public void TestPhysicsMeshPoolConvexMesh() { XNAGame game = new XNAGame(); var mesh = new RAMMesh(); var data = mesh.GetCollisionData(); var convex = new MeshCollisionData.Convex(); convex.Positions = new List <Vector3>(); Vector3[] pos = CreatePyramidPositions(); Vector3[] transpos = new Vector3[pos.Length]; var mat = Matrix.CreateTranslation(20, 5, 20); Vector3.Transform(pos, ref mat, transpos); convex.Positions.AddRange(transpos); data.ConvexMeshes.Add(convex); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); var pool = new MeshPhysicsPool(); var tMesh1 = pool.CreateConvexMesh(engine.Scene, mesh.GetCollisionData().ConvexMeshes[0]); var tMesh2 = pool.CreateConvexMesh(engine.Scene, mesh.GetCollisionData().ConvexMeshes[0]); Assert.AreEqual(tMesh1, tMesh2); var actorDesc = new ActorDescription(new ConvexShapeDescription() { ConvexMesh = tMesh1 }); engine.Scene.CreateActor(actorDesc); }; game.DrawEvent += delegate { debugRenderer.Render(game); }; int frameNum = 0; game.UpdateEvent += delegate { engine.Update(game.Elapsed); //if (frameNum > 2) game.Exit(); frameNum++; }; game.Run(); }
public void TestPhysicsDebugRendererXNA() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); PhysicsEngine engine = new PhysicsEngine(); //game.AddXNAObject(engine); engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); game.AddXNAObject(engine); InitTestScene(engine.Scene); /*game.InitializeEvent += delegate * { * * * * }; * * game.UpdateEvent += delegate * { * engine.Update(game.Elapsed); * };*/ game.Run(); engine.Dispose(); }
public void TestSyncOnlineClient() { var conn = NetworkingUtilities.ConnectTCP(10045, "5.149.17.16"); //var conn = NetworkingClientTest.ConnectTCP(10045, "127.0.0.1"); conn.Receiving = true; var client = new ClientPacketManagerNetworked(conn); var clientSyncer = new ClientSyncer(client); var physicsEngine = new PhysicsEngine(); StillDesign.PhysX.Scene serverScene = null; PhysicsDebugRendererXNA debugRenderer; PhysicsDebugRendererXNA debugRendererServer; var game = new XNAGame(); game.InitializeEvent += delegate { physicsEngine.Initialize(); serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true); debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene); game.AddXNAObject(debugRenderer); debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene); game.AddXNAObject(debugRendererServer); ActorDescription actorDesc; SphereShapeDescription shape; shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); var client1 = clientSyncer.CreateActor(physicsEngine.Scene.CreateActor(actorDesc)); client1.ID = 2; // Identify }; game.UpdateEvent += delegate { physicsEngine.Update(game); physicsEngine.UpdateScene(game.Elapsed, serverScene); clientSyncer.Update(game.Elapsed); }; client.SyncronizeRemotePacketIDs(); client.WaitForUDPConnected(); game.Run(); physicsEngine.Dispose(); }
public void TestTestSphereShooter() { var game = new XNAGame(); game.IsFixedTimeStep = false; //game.DrawFps = true; PhysicsEngine engine = new PhysicsEngine(); engine.Initialize(); var debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); game.AddXNAObject(engine); ClientPhysicsQuadTreeNode root; int numNodes = 20; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-numNodes * numNodes / 2f, -100, -numNodes * numNodes / 2f), new Vector3(numNodes * numNodes / 2f, 100, numNodes * numNodes / 2f))); QuadTree.Split(root, 5); var shooter = new TestSphereShooter(game, engine, root, game.SpectaterCamera); game.AddXNAObject(shooter); var visualizer = new QuadTreeVisualizerXNA(); game.DrawEvent += delegate { 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.Run(); }
public void TestTriangleMesh() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); PhysicsEngine engine = new PhysicsEngine(); //game.AddXNAObject(engine); game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); TangentVertex[] vertices; short[] indices; BoxMesh.CreateUnitBoxVerticesAndIndices(out vertices, out indices); var positions = new Vector3[vertices.Length]; for (int i = 0; i < positions.Length; i++) { positions[i] = vertices[i].pos; } int[] intIndices = new int[indices.Length]; for (int i = 0; i < intIndices.Length; i++) { intIndices[i] = indices[i]; } var triangleMesh = CreateTriangleMesh(positions, intIndices, engine.Scene); var triangleMeshShapeDesc = new TriangleMeshShapeDescription(); triangleMeshShapeDesc.TriangleMesh = triangleMesh; var actorDesc = new ActorDescription(triangleMeshShapeDesc); var actor = engine.Scene.CreateActor(actorDesc); }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
