Ejemplo n.º 1
0
        /// <summary>
        /// Creates a camera that chases a given object.
        /// </summary>
        /// <param name="chasedObject"></param>
        private void CreateChasingCamera(GeometryNode chasedObject)
        {
            // Set up the camera of the scene graph
            Camera camera = new Camera();

            camera.Translation = new Vector3(5, 3, 0);
            // Rotate the camera -20 degrees along the X axis
            camera.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY,
                                                             MathHelper.ToRadians(90)) * Quaternion.CreateFromAxisAngle(Vector3.UnitX,
                                                                                                                        MathHelper.ToRadians(-20));
            // Set the vertical field of view to be 60 degrees
            camera.FieldOfViewY = MathHelper.ToRadians(45);
            // Set the near clipping plane to be 0.1f unit away from the camera
            camera.ZNearPlane = 0.1f;
            // Set the far clipping plane to be 1000 units away from the camera
            camera.ZFarPlane = 1000;

            // Add this camera node to a geometry node we want to chase for
            CameraNode cameraNode = new CameraNode("ChasingCamera", camera);

            chasedObject.AddChild(cameraNode);

            // Initially assign the chasing camera to be our scene graph's active camera node
            scene.CameraNode = cameraNode;
        }
Ejemplo n.º 2
0
        private void CreateObject()
        {
            // Loads a textured model of a ship
            ModelLoader loader = new ModelLoader();
            Model shipModel = (Model)loader.Load("", "p1_wedge");

            // Create a geometry node of a loaded ship model
            GeometryNode shipNode = new GeometryNode("Ship");
            shipNode.Model = shipModel;
            ((Model)shipNode.Model).UseInternalMaterials = true;

            // Create a transform node to define the transformation for the ship
            TransformNode shipTransNode = new TransformNode();
            shipTransNode.Translation = new Vector3(0, 0, -50);
            shipTransNode.Scale = new Vector3(0.01f, 0.01f, 0.01f); // It's huge!
            shipTransNode.Rotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0),
                MathHelper.ToRadians(90));

            shipTransParentNode = new TransformNode();
            shipTransParentNode.Translation = Vector3.Zero;

            // Create a geometry node with model of a torus
            GeometryNode torusNode = new GeometryNode("Torus");
            torusNode.Model = new Torus(12f, 15.5f, 20, 20);

            TransformNode torusTransNode = new TransformNode();
            torusTransNode.Translation = new Vector3(-50, 0, 0);
            torusTransNode.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX,
                MathHelper.ToRadians(90));

            // Create a material node for this torus model
            Material torusMaterial = new Material();
            torusMaterial.Diffuse = Color.DarkGoldenrod.ToVector4();
            torusMaterial.Specular = Color.White.ToVector4();
            torusMaterial.SpecularPower = 5;

            torusNode.Material = torusMaterial;

            // Now add the above nodes to the scene graph in appropriate order
            scene.RootNode.AddChild(shipTransParentNode);
            shipTransParentNode.AddChild(shipTransNode);
            shipTransNode.AddChild(shipNode);

            scene.RootNode.AddChild(torusTransNode);
            torusTransNode.AddChild(torusNode);

            // Now create couple of particle effects to attach to the models

            // Create a smoke particle effect and fire particle effect to simulate a
            // ring of fire around the torus model
#if WINDOWS_PHONE
            SmokePlumeParticleEffect smokeParticles = new SmokePlumeParticleEffect(20, spriteBatch);
            FireParticleEffect fireParticles = new FireParticleEffect(40, spriteBatch);
#else
            SmokePlumeParticleEffect smokeParticles = new SmokePlumeParticleEffect();
            FireParticleEffect fireParticles = new FireParticleEffect();
            // The order defines which particle effect to render first. Since we want
            // to show the fire particles in front of the smoke particles, we make
            // the smoke particles to be rendered first, and then fire particles
            smokeParticles.DrawOrder = 200;
            fireParticles.DrawOrder = 300;
#endif

