private static EntityFullData CreateTwoPyramidEntity(EntityManagerService ems, float size1, float size2) { TaggedEntity ent = ems.CreateEntity(); TaggedObject obj = ems.CreateObject(); EntityFullData entityData = ent.GetTag <EntityFullData>(); entityData.TaggedObject = obj; ModelFullData modelData = new ModelFullData(); modelData.Positions = CreatePyramidPositions(); modelData.ObjectMatrix = Matrix.CreateScale(size1); modelData.CalculateBoundingBox(); modelData.CalculateBoundingSphere(); entityData.ObjectFullData.Models.Add(modelData); modelData = new ModelFullData(); modelData.Positions = CreatePyramidPositions(); modelData.ObjectMatrix = Matrix.CreateScale(size2); modelData.CalculateBoundingBox(); modelData.CalculateBoundingSphere(); entityData.ObjectFullData.Models.Add(modelData); return(entityData); }
public void TestEntityClientPhysis() { XNAGame game = new XNAGame(); Database.Database database = loadDatabaseServices(); EntityManagerService ems = new EntityManagerService(database); BoundingBox bb = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; TheWizards.Client.ClientPhysicsQuadTreeNode root; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-16 * 16 / 2f, -100, -16 * 16 / 2f), new Vector3(16 * 16 / 2f, 100, 16 * 16 / 2f))); QuadTree.Split(root, 4); ClientPhysicsTestSphere sphere = new ClientPhysicsTestSphere(Vector3.Zero, 2); Curve3D curve1 = ClientTest.CreateTestObject1MovementCurve(); QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); float time = 0; List <ClientPhysicsTestSphere> spheres = new List <ClientPhysicsTestSphere>(); List <EntityClientPhysics> entities = new List <EntityClientPhysics>(); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); EntityFullData entityData; EntityClientPhysics entPhysics; entityData = CreatePyramidEntity(ems, 5); entityData.Transform = new Transformation( Vector3.One, Quaternion.Identity, new Vector3(10, 2, 20)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); entityData = CreatePyramidEntity(ems, 20); entityData.Transform = new Transformation( Vector3.One, Quaternion.Identity, new Vector3(-32, 0, -40)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); entityData = CreateTwoPyramidEntity(ems, 5, 3); entityData.ObjectFullData.Models[0].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(-3, 0, 3)); entityData.ObjectFullData.Models[1].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(3, 1, 2)); entityData.Transform = new Transformation( Vector3.One * 2, Quaternion.Identity, new Vector3(80, 0, -45)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); }; game.DrawEvent += delegate { debugRenderer.Render(game); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); game.LineManager3D.AddCenteredBox(sphere.Center, sphere.Radius, Color.Red); for (int i = 0; i < entities.Count; i++) { game.LineManager3D.AddCenteredBox(entities[i].BoundingSphere.Center, entities[i].BoundingSphere.Radius * 2, Color.Black); } }; game.UpdateEvent += delegate { time += game.Elapsed; sphere.Move(root, curve1.Evaluate(time * (1 / 4f))); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { ClientPhysicsTestSphere iSphere = new ClientPhysicsTestSphere(engine.Scene, game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection , 1); iSphere.InitDynamic(); iSphere.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(iSphere); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root, game); } engine.Update(game.Elapsed); }; game.Run(); }
public void TestCreateEntityActor() { XNAGame game = new XNAGame(); Database.Database database = loadDatabaseServices(); EntityManagerService ems = new EntityManagerService(database); BoundingBox boundingBox = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); EntityFullData entityData = CreateTwoPyramidEntity(ems, 5, 3); entityData.ObjectFullData.Models[0].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(-3, 0, 3)); entityData.ObjectFullData.Models[1].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(3, 1, 2)); entityData.Transform = new Transformation( Vector3.One * 2, Quaternion.Identity, new Vector3(10, 10, 10)); EntityPhysicsActorBuilder builder = new EntityPhysicsActorBuilder(); builder.CreateActorForEntity(engine.Scene, entityData); BoundingBox bb; bb = entityData.ObjectFullData.Models[0].BoundingBox; bb.Min = Vector3.Transform(bb.Min, entityData.ObjectFullData.Models[0].ObjectMatrix * entityData.Transform.CreateMatrix()); bb.Max = Vector3.Transform(bb.Max, entityData.ObjectFullData.Models[0].ObjectMatrix * entityData.Transform.CreateMatrix()); BoundingBox bb2; bb2 = entityData.ObjectFullData.Models[1].BoundingBox; bb2.Min = Vector3.Transform(bb2.Min, entityData.ObjectFullData.Models[1].ObjectMatrix * entityData.Transform.CreateMatrix()); bb2.Max = Vector3.Transform(bb2.Max, entityData.ObjectFullData.Models[1].ObjectMatrix * entityData.Transform.CreateMatrix()); boundingBox = BoundingBox.CreateMerged(bb, bb2); }; game.DrawEvent += delegate { debugRenderer.Render(game); game.LineManager3D.AddBox(boundingBox, Color.Orange); }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { Actor actor = PhysicsHelper.CreateDynamicSphereActor(engine.Scene, 1, 1); actor.GlobalPosition = game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection * 5; actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 5; } }; game.Run(); }