private void testMeshPhysicsActorBuilder(RAMMesh mesh) { XNAGame game = new XNAGame(); BoundingBox boundingBox = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; Matrix mirrorMatrix = Matrix.CreateScale(-1, 1, 1); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); builder.CreateActorStatic(engine.Scene, mesh.GetCollisionData(), Matrix.Identity); boundingBox = builder.CalculateBoundingBox(mesh.GetCollisionData()); builder.CreateActorStatic(engine.Scene, mesh.GetCollisionData(), mirrorMatrix); }; game.DrawEvent += delegate { debugRenderer.Render(game); game.LineManager3D.WorldMatrix = Matrix.Identity; game.LineManager3D.AddBox(boundingBox, Color.Orange); game.LineManager3D.WorldMatrix = mirrorMatrix; game.LineManager3D.AddBox(boundingBox, Color.Yellow); game.LineManager3D.WorldMatrix = Matrix.Identity; }; 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(); }
public void TestContactNotify() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); PhysicsEngine engine = new PhysicsEngine(); engine.AddContactNotification(delegate(ContactPair contactInformation, ContactPairFlag events) { var pos = contactInformation.ActorA.GlobalPosition; game.LineManager3D.AddLine(pos, pos + Vector3.Up * 5, Color.Yellow); pos = contactInformation.ActorB.GlobalPosition; game.LineManager3D.AddLine(pos, pos + Vector3.Up * 5, Color.Orange); }); game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); }; game.UpdateEvent += delegate { 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; actor.ContactReportFlags = ContactPairFlag.All; //actor.ContactReportThreshold = 10000; } engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
public void Initialize(IXNAGame _game) { Engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(Game, Engine.Scene); Game.AddXNAObject(debugRenderer); Actor holderActor; actor = CreateCogHolder(Engine, out holderActor); var bar = new BarCog(Engine); bar.Actor.GlobalPosition = Vector3.Up * 2 + Vector3.UnitZ * -10; }
public void TestTwoCogs() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); game.SpectaterCamera.FarClip = 10000; PhysicsEngine engine = new PhysicsEngine(); TriangleMesh triangleMesh = null; //game.AddXNAObject(engine); Actor actor = null; Actor holderActor = null; Actor holderActor2 = null; game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); actor = CogEngine.CreateCogHolder(engine, out holderActor); Joint joint; CylindricalJointDescription jointDesc; ActorDescription actorDesc; BodyDescription bodyDesc; CapsuleShapeDescription capsuleShapeDesc; Actor mobileCog = CogEngine.CreateCog(engine.Scene); mobileCog.GlobalPose = Matrix.CreateRotationX(MathHelper.PiOver2); capsuleShapeDesc = new CapsuleShapeDescription(4.7f, 3f); actorDesc = new ActorDescription(capsuleShapeDesc); bodyDesc = new BodyDescription(10000); bodyDesc.BodyFlags |= BodyFlag.Kinematic; actorDesc.GlobalPose = Matrix.CreateTranslation(Vector3.Up + new Vector3(0, 0, 0)); actorDesc.BodyDescription = bodyDesc; holderActor2 = engine.Scene.CreateActor(actorDesc); jointDesc = new CylindricalJointDescription(); jointDesc.Actor1 = mobileCog; jointDesc.Actor2 = holderActor2; jointDesc.SetGlobalAnchor(new Vector3(0, 0, 0)); jointDesc.SetGlobalAxis(Vector3.Up); joint = engine.Scene.CreateJoint(jointDesc); joint.AddLimitPlane(new LimitPlane(new Plane(Vector3.Up, 1), 0)); }; game.UpdateEvent += delegate { if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var bol = PhysicsHelper.CreateDynamicSphereActor(engine.Scene, 1, 1); bol.GlobalPosition = game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection * 5; bol.LinearVelocity = game.SpectaterCamera.CameraDirection * 5; } Plane p = new Plane(Vector3.Up, 0); var ray = game.GetWereldViewRay(new Vector2(game.Window.ClientBounds.Width * 0.5f, game.Window.ClientBounds.Height * 0.5f)); float?dist = ray.Intersects(p); if (dist.HasValue && game.Keyboard.IsKeyDown(Keys.C)) { //mobileCog.GlobalPosition = ray.Position + ray.Direction * dist.Value + Vector3.Up; holderActor2.MoveGlobalPositionTo(ray.Position + ray.Direction * dist.Value + Vector3.Up); } if (game.Keyboard.IsKeyDown(Keys.R)) { CogEngine.temp(game, actor); /*mobileCog.Dispose(); * mobileCog = CreateCog(triangleMesh, engine.Scene);*/ } engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
