Example #1
0
        public void CreateMineral(MaterialManager materialManager, Map map, SharedVisuals sharedVisuals, Vector3D position, bool randomOrientation, double volumeInCubicMeters)
        {
            _map = map;
            _sharedVisuals = sharedVisuals;

            if (_mineralType == MineralType.Custom)
            {
                #region Validate

                if (_numSides < 3)
                {
                    throw new ApplicationException("The number of sides must at least be 3");
                }

                if (_rings.Count == 0)
                {
                    throw new ApplicationException("Need at least one ring");
                }

                #endregion
            }
            else
            {
                // Overwrite my public properties based on the mineral type
                StoreSettingsForMineralType(volumeInCubicMeters);
            }

            RotateTransform3D randomRotation = null;
            if (randomOrientation)
            {
                randomRotation = new RotateTransform3D(new AxisAngleRotation3D(Math3D.GetRandomVector_Spherical(1d), Math1D.GetNearZeroValue(360d)));
            }

            if (_mineralType == MineralType.Rixium)
            {
                #region Rixium Visuals

                Model3DGroup ringModels = new Model3DGroup();

                ringModels.Children.Add(GetRixiumTorusVisual(new Vector3D(0, 0, -.6), .38, .5, randomRotation));
                ringModels.Children.Add(GetRixiumTorusVisual(new Vector3D(0, 0, -.3), .44, .75, randomRotation));
                ringModels.Children.Add(GetRixiumTorusVisual(new Vector3D(0, 0, 0), .5, 1, randomRotation));
                ringModels.Children.Add(GetRixiumTorusVisual(new Vector3D(0, 0, .3), .44, .75, randomRotation));
                ringModels.Children.Add(GetRixiumTorusVisual(new Vector3D(0, 0, .6), .38, .5, randomRotation));

                //TODO:  Look at the global lighting options
                PointLight pointLight = new PointLight();
                pointLight.Color = Color.FromArgb(255, 54, 147, 168);
                pointLight.Range = 20;
                pointLight.LinearAttenuation = .33;
                ringModels.Children.Add(pointLight);

                ModelVisual3D ringModel = new ModelVisual3D();        // this is the expensive one, so as few of these should be made as possible
                ringModel.Content = ringModels;

                _visuals.Add(ringModel);
                _map.Viewport.Children.Add(ringModel);

                #endregion
            }

            #region WPF Model

            // Material
            MaterialGroup materials = new MaterialGroup();
            if (_diffuseColor.A > 0)
            {
                materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(_diffuseColor)));
            }

            if (_specularColor.A > 0)
            {
                materials.Children.Add(new SpecularMaterial(new SolidColorBrush(_specularColor), _specularPower));
            }

            if (_emissiveColor.A > 0)
            {
                materials.Children.Add(new EmissiveMaterial(new SolidColorBrush(_emissiveColor)));
            }

            // Geometry Model
            GeometryModel3D geometry = new GeometryModel3D();
            geometry.Material = materials;
            geometry.BackMaterial = materials;

            if (_mineralType == MineralType.Custom)
            {
                geometry.Geometry = UtilityWPF.GetMultiRingedTube_ORIG(_numSides, _rings, false, true);
            }
            else
            {
                geometry.Geometry = _sharedVisuals.GetMineralMesh(_mineralType);
            }
            if (randomOrientation)
            {
                geometry.Transform = randomRotation;
            }

            // Model Visual
            ModelVisual3D model = new ModelVisual3D();
            model.Content = geometry;
            model.Transform = new TranslateTransform3D(position);

            // Add to the viewport
            _visuals.Add(model);
            _map.Viewport.Children.Add(model);

            #endregion

            #region Physics Body

            // Make a physics body that represents this shape
            _physicsBody = new ConvexBody3D(_map.World, model);

            _physicsBody.MaterialGroupID = materialManager.MineralMaterialID;

            _physicsBody.NewtonBody.UserData = this;

            _physicsBody.Mass = Convert.ToSingle(_mass);

            _physicsBody.LinearDamping = .01f;
            _physicsBody.AngularDamping = new Vector3D(.01f, .01f, .01f);
            _physicsBody.Override2DEnforcement_Rotation = true;

            _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);

            #endregion

            // Add to the map
            _map.AddItem(this);
        }
Example #2
0
        /// <summary>
        /// Set the properties, then call create
        /// NOTE:  This adds itself to the viewport and world.  In the future, that should be handled by the caller
        /// </summary>
        protected void CreateBot(Viewport3D viewport, SharedVisuals sharedVisuals, World world, Point3D worldPosition)
        {
            _viewport = viewport;
            _sharedVisuals = sharedVisuals;
            _world = world;

            // Thruster
            _origThrustDirection = new Vector3D(0, _thrustForce, 0);
            _thruster = new ThrustLine(_viewport, sharedVisuals, _origThrustDirection, new Vector3D(0, 0, 0));
            _thruster.LineMaxLength = this.ThrustLineStandardLength * _thrustLineMultiplier;

            MaterialGroup material = null;
            GeometryModel3D geometry = null;
            ModelVisual3D model = null;

            _visuals = new List<ModelVisual3D>();

            #region Interior Extra Visuals

            // These are visuals that will stay oriented to the ship, but don't count in collision calculations

            #region Core

            // Neutral
            _coreMaterialNeutral = new MaterialGroup();
            _coreMaterialNeutralColor = new DiffuseMaterial(new SolidColorBrush(_coreColor));
            _coreMaterialNeutral.Children.Add(_coreMaterialNeutralColor);
            _coreMaterialNeutral.Children.Add(new SpecularMaterial(Brushes.DimGray, 75d));