            // Create a particle node to hold these two particle effects
            ParticleNode fireRingEffectNode = new ParticleNode();
            fireRingEffectNode.ParticleEffects.Add(smokeParticles);
            fireRingEffectNode.ParticleEffects.Add(fireParticles);

            // Implement an update handler for each of the particle effects which will be called
            // every "Update" call 
            fireRingEffectNode.UpdateHandler += new ParticleUpdateHandler(UpdateRingOfFire);

            torusNode.AddChild(fireRingEffectNode);

            // Create another set of fire and smoke particle effects to simulate the fire
            // the ship catches when the ship passes the ring of fire
#if WINDOWS_PHONE
            FireParticleEffect shipFireEffect = new FireParticleEffect(150, spriteBatch);
            SmokePlumeParticleEffect shipSmokeEffect = new SmokePlumeParticleEffect(80, spriteBatch);
            shipFireEffect.MinScale *= 1.5f;
            shipFireEffect.MaxScale *= 1.5f;
#else
            FireParticleEffect shipFireEffect = new FireParticleEffect();
            SmokePlumeParticleEffect shipSmokeEffect = new SmokePlumeParticleEffect();
            shipSmokeEffect.DrawOrder = 400;
            shipFireEffect.DrawOrder = 500;
#endif

            ParticleNode shipFireNode = new ParticleNode();
            shipFireNode.ParticleEffects.Add(shipFireEffect);
            shipFireNode.ParticleEffects.Add(shipSmokeEffect);

            shipFireNode.UpdateHandler += new ParticleUpdateHandler(UpdateShipFire);

            shipNode.AddChild(shipFireNode);
        }
Ejemplo n.º 3
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
            GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();
            tireMat.Diffuse = Color.Orange.ToVector4();
            tireMat.Specular = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float tireRadius = 0.7f;
            GeometryNode tireNode = new GeometryNode("Race Car " + tireID + " Tire");
            tireNode.Model = new Cylinder(tireRadius, tireRadius, 0.3f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass = 5.0f;
            tire.Width = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
                case TireID.FrontLeft:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, -1f));
                    break;
                case TireID.FrontRight:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, 1f));
                    break;
                case TireID.RearLeft:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, -1f));
                    break;
                case TireID.RearRight:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, 1f));
                    break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            // calculate the spring and damper contact for the subquestion  
            //
            // from the equation of a simple spring the force is given by
            // a = k * x
            // where k is a spring constant and x is the displacement and a is the spring acceleration.
            // we desire that a rest length the acceleration generated by the spring equal that of the gravity
            // several gravity forces
            // m * gravity = k * SUSPENSION_LENGTH * 0.5f, 
            float x = RaceCar.SUSPENSION_LENGTH;
            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            // from the equation of a simple spring / damper system
            // the system resonate at a frequency 
            // w^2 = ks
            //
            // and the damping attenuation is given by
            // d = ks / 2.0f
            // where:
            // if   d = w = 2 * pi * f -> the system is critically damped
            // if   d > w < 2 * pi * f -> the system is super critically damped
            // if   d < w < 2 * pi * f -> the system is under damped damped 
            // for a vehicle we usually want a suspension that is about 10% super critically damped 
            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return tire;
        }
Ejemplo n.º 4
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
            GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();
            tireMat.Diffuse = Color.Orange.ToVector4();
            tireMat.Specular = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float tireRadius = 1.4f;
            GeometryNode tireNode = new GeometryNode("Race Car " + tireID + " Tire");
            tireNode.Model = new Cylinder(tireRadius, tireRadius, 0.9f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass = 5.0f;
            tire.Width = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
                case TireID.FrontLeft:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, -3.0f));
                    break;
                case TireID.FrontRight:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, 3.0f));
                    break;
                case TireID.RearLeft:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, -3.0f));
                    break;
                case TireID.RearRight:
                    tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, 3.0f));
                    break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            float x = RaceCar.SUSPENSION_LENGTH;
            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return tire;
        }
Ejemplo n.º 5
0
        private void CreateObject()
        {
            // Loads a textured model of a ship
            ModelLoader loader    = new ModelLoader();
            Model       shipModel = (Model)loader.Load("", "p1_wedge");