public void TestCogsFun() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); game.SpectaterCamera.FarClip = 10000; PhysicsEngine engine = new PhysicsEngine(); Actor actor = null; Actor ghostCogHolder = null; game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); Actor holderActor; actor = CogEngine.CreateCogHolder(engine, out holderActor); }; game.UpdateEvent += delegate { if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var bol = PhysicsHelper.CreateDynamicSphereActor(engine.Scene, 1, 1); bol.GlobalPosition = game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection * 5; bol.LinearVelocity = game.SpectaterCamera.CameraDirection * 5; } Plane p = new Plane(Vector3.Up, 0); var ray = game.GetWereldViewRay(new Vector2(game.Window.ClientBounds.Width * 0.5f, game.Window.ClientBounds.Height * 0.5f)); float?dist = ray.Intersects(p); if (dist.HasValue && game.Keyboard.IsKeyDown(Keys.C)) { if (ghostCogHolder != null) { ghostCogHolder.MoveGlobalPositionTo(ray.Position + ray.Direction * dist.Value + Vector3.Up * 7f); } } if (game.Keyboard.IsKeyDown(Keys.R)) { CogEngine.temp(game, actor); /*mobileCog.Dispose(); * mobileCog = CreateCog(triangleMesh, engine.Scene);*/ } if (game.Keyboard.IsKeyPressed(Keys.Enter)) { CogEngine.CreateCogHolder(engine, out ghostCogHolder); //ghostCogHolder.MoveGlobalPositionTo(Vector3.UnitX * 30 ); ghostCogHolder.MoveGlobalOrientationTo(Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateTranslation(Vector3.UnitX * 30 + Vector3.UnitY * 20)); } engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
public void TestMeshDynamicPhysicsElement() { XNAGame game = new XNAGame(); var mesh = new RAMMesh(); var data = mesh.GetCollisionData(); var box = new MeshCollisionData.Box(); box.Dimensions = Vector3.One * 2; box.Orientation = Matrix.Identity; data.Boxes.Add(box); box = new MeshCollisionData.Box(); box.Dimensions = Vector3.One * 4; box.Orientation = Matrix.CreateTranslation(new Vector3(2, 2, 2)); data.Boxes.Add(box); 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); var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); var visualizer = new QuadTreeVisualizerXNA(); float time = 0; var spheres = new List <MeshDynamicPhysicsElement>(); var meshes = new List <MeshStaticPhysicsElement>(); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var factory = physicsElementFactoryXNA.Factory; game.AddXNAObject(physicsElementFactoryXNA); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; 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); }); for (int i = 0; i < meshes.Count; i++) { game.LineManager3D.AddCenteredBox(meshes[i].BoundingSphere.Center, meshes[i].BoundingSphere.Radius * 2, Color.Black); } }; game.UpdateEvent += delegate { time += game.Elapsed; if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var dEl = new MeshDynamicPhysicsElement(mesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection), builder); dEl.InitDynamic(engine.Scene); dEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(dEl); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root); } engine.Update(game.Elapsed); }; game.Run(); }
