    // solverConstraint.m_penetration = cp.getDistance();
                    solverConstraint.friction = cp.combinedFriction;
                    solverConstraint.restitution = restitutionCurve(rel_vel, cp.combinedRestitution);
                    if (solverConstraint.restitution <= 0f) {
                        solverConstraint.restitution = 0f;
                    }
                    float penVel = -solverConstraint.penetration / infoGlobal.timeStep;
                    if (solverConstraint.restitution > penVel) {
                        solverConstraint.penetration = 0f;
                    }
                    v3 tmp = new v3();
                    // warm starting (or zero if disabled)
                    if ((infoGlobal.solverMode & SolverMode.SOLVER_USE_WARMSTARTING) != 0) {
                        solverConstraint.appliedImpulse = cp.appliedImpulse * infoGlobal.warmstartingFactor;
                        if (rb0 != null) {
                            tmp.scale(rb0.getInvMass(), solverConstraint.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdA).internalApplyImpulse(tmp, solverConstraint.angularComponentA, solverConstraint.appliedImpulse);
                        }
                        if (rb1 != null) {
                            tmp.scale(rb1.getInvMass(), solverConstraint.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdB).internalApplyImpulse(tmp, solverConstraint.angularComponentB, -solverConstraint.appliedImpulse);
                        }
                    } else {
                        solverConstraint.appliedImpulse = 0f;
                    }
                    solverConstraint.appliedPushImpulse = 0f;
                    solverConstraint.frictionIndex = tmpSolverFrictionConstraintPool.size();
                    if (!cp.lateralFrictionInitialized) {
                        cp.lateralFrictionDir1.scale(rel_vel, cp.normalWorldOnB);
                        cp.lateralFrictionDir1.sub(vel, cp.lateralFrictionDir1);
                        float lat_rel_vel = cp.lateralFrictionDir1.lengthSquared();
                        if (// 0.0f)
                        lat_rel_vel > BulletGlobals.FLT_EPSILON) {
                            cp.lateralFrictionDir1.scale(1f / (float) Math.sqrt(lat_rel_vel));
                            addFrictionConstraint(cp.lateralFrictionDir1, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                            cp.lateralFrictionDir2.cross(cp.lateralFrictionDir1, cp.normalWorldOnB);
                            // ??
                            cp.lateralFrictionDir2.normalize();
                            addFrictionConstraint(cp.lateralFrictionDir2, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                        } else {
                            // re-calculate friction direction every frame, todo: check if this is really needed
                            TransformUtil.planeSpace1(cp.normalWorldOnB, cp.lateralFrictionDir1, cp.lateralFrictionDir2);
                            addFrictionConstraint(cp.lateralFrictionDir1, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                            addFrictionConstraint(cp.lateralFrictionDir2, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                        }
                        cp.lateralFrictionInitialized = true;
                    } else {
                        addFrictionConstraint(cp.lateralFrictionDir1, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                        addFrictionConstraint(cp.lateralFrictionDir2, solverBodyIdA, solverBodyIdB, frictionIndex, cp, rel_pos1, rel_pos2, colObj0, colObj1, relaxation);
                    }
                    // return array[index];
                    SolverConstraint frictionConstraint1 = tmpSolverFrictionConstraintPool.get(solverConstraint.frictionIndex);