            // Create a geometry node of a loaded ship model
            GeometryNode shipNode = new GeometryNode("Ship");

            shipNode.Model = shipModel;
            ((Model)shipNode.Model).UseInternalMaterials = true;

            // Create a transform node to define the transformation for the ship
            TransformNode shipTransNode = new TransformNode();

            shipTransNode.Translation = new Vector3(0, 0, -50);
            shipTransNode.Scale       = new Vector3(0.01f, 0.01f, 0.01f); // It's huge!
            shipTransNode.Rotation    = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0),
                                                                       MathHelper.ToRadians(90));

            shipTransParentNode             = new TransformNode();
            shipTransParentNode.Translation = Vector3.Zero;

            // Create a geometry node with model of a torus
            GeometryNode torusNode = new GeometryNode("Torus");

            torusNode.Model = new Torus(12f, 15.5f, 20, 20);

            TransformNode torusTransNode = new TransformNode();

            torusTransNode.Translation = new Vector3(-50, 0, 0);
            torusTransNode.Rotation    = Quaternion.CreateFromAxisAngle(Vector3.UnitX,
                                                                        MathHelper.ToRadians(90));

            // Create a material node for this torus model
            Material torusMaterial = new Material();

            torusMaterial.Diffuse       = Color.DarkGoldenrod.ToVector4();
            torusMaterial.Specular      = Color.White.ToVector4();
            torusMaterial.SpecularPower = 5;

            torusNode.Material = torusMaterial;

            // Now add the above nodes to the scene graph in appropriate order
            scene.RootNode.AddChild(shipTransParentNode);
            shipTransParentNode.AddChild(shipTransNode);
            shipTransNode.AddChild(shipNode);

            scene.RootNode.AddChild(torusTransNode);
            torusTransNode.AddChild(torusNode);

            // Now create couple of particle effects to attach to the models

            // Create a smoke particle effect and fire particle effect to simulate a
            // ring of fire around the torus model
#if WINDOWS_PHONE
            SmokePlumeParticleEffect smokeParticles = new SmokePlumeParticleEffect(20);
            FireParticleEffect       fireParticles  = new FireParticleEffect(40);
#else
            SmokePlumeParticleEffect smokeParticles = new SmokePlumeParticleEffect();
            FireParticleEffect       fireParticles  = new FireParticleEffect();
            // The order defines which particle effect to render first. Since we want
            // to show the fire particles in front of the smoke particles, we make
            // the smoke particles to be rendered first, and then fire particles
            smokeParticles.DrawOrder = 200;
            fireParticles.DrawOrder  = 300;
#endif

            // Create a particle node to hold these two particle effects
            ParticleNode fireRingEffectNode = new ParticleNode();
            fireRingEffectNode.ParticleEffects.Add(smokeParticles);
            fireRingEffectNode.ParticleEffects.Add(fireParticles);

            // Implement an update handler for each of the particle effects which will be called
            // every "Update" call
            fireRingEffectNode.UpdateHandler += new ParticleUpdateHandler(UpdateRingOfFire);

            torusNode.AddChild(fireRingEffectNode);

            // Create another set of fire and smoke particle effects to simulate the fire
            // the ship catches when the ship passes the ring of fire
#if WINDOWS_PHONE
            FireParticleEffect       shipFireEffect  = new FireParticleEffect(150);
            SmokePlumeParticleEffect shipSmokeEffect = new SmokePlumeParticleEffect(80);
            shipFireEffect.MinScale *= 1.5f;
            shipFireEffect.MaxScale *= 1.5f;
#else
            FireParticleEffect       shipFireEffect  = new FireParticleEffect();
            SmokePlumeParticleEffect shipSmokeEffect = new SmokePlumeParticleEffect();
            shipSmokeEffect.DrawOrder = 400;
            shipFireEffect.DrawOrder  = 500;
#endif