public void TestSyncOnlineServer() { var server = new ServerPacketManagerNetworked(10045, 10046); var serverSyncer = new ServerSyncer(server); server.Start(); var physicsEngine = new PhysicsEngine(); StillDesign.PhysX.Scene serverScene = null; PhysicsDebugRendererXNA debugRenderer; PhysicsDebugRendererXNA debugRendererServer; var game = new XNAGame(); ServerSyncedActor server1 = null; game.InitializeEvent += delegate { physicsEngine.Initialize(); serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true); debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene); game.AddXNAObject(debugRenderer); debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene); game.AddXNAObject(debugRendererServer); ActorDescription actorDesc; SphereShapeDescription shape; shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); server1 = serverSyncer.CreateActor(serverScene.CreateActor(actorDesc)); ((WorldPhysxSyncActor)server1.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Impulse); server1.ID = 2; // Identify }; game.UpdateEvent += delegate { physicsEngine.Update(game); physicsEngine.UpdateScene(game.Elapsed, serverScene); serverSyncer.Update(game.Elapsed); if (game.Keyboard.IsKeyDown(Keys.Up)) { ((WorldPhysxSyncActor)server1.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Force); } if (game.Keyboard.IsKeyDown(Keys.Down)) { ((WorldPhysxSyncActor)server1.Actor).Actor.AddForce(-Vector3.UnitX * 200, ForceMode.Force); } }; game.Run(); physicsEngine.Dispose(); }
public void TestSyncOnline() { var server = new ServerPacketManagerNetworked(10045, 10046); var success = new AutoResetEvent(false); var serverSyncer = new ServerSyncer(server); server.Start(); var conn = NetworkingUtilities.ConnectTCP(10045, "127.0.0.1"); conn.Receiving = true; var client = new ClientPacketManagerNetworked(conn); var clientSyncer = new ClientSyncer(client); var physicsEngine = new PhysicsEngine(); StillDesign.PhysX.Scene serverScene = null; PhysicsDebugRendererXNA debugRenderer; PhysicsDebugRendererXNA debugRendererServer; var game = new XNAGame(); game.InitializeEvent += delegate { physicsEngine.Initialize(); serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true); debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene); game.AddXNAObject(debugRenderer); debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene); game.AddXNAObject(debugRendererServer); ActorDescription actorDesc; SphereShapeDescription shape; shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); var server1 = serverSyncer.CreateActor(serverScene.CreateActor(actorDesc)); ((WorldPhysxSyncActor)server1.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Impulse); shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); var client1 = clientSyncer.CreateActor(physicsEngine.Scene.CreateActor(actorDesc)); client1.ID = server1.ID; // Identify }; game.UpdateEvent += delegate { physicsEngine.Update(game); physicsEngine.UpdateScene(game.Elapsed, serverScene); serverSyncer.Update(game.Elapsed); clientSyncer.Update(game.Elapsed); }; client.SyncronizeRemotePacketIDs(); client.WaitForUDPConnected(); game.Run(); physicsEngine.Dispose(); }
public void TestOBJToRAMMeshConverterPerObjectVisual() { var c = new OBJToRAMMeshConverter(new RAMTextureFactory()); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream(TestFiles.TownMtl, FileMode.Open)); importer.ImportObjFile(TestFiles.TownObj); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); TheWizards.Client.ClientPhysicsQuadTreeNode root; int numNodes = 20; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-numNodes * numNodes / 2f, -100, -numNodes * numNodes / 2f), new Vector3(numNodes * numNodes / 2f, 100, numNodes * numNodes / 2f))); QuadTree.Split(root, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { 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); }); for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var iSphere = new ClientPhysicsTestSphere(engine.Scene, game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection , 0.3f); 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); } }; game.Run(); }