                    if ((infoGlobal.solverMode & SolverMode.SOLVER_USE_WARMSTARTING) != 0) {
                        frictionConstraint1.appliedImpulse = cp.appliedImpulseLateral1 * infoGlobal.warmstartingFactor;
                        if (rb0 != null) {
                            tmp.scale(rb0.getInvMass(), frictionConstraint1.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdA).internalApplyImpulse(tmp, frictionConstraint1.angularComponentA, frictionConstraint1.appliedImpulse);
                        }
                        if (rb1 != null) {
                            tmp.scale(rb1.getInvMass(), frictionConstraint1.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdB).internalApplyImpulse(tmp, frictionConstraint1.angularComponentB, -frictionConstraint1.appliedImpulse);
                        }
                    } else {
                        frictionConstraint1.appliedImpulse = 0f;
                    }
                    // return array[index];
                    SolverConstraint frictionConstraint2 = tmpSolverFrictionConstraintPool.get(solverConstraint.frictionIndex + 1);
                    if ((infoGlobal.solverMode & SolverMode.SOLVER_USE_WARMSTARTING) != 0) {
                        frictionConstraint2.appliedImpulse = cp.appliedImpulseLateral2 * infoGlobal.warmstartingFactor;
                        if (rb0 != null) {
                            tmp.scale(rb0.getInvMass(), frictionConstraint2.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdA).internalApplyImpulse(tmp, frictionConstraint2.angularComponentA, frictionConstraint2.appliedImpulse);
                        }
                        if (rb1 != null) {
                            tmp.scale(rb1.getInvMass(), frictionConstraint2.contactNormal);
                            // return array[index];
                            tmpSolverBodyPool.get(solverConstraint.solverBodyIdB).internalApplyImpulse(tmp, frictionConstraint2.angularComponentB, -frictionConstraint2.appliedImpulse);
                        }
                    } else {
                        frictionConstraint2.appliedImpulse = 0f;
                    }
                }
            }
        }
    }
    // TODO: btContactSolverInfo info = infoGlobal;
    int j;
    for (j = 0; j < numConstraints; j++) {
        constraints.get(constraints_offset + j).buildJacobian();
    }
    // int j;
    // for (j = 0; j < numConstraints; j++) {
    // constraints.get(constraints_offset + j).getInfo2(infoGlobal);
    // }
    int numConstraintPool = tmpSolverConstraintPool.size();
    int numFrictionPool = tmpSolverFrictionConstraintPool.size();
    // todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
    MiscUtil.resize(orderTmpConstraintPool, numConstraintPool, 0);
    MiscUtil.resize(orderFrictionConstraintPool, numFrictionPool, 0);
    int i;
    for (i = 0; i < numConstraintPool; i++) {
        orderTmpConstraintPool.setBoth(i);
    }
    for (i = 0; i < numFrictionPool; i++) {
        orderFrictionConstraintPool.setBoth(i);
    }
    return 0f;
}
Also used : Collidable(spacegraph.space3d.phys.Collidable) ManifoldPoint(spacegraph.space3d.phys.collision.narrow.ManifoldPoint) PersistentManifold(spacegraph.space3d.phys.collision.narrow.PersistentManifold) Matrix3f(spacegraph.util.math.Matrix3f) Body3D(spacegraph.space3d.phys.Body3D) SolverConstraint(spacegraph.space3d.phys.constraint.SolverConstraint) spacegraph.util.math.v3(spacegraph.util.math.v3) TypedConstraint(spacegraph.space3d.phys.constraint.TypedConstraint) ContactConstraint(spacegraph.space3d.phys.constraint.ContactConstraint) ManifoldPoint(spacegraph.space3d.phys.collision.narrow.ManifoldPoint) SolverConstraint(spacegraph.space3d.phys.constraint.SolverConstraint)