            ParticleNode shipFireNode = new ParticleNode();
            shipFireNode.ParticleEffects.Add(shipFireEffect);
            shipFireNode.ParticleEffects.Add(shipSmokeEffect);

            shipFireNode.UpdateHandler += new ParticleUpdateHandler(UpdateShipFire);

            shipNode.AddChild(shipFireNode);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Creates a camera that chases a given object.
        /// </summary>
        /// <param name="chasedObject"></param>
        private void CreateChasingCamera(GeometryNode chasedObject)
        {
            // Set up the camera of the scene graph
            Camera camera = new Camera();

            camera.Translation = new Vector3(5, 3, 0);
            // Rotate the camera -20 degrees along the X axis
            camera.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 
                MathHelper.ToRadians(90)) * Quaternion.CreateFromAxisAngle(Vector3.UnitX,
                MathHelper.ToRadians(-20));
            // Set the vertical field of view to be 60 degrees
            camera.FieldOfViewY = MathHelper.ToRadians(45);
            // Set the near clipping plane to be 0.1f unit away from the camera
            camera.ZNearPlane = 0.1f;
            // Set the far clipping plane to be 1000 units away from the camera
            camera.ZFarPlane = 1000;

            // Add this camera node to a geometry node we want to chase for
            CameraNode cameraNode = new CameraNode("ChasingCamera", camera);
            chasedObject.AddChild(cameraNode);

            // Initially assign the chasing camera to be our scene graph's active camera node
            scene.CameraNode = cameraNode;
        }
Ejemplo n.º 7
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
                                             GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();

            tireMat.Diffuse       = Color.Orange.ToVector4();
            tireMat.Specular      = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float        tireRadius = 1.4f;
            GeometryNode tireNode   = new GeometryNode("Race Car " + tireID + " Tire");

            tireNode.Model    = new Cylinder(tireRadius, tireRadius, 0.9f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass   = 5.0f;
            tire.Width  = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
            case TireID.FrontLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, -3.0f));
                break;

            case TireID.FrontRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, 3.0f));
                break;

            case TireID.RearLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, -3.0f));
                break;

            case TireID.RearRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, 3.0f));
                break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            float x = RaceCar.SUSPENSION_LENGTH;

            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return(tire);
        }
Ejemplo n.º 8
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
                                             GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();

            tireMat.Diffuse       = Color.Orange.ToVector4();
            tireMat.Specular      = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float        tireRadius = 0.7f;
            GeometryNode tireNode   = new GeometryNode("Race Car " + tireID + " Tire");

            tireNode.Model    = new Cylinder(tireRadius, tireRadius, 0.3f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass   = 5.0f;
            tire.Width  = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
            case TireID.FrontLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, -1f));
                break;

            case TireID.FrontRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, 1f));
                break;

            case TireID.RearLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, -1f));
                break;

            case TireID.RearRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, 1f));
                break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            // calculate the spring and damper contact for the subquestion
            //
            // from the equation of a simple spring the force is given by
            // a = k * x
            // where k is a spring constant and x is the displacement and a is the spring acceleration.
            // we desire that a rest length the acceleration generated by the spring equal that of the gravity
            // several gravity forces
            // m * gravity = k * SUSPENSION_LENGTH * 0.5f,
            float x = RaceCar.SUSPENSION_LENGTH;

            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            // from the equation of a simple spring / damper system
            // the system resonate at a frequency
            // w^2 = ks
            //
            // and the damping attenuation is given by
            // d = ks / 2.0f
            // where:
            // if   d = w = 2 * pi * f -> the system is critically damped
            // if   d > w < 2 * pi * f -> the system is super critically damped
            // if   d < w < 2 * pi * f -> the system is under damped damped
            // for a vehicle we usually want a suspension that is about 10% super critically damped
            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return(tire);
        }