public void TestOBJToRAMMeshConverterVisual() { PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var texFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(texFactory); var importer = new ObjImporter(); importer.AddMaterialFileStream("CollisionModelBoxes001.mtl", EmbeddedFile.GetStream("MHGameWork.TheWizards.Tests.Physics.Files.CollisionModelBoxes001.mtl", "CollisionModelBoxes001.mtl")); importer.ImportObjFile(EmbeddedFile.GetStream("MHGameWork.TheWizards.Tests.Physics.Files.CollisionModelBoxes001.obj", "CollisionModelBoxes001.obj")); var mesh = c.CreateMesh(importer); importer = new ObjImporter(); importer.AddMaterialFileStream("HouseTest.mtl", new FileStream("../GameData/Core/001-House01_BoxTest-OBJ/HouseTest.mtl", FileMode.Open)); importer.ImportObjFile("../GameData/Core/001-House01_BoxTest-OBJ/HouseTest.obj"); var mesh2 = c.CreateMesh(importer); importer = new ObjImporter(); var fsMHouseMat = new FileStream(TestFiles.MerchantsHouseMtl, FileMode.Open); importer.AddMaterialFileStream("MerchantsHouse.mtl", fsMHouseMat); importer.ImportObjFile(TestFiles.MerchantsHouseObj); fsMHouseMat.Close(); var mesh3 = c.CreateMesh(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); el = renderer.AddMesh(mesh2); el.WorldMatrix = Matrix.CreateTranslation(new Vector3(0, 0, 80)); el = renderer.AddMesh(mesh3); el.WorldMatrix = Matrix.CreateTranslation(new Vector3(0, 0, -80)); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); builder.CreateActorStatic(engine.Scene, mesh.GetCollisionData(), Matrix.Identity); builder.CreateActorStatic(engine.Scene, mesh2.GetCollisionData(), Matrix.CreateTranslation(new Vector3(0, 0, 80))); builder.CreateActorStatic(engine.Scene, mesh3.GetCollisionData(), Matrix.CreateTranslation(new Vector3(0, 0, -80))); }; game.DrawEvent += delegate { debugRenderer.Render(game); }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { Actor actor = PhysicsHelper.CreateDynamicSphereActor(engine.Scene, 0.3f, 1); actor.GlobalPosition = game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection * 5; actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 5; } }; game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisualCool() { var textureFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(textureFactory); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../GameData/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../GameData/Town/OBJ03/Town001.obj"); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(20, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var barrelMesh = OBJParserTest.GetBarrelMesh(c); var crateMesh = OBJParserTest.GetCrateMesh(c); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); for (int i = 0; i < meshes.Count; i++) { var mesh = meshes[i]; var data = mesh.GetCollisionData(); /*if (data.TriangleMesh != null) * physicsElementFactory.MeshPhysicsPool.PreloadTriangleMesh(engine.Scene, data.TriangleMesh);*/ } }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { 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; * });*/ for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(crateMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(crateMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.E)) { var pEl = physicsElementFactory.CreateDynamicElement(barrelMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(barrelMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
public void TestThrowBarrels() { var texFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(texFactory); RAMMesh mesh = OBJParserTest.GetBarrelMesh(c); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(16, 4); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { 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.UpdateEvent += delegate { engine.Update(game.Elapsed); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(mesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(mesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
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(); }