Example 3 with Body3D

use of spacegraph.space3d.phys.Body3D in project narchy by automenta.

the class SequentialImpulseConstrainer method solveGroupCacheFriendlyIterations.

float solveGroupCacheFriendlyIterations(Collection<Collidable> bodies, int numBodies, Collection<PersistentManifold> manifoldPtr, int manifold_offset, int numManifolds, FasterList<TypedConstraint> constraints, int constraints_offset, int numConstraints, ContactSolverInfo infoGlobal) /*,btStackAlloc* stackAlloc*/
{
    int numConstraintPool = tmpSolverConstraintPool.size();
    int numFrictionPool = tmpSolverFrictionConstraintPool.size();
    // should traverse the contacts random order...
    int iteration;
    IntArrayList constraintPool = this.orderTmpConstraintPool;
    IntArrayList frictionPool = this.orderFrictionConstraintPool;
    for (iteration = 0; iteration < infoGlobal.numIterations; iteration++) {
        if ((infoGlobal.solverMode & SolverMode.SOLVER_RANDMIZE_ORDER) != 0) {
            if ((iteration & 7) == 0) {
                for (int j = 0; j < numConstraintPool; ++j) {
                    orderPool(j, constraintPool);
                }
                for (int j = 0; j < numFrictionPool; ++j) {
                    orderPool(j, frictionPool);
                }
            }
        }
        for (int j = 0; j < numConstraints; j++) {
            // return array[index];
            final TypedConstraint constraint = constraints.get(constraints_offset + j);
            // todo: use solver bodies, so we don't need to copy from/to btRigidBody
            final Body3D ca = constraint.getRigidBodyA();
            final int cai = ca.getCompanionId();
            if ((ca.tag() >= 0) && (cai >= 0)) {
                // return array[index];
                tmpSolverBodyPool.get(cai).writebackVelocity();
            }
            Body3D cb = constraint.getRigidBodyB();
            int cbi = cb.getCompanionId();
            if ((cb.tag() >= 0) && (cbi >= 0)) {
                // return array[index];
                tmpSolverBodyPool.get(cbi).writebackVelocity();
            }
            constraint.solveConstraint(infoGlobal.timeStep);
            if ((ca.tag() >= 0) && (cai >= 0)) {
                // return array[index];
                tmpSolverBodyPool.get(cai).readVelocity();
            }
            if ((cb.tag() >= 0) && (cbi >= 0)) {
                // return array[index];
                tmpSolverBodyPool.get(cbi).readVelocity();
            }
        }
        int numPoolConstraints = tmpSolverConstraintPool.size();
        for (int j = 0; j < numPoolConstraints; j++) {
            // return array[index];
            SolverConstraint solveManifold = tmpSolverConstraintPool.get(constraintPool.get(j));
            // return array[index];
            // return array[index];
            resolveSingleCollisionCombinedCacheFriendly(tmpSolverBodyPool.get(solveManifold.solverBodyIdA), tmpSolverBodyPool.get(solveManifold.solverBodyIdB), solveManifold, infoGlobal);
        }
        int numFrictionPoolConstraints = tmpSolverFrictionConstraintPool.size();
        for (int j = 0; j < numFrictionPoolConstraints; j++) {
            // return array[index];
            SolverConstraint solveManifold = tmpSolverFrictionConstraintPool.get(frictionPool.get(j));
            // return array[index];
            // return array[index];
            float totalImpulse = tmpSolverConstraintPool.get(solveManifold.frictionIndex).appliedImpulse + tmpSolverConstraintPool.get(solveManifold.frictionIndex).appliedPushImpulse;
            // return array[index];
            // return array[index];
            resolveSingleFrictionCacheFriendly(tmpSolverBodyPool.get(solveManifold.solverBodyIdA), tmpSolverBodyPool.get(solveManifold.solverBodyIdB), solveManifold, infoGlobal, totalImpulse);
        }
    }
    if (infoGlobal.splitImpulse) {
        for (iteration = 0; iteration < infoGlobal.numIterations; iteration++) {
            int numPoolConstraints = tmpSolverConstraintPool.size();
            for (int j = 0; j < numPoolConstraints; j++) {
                // return array[index];
                SolverConstraint solveManifold = tmpSolverConstraintPool.get(constraintPool.get(j));
                // return array[index];
                // return array[index];
                resolveSplitPenetrationImpulseCacheFriendly(tmpSolverBodyPool.get(solveManifold.solverBodyIdA), tmpSolverBodyPool.get(solveManifold.solverBodyIdB), solveManifold, infoGlobal);
            }
        }
    }
    return 0f;
}
Also used : Body3D(spacegraph.space3d.phys.Body3D) SolverConstraint(spacegraph.space3d.phys.constraint.SolverConstraint) IntArrayList(spacegraph.space3d.phys.util.IntArrayList) TypedConstraint(spacegraph.space3d.phys.constraint.TypedConstraint) TypedConstraint(spacegraph.space3d.phys.constraint.TypedConstraint) ContactConstraint(spacegraph.space3d.phys.constraint.ContactConstraint) ManifoldPoint(spacegraph.space3d.phys.collision.narrow.ManifoldPoint) SolverConstraint(spacegraph.space3d.phys.constraint.SolverConstraint)

Example 4 with Body3D

use of spacegraph.space3d.phys.Body3D in project narchy by automenta.

the class SequentialImpulseConstrainer method initSolverBody.

