Beispiel #1
0
        /*--------------------------------------------------Creating terrain--------------------------------------------------*/
        //public void Create_Terrain(Guid guid, string heightmap, Vector3 position, string materialName, double restitution, double friction, double height)
        public AgX_Scene(Guid guid, List <Vector3> vertices, List <int> triangles, Vector3 position, string materialName)
        {
            this.guid = guid;

            //AgX:
            agx.Vec3Vector   agx_vertices = new agx.Vec3Vector();
            agx.UInt32Vector agx_indices  = new agx.UInt32Vector();
            for (int i = 0; i < vertices.Count; i++)
            {
                agx_vertices.Add(Operations.ToAgxVec3(vertices[i]));
            }
            for (int i = 0; i < triangles.Count; i++)
            {
                agx_indices.Add((uint)triangles[i]);
            }
            terrain = new agx.RigidBody();

            //uint optionsMask = (uint)agxCollide.Trimesh.TrimeshOptionsFlags.TERRAIN;
            var terrain_trimesh = new agxCollide.Trimesh(agx_vertices, agx_indices, "handmade terrain");//, optionsMask, height);

            var geometry = new agxCollide.Geometry();

            geometry.add(terrain_trimesh);
            geometry.setMaterial(new agx.Material(materialName));

            terrain.add(geometry);
            terrain.setMotionControl(agx.RigidBody.MotionControl.STATIC);

            //position.y -= height;
            terrain.setLocalPosition(Operations.ToAgxVec3(position));//move right and -height for global 0

            ///Adds terrain to simulation
            //simulation.add(terrain);
            Agx_Simulation.sim_Instance.add(terrain);
        }
Beispiel #2
0
        public AgX_Frame(Guid guid, string shape, Vector3[] vertices, Vector2[] uvs, int[] triangles, double size, Vector3 pos, Quaternion rot, double mass, bool isStatic, string materialName)
        {
            this.guid = guid;

            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            var tri = new agxCollide.Trimesh(Operations.ToAgxVec3Vector(vertices), Operations.ToAgxIntVector(triangles), "stdFrame");
            ///Creates a geometry
            var dynamicRBGeometry = new agxCollide.Geometry();

            dynamicRBGeometry.add(tri);

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            agx_Object = new agx.RigidBody();
            ///Adds selected geometry to the rigidbody
            agx_Object.add(dynamicRBGeometry);

            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));                ///AgX

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w)); ///AgX

            agx_Object.getMassProperties().setMass(mass);

            if (isStatic)
            {
                agx_Object.setMotionControl(agx.RigidBody.MotionControl.STATIC);
            }

            AddToAssembly();
        }
Beispiel #3
0
        public AgX_Frame(Guid guid, string shape, Vector3[] vertices, Vector2[] uvs, int[] triangles, double size, Vector3 pos, Quaternion rot, double mass, bool isStatic, string materialName)
        {
            this.guid = guid;

            this.shape        = shape;
            this.size         = size;
            this.materialName = materialName;

            //scale by 2, to fit unity.

            /* Vector3[] tmp_verts = vertices;
             * for (int i = 0; i < tmp_verts.Length; i++)
             * {
             *   tmp_verts[i].x *= 2;
             *   tmp_verts[i].y *= 2;
             *   tmp_verts[i].z *= 2;
             * }*/

            var tri = new agxCollide.Trimesh(Operations.ToAgxVec3Vector(vertices), Operations.ToAgxIntVector(triangles), "stdFrame");
            ///Creates a geometry
            var dynamicRBGeometry = new agxCollide.Geometry();

            dynamicRBGeometry.add(tri);

            dynamicRBGeometry.setMaterial(new agx.Material(materialName));

            ///Creates the selected shape

            /*switch (shape)
             * {
             *  case "Box": dynamicRBGeometry.add(new agxCollide.Box(Operations.ToAgxVec3(size))); break;
             *  case "Sphere": dynamicRBGeometry.add(new agxCollide.Sphere((size.x + size.y + size.z) / 3)); break;
             * }*/

            agx_Object = new agx.RigidBody();
            ///Adds selected geometry to the rigidbody
            agx_Object.add(dynamicRBGeometry);

            agx_Object.setLocalPosition(Operations.ToAgxVec3(pos));///AgX

            //var y = new agx.EulerAngles(Operations.ToAgxVec3(rot));

            //UnityEngine.Debug.Log("x: " + y.x + ", y: " + y.y + ", z: " + y.z);

            agx_Object.setLocalRotation(new agx.Quat(rot.x, rot.y, rot.z, rot.w));///AgX

            //agx_Object.setLocalRotation(new agx.EulerAngles(Operations.ToAgxVec3(rot)));///AgX

            //UnityEngine.Debug.Log("x: " +agx_Object.getLocalPosition().x + ", y: " + agx_Object.getLocalPosition().y + ", z: " + agx_Object.getLocalPosition().z);

            agx_Object.getMassProperties().setMass(mass);

            if (isStatic)
            {
                agx_Object.setMotionControl(agx.RigidBody.MotionControl.STATIC);
            }

            AddToSim();
        }