public void TestSyncOffline() { var serverpm = new SimpleServerPacketManager(); var clientpm = serverpm.CreateClient(); var clientSyncer = new ClientSyncer(clientpm); var serverSyncer = new ServerSyncer(serverpm); var physicsEngine = new PhysicsEngine(); StillDesign.PhysX.Scene serverScene = null; PhysicsDebugRendererXNA debugRenderer; PhysicsDebugRendererXNA debugRendererServer; var game = new XNAGame(); float totalTime = 0; float timeSinceTick = 0; float tickRate = 1 / 30f; int tickNumber = 0; float packetLoss = 0.25f; var rand = new Random(); game.InitializeEvent += delegate { physicsEngine.Initialize(); serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true); debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene); game.AddXNAObject(debugRenderer); debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene); game.AddXNAObject(debugRendererServer); ActorDescription actorDesc; SphereShapeDescription shape; shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); var server = serverSyncer.CreateActor(serverScene.CreateActor(actorDesc)); ((WorldPhysxSyncActor)server.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Impulse); shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); var client = clientSyncer.CreateActor(physicsEngine.Scene.CreateActor(actorDesc)); client.ID = server.ID; // Identify }; game.UpdateEvent += delegate { physicsEngine.Update(game); physicsEngine.UpdateScene(game.Elapsed, serverScene); serverSyncer.Update(game.Elapsed); clientSyncer.Update(game.Elapsed); }; game.Run(); physicsEngine.Dispose(); }
public void TestPhysicsMeshPoolTriangleMesh() { XNAGame game = new XNAGame(); var mesh = new RAMMesh(); var data = mesh.GetCollisionData(); var triangleMesh = new MeshCollisionData.TriangleMeshData(); Vector3[] pos = CreatePyramidPositions(); Vector3[] transpos = new Vector3[pos.Length]; var mat = Matrix.CreateTranslation(20, 5, 20); Vector3.Transform(pos, ref mat, transpos); triangleMesh.Positions = transpos; triangleMesh.Indices = new int[triangleMesh.Positions.Length]; for (int i = 0; i < triangleMesh.Positions.Length; i++) { triangleMesh.Indices[i] = i; } data.TriangleMesh = triangleMesh; PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); var pool = new MeshPhysicsPool(); var tMesh1 = pool.CreateTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh); var tMesh2 = pool.CreateTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh); Assert.AreEqual(tMesh1, tMesh2); var actorDesc = new ActorDescription(new TriangleMeshShapeDescription() { TriangleMesh = tMesh1 }); engine.Scene.CreateActor(actorDesc); }; game.DrawEvent += delegate { debugRenderer.Render(game); }; int frameNum = 0; game.UpdateEvent += delegate { engine.Update(game.Elapsed); //if (frameNum > 2) game.Exit(); frameNum++; }; game.Run(); }
public void TestSyncDirect() { var client = new ClientSyncedActor(); var server = new ServerSyncedActor(); var physicsEngine = new PhysicsEngine(); StillDesign.PhysX.Scene serverScene = null; PhysicsDebugRendererXNA debugRenderer; PhysicsDebugRendererXNA debugRendererServer; var game = new XNAGame(); float totalTime = 0; float timeSinceTick = 0; float tickRate = 1 / 30f; int tickNumber = 0; float packetLoss = 0.25f; var rand = new Random(); game.InitializeEvent += delegate { physicsEngine.Initialize(); serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true); debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene); game.AddXNAObject(debugRenderer); debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene); game.AddXNAObject(debugRendererServer); ActorDescription actorDesc; SphereShapeDescription shape; shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); server.Actor = new WorldPhysxSyncActor(serverScene.CreateActor(actorDesc)); ((WorldPhysxSyncActor)server.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Impulse); shape = new SphereShapeDescription(1); actorDesc = new ActorDescription(shape); actorDesc.BodyDescription = new BodyDescription(10); client.Actor = new WorldPhysxSyncActor(physicsEngine.Scene.CreateActor(actorDesc)); }; game.UpdateEvent += delegate { physicsEngine.Update(game); physicsEngine.UpdateScene(game.Elapsed, serverScene); totalTime += game.Elapsed; timeSinceTick += game.Elapsed; int totalMiliseconds = (int)(totalTime * 1000); while (timeSinceTick > tickRate) { timeSinceTick -= tickRate; //Do a tick tickNumber++; server.Tick(); var p = new UpdateEntityPacket(); p.Positie = server.Positie; p.RotatieQuat = server.RotatieQuat; if (rand.NextDouble() < 1 - packetLoss) { client.AddEntityUpdate(tickNumber, p); } } client.Process(totalMiliseconds, tickRate); }; game.Run(); physicsEngine.Dispose(); }