private static void initSolverBody(SolverBody solverBody, Collidable collidable) {
    Body3D rb = Body3D.ifDynamic(collidable);
    if (rb != null) {
        rb.getAngularVelocity(solverBody.angularVelocity);
        solverBody.centerOfMassPosition.set(collidable.transform);
        solverBody.friction = collidable.getFriction();
        solverBody.invMass = rb.getInvMass();
        rb.getLinearVelocity(solverBody.linearVelocity);
        solverBody.body = rb;
        solverBody.angularFactor = rb.getAngularFactor();
    } else {
        solverBody.angularVelocity.zero();
        ;
        solverBody.linearVelocity.zero();
        solverBody.centerOfMassPosition.set(collidable.transform);
        solverBody.friction = collidable.getFriction();
        solverBody.invMass = 0f;
        solverBody.body = null;
        solverBody.angularFactor = 1f;
    }
    solverBody.pushVelocity.zero();
    solverBody.turnVelocity.zero();
}
Also used : Body3D(spacegraph.space3d.phys.Body3D)

Example 5 with Body3D

use of spacegraph.space3d.phys.Body3D in project narchy by automenta.

the class Maze method create.

@Override
protected void create(Dynamics3D world) {
    float dx = 1, dy = 1;
    float y = 0;
    for (boolean[] c : cells) {
        float x = 0;
        for (boolean cc : c) {
            if (cc) {
                Body3D b = Dynamics3D.newBody(// mass
                1f, new BoxShape(0.9f, 0.9f, 0.9f), new Transform(x, y, 0), // group
                +1, // collidesWithOthersLikeThis ? -1 : -1 & ~(+1) //exclude collisions with self
                -1);
                b.setData(this);
                // b.setLinearFactor(1,1,0); //restricts movement to a 2D plane
                b.setDamping(0.9f, 0.5f);
                b.setFriction(0.9f);
                add(b);
            }
            x += dx;
        }
        y += dy;
    }
    CollisionShape groundShape = new BoxShape(v(20f, 20f, 10f));
    Body3D ground = Dynamics3D.newBody(0f, groundShape, new Transform(0, 0, -15), +1, -1);
    ground.setData(this);
    add(ground);
/*ConvexShape blobShape = new BvhTriangleMeshShape(
                new TriangleIndexVertexArray(), true
        );*/
// ConvexShape blobShape =new TetrahedronShapeEx(v(-10,0,0), v(10, 0, 10), v(10, -10, 10), v(-10, -10, 10));
// CollisionShape blobShape = terrain(5, 0.25f, 1, v(5,5,5));
// ConvexHullShape blobShape = hull();
// Dynamic blob = Dynamics.newBody(4f, blobShape, new Motion(), +1, -1);
// blob.setCenterOfMassTransform(new Transform(0, 0, 15f));
// l.add(blob);
// 
// Collections.addAll( l,  new RagDoll().builder(world, v(0,0,20), 3f) );
}
Also used : Body3D(spacegraph.space3d.phys.Body3D) Transform(spacegraph.space3d.phys.math.Transform)

Aggregations

Body3D (spacegraph.space3d.phys.Body3D)15 spacegraph.util.math.v3 (spacegraph.util.math.v3)7 SimpleSpatial (spacegraph.space3d.SimpleSpatial)4 SolverConstraint (spacegraph.space3d.phys.constraint.SolverConstraint)4 ManifoldPoint (spacegraph.space3d.phys.collision.narrow.ManifoldPoint)3 ContactConstraint (spacegraph.space3d.phys.constraint.ContactConstraint)3 TypedConstraint (spacegraph.space3d.phys.constraint.TypedConstraint)3 Transform (spacegraph.space3d.phys.math.Transform)3 Matrix3f (spacegraph.util.math.Matrix3f)3 Quaternion (com.jogamp.opengl.math.Quaternion)1 NARS (nars.NARS)1 Nullable (org.jetbrains.annotations.Nullable)1 Collidable (spacegraph.space3d.phys.Collidable)1 Dynamics3D (spacegraph.space3d.phys.Dynamics3D)1 ClosestRay (spacegraph.space3d.phys.collision.ClosestRay)1 PersistentManifold (spacegraph.space3d.phys.collision.narrow.PersistentManifold)1 HingeConstraint (spacegraph.space3d.phys.constraint.HingeConstraint)1 Point2PointConstraint (spacegraph.space3d.phys.constraint.Point2PointConstraint)1 BoxShape (spacegraph.space3d.phys.shape.BoxShape)1 CylinderShape (spacegraph.space3d.phys.shape.CylinderShape)1