public void TestJoint() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); PhysicsEngine engine = new PhysicsEngine(); //game.AddXNAObject(engine); game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); Actor actorA, actorB; { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); BodyDescription bodyDesc = new BodyDescription(10.0f); bodyDesc.BodyFlags |= BodyFlag.Kinematic; ActorDescription actorDesc = new ActorDescription() { BodyDescription = bodyDesc, GlobalPose = Matrix.CreateTranslation(70, 25, 65), Shapes = { boxShapeDesc } }; actorA = engine.Scene.CreateActor(actorDesc); } { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); ActorDescription actorDesc = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.CreateTranslation(70, 15, 65), Shapes = { boxShapeDesc } }; actorB = engine.Scene.CreateActor(actorDesc); } PrismaticJointDescription prismaticJointDesc = new PrismaticJointDescription() { Actor1 = actorA, Actor2 = actorB, }; prismaticJointDesc.SetGlobalAnchor(new Vector3(70, 20, 65)); prismaticJointDesc.SetGlobalAxis(new Vector3(0, 1, 0)); PrismaticJoint prismaticJoint = engine.Scene.CreateJoint(prismaticJointDesc) as PrismaticJoint; LimitPlane limitPlane = new LimitPlane(new Vector3(0, 1, 0), new Vector3(-30, 8, -30), 0); prismaticJoint.AddLimitPlane(limitPlane); }; game.UpdateEvent += delegate { 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; } engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
public void TestObjImportPhysics() { XNAGame game = new XNAGame(); game.SpectaterCamera.CameraPosition = new Vector3(0, 0, -40); game.SpectaterCamera.FarClip = 10000; PhysicsEngine engine = new PhysicsEngine(); //game.AddXNAObject(engine); game.InitializeEvent += delegate { engine.Initialize(); PhysicsDebugRendererXNA debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); ObjImporter importer = new ObjImporter(); //importer.ImportObjFile(EmbeddedFile.GetStream(typeof(ObjImporter).Assembly, "MHGameWork.TheWizards.OBJParser.Files.Crate.obj", "Crate.obj")); importer.ImportObjFile(TestFiles.MerchantsHouseObj); List <Vector3> positions = importer.Vertices; Vector3[] transformedPositions = new Vector3[positions.Count]; Matrix objectMatrix = Matrix.CreateScale(5); Matrix transform = objectMatrix; Vector3.Transform(positions.ToArray(), ref transform, transformedPositions); var indices = new List <int>(); for (int i = 0; i < importer.Groups.Count; i++) { for (int j = 0; j < importer.Groups[i].SubObjects.Count; j++) { for (int k = 0; k < importer.Groups[i].SubObjects[j].Faces.Count; k++) { indices.Add(importer.Groups[i].SubObjects[j].Faces[k].V1.Position); indices.Add(importer.Groups[i].SubObjects[j].Faces[k].V2.Position); indices.Add(importer.Groups[i].SubObjects[j].Faces[k].V3.Position); } } } var triangleMesh = CreateTriangleMesh(transformedPositions, indices.ToArray(), engine.Scene); var triangleMeshShapeDesc = new TriangleMeshShapeDescription(); triangleMeshShapeDesc.TriangleMesh = triangleMesh; var actorDesc = new ActorDescription(triangleMeshShapeDesc); var actor = engine.Scene.CreateActor(actorDesc); }; game.UpdateEvent += delegate { 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; } engine.Update(game.Elapsed); }; game.Run(); engine.Dispose(); }
public void TestMeshPhysicsElementFactoryDynamic() { XNAGame game = new XNAGame(); RAMMesh mesh = createTwoBoxMesh(); BoundingBox bb = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; ClientPhysicsQuadTreeNode root = CreatePhysicsQuadtree(16, 4); var visualizer = new QuadTreeVisualizerXNA(); var meshes = new List <MeshDynamicPhysicsElement>(); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var factory = physicsElementFactoryXNA.Factory; game.AddXNAObject(physicsElementFactoryXNA); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; 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.UpdateEvent += delegate { if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var el = factory.CreateDynamicElement(mesh, Matrix.CreateTranslation(game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); el.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; meshes.Add(el); } engine.Update(game.Elapsed); }; game.Run(); }