            // Attack
            _coreMaterialAttack = new MaterialGroup();
            _coreMaterialAttack.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Red, UtilityWPF.AlphaBlend(Colors.Black, Colors.DimGray, .5), .15d))));
            _coreMaterialAttack.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 255, 128, 128)), 100d));

            _lightAttack = new PointLight();
            _lightAttack.Color = Color.FromArgb(255, 96, 0, 0);
            _lightAttack.Position = new Point3D(0, 0, 0);
            _lightAttack.Range = _radius * 3;

            // Geometry Model
            _coreGeometry = new GeometryModel3D();
            _coreGeometry.Material = _coreMaterialNeutral;
            _coreGeometry.BackMaterial = _coreMaterialNeutral;
            _coreGeometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius * .4, _radius * .4, _radius * .4);
            _coreGeometry.Transform = new TranslateTransform3D(0, 0, 0);

            // Model Visual
            _core = new ModelVisual3D();
            _core.Content = _coreGeometry;

            //NOTE: model.Transform is set to the physics body's transform every frame

            _visuals.Add(_core);

            // Add to the viewport
            _viewport.Children.Add(_core);

            #endregion

            #endregion

            #region Glass Shell

            // Material
            //NOTE:  There seems to be an issue with drawing objects inside a semitransparent object - I think they have to be added in a certain order or something
            Brush skinBrush = new SolidColorBrush(Color.FromArgb(25, 255, 255, 255));  // making the skin semitransparent, so you can see the components inside

            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(skinBrush));
            material.Children.Add(new SpecularMaterial(Brushes.White, 75d));     // more reflective (and white light)

            MaterialGroup backMaterial = new MaterialGroup();
            backMaterial.Children.Add(new DiffuseMaterial(skinBrush));
            backMaterial.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 20, 20, 20)), 10d));       // dark light, and not very reflective

            // Geometry Model
            geometry = new GeometryModel3D();
            geometry.Material = material;
            geometry.BackMaterial = backMaterial;
            geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius, _radius, _radius);

            // Transform
            Transform3DGroup transform = new Transform3DGroup();		// rotate needs to be added before translate
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 0)));
            transform.Children.Add(new TranslateTransform3D(worldPosition.ToVector()));

            // Model Visual
            model = new ModelVisual3D();
            model.Content = geometry;
            model.Transform = transform;

            _visuals.Add(model);

            // Add to the viewport
            _viewport.Children.Add(model);

            #endregion
            #region Physics Body

            // Make a physics body that represents this shape
            _physicsBody = new ConvexBody3D(world, model);

            //NOTE:  Not setting material _physicsBody.MaterialGroupID, so it takes the default material

            _physicsBody.NewtonBody.UserData = this;

            _physicsBody.Mass = Convert.ToSingle(this.Mass);

            _physicsBody.LinearDamping = .01f;
            _physicsBody.AngularDamping = new Vector3D(10f, 10f, 10f);   // fairly heavy damping (the bot doesn't try to cancel its spin, so I'll let Newt do it for me)

            _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);

            #endregion

            #region Exterior Extra Visuals

            // There is a bug in WPF where visuals added after a semitransparent one won't show inside.  So if you want to add exterior
            // bits that aren't visible inside, this would be the place

            #endregion

            _thruster.IsFiring = true;

            // Show the proper core
            this.IsAttacking = _isAttacking;
        }
Example #3
0
        /// <summary>
        /// Set the properties, then call create
        /// NOTE:  This adds itself to the viewport and world.  In the future, that should be handled by the caller
        /// </summary>
        public void CreateShip(MaterialManager materialManager, SharedVisuals sharedVisuals, Map map, ProgressBarGame progressBarCargo, ProgressBarGame progressBarFuel)
        {
            const double THRUSTLINELENGTH = .5d;
            const double THRUSTLINELENGTH_EXTRA = .75d;
            const double THRUSTLINELENGTH_TURN = .3;

            _sharedVisuals = sharedVisuals;
            _map = map;
            _progressBarCargo = progressBarCargo;
            _progressBarFuel = progressBarFuel;

            #region Thrusters

            // These need to be definded before the visuals are created
            double radians = Math1D.DegreesToRadians(225);
            _thrusterOffset_BottomLeft = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0);
            radians = Math1D.DegreesToRadians(135);
            _thrusterOffset_TopLeft = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0);

            radians = Math1D.DegreesToRadians(315);
            _thrusterOffset_BottomRight = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0);
            radians = Math1D.DegreesToRadians(45);
            _thrusterOffset_TopRight = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0);

            _thrustForce = 100d;
            _torqueballLeftRightThrusterForce = -10d;

            #region Define ThrustLines

            //NOTE: The ThrustLine class will add/remove visuals directly from the viewport.  There's no need for the map to get involved

            // The reference to the fuel tank will be made when I create the tank

            ThrustLine thrustLine;

            // Up
            _thrustLines.Add(Key.Up, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _thrustForce, _thrusterOffset_BottomRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.Up].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _thrustForce, _thrusterOffset_BottomLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.Up].Add(thrustLine);

            // W
            _thrustLines.Add(Key.W, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * (_thrustForce * 2d), _thrusterOffset_BottomRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA;
            _thrustLines[Key.W].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * (_thrustForce * 2d), _thrusterOffset_BottomLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA;
            _thrustLines[Key.W].Add(thrustLine);

            // Down
            _thrustLines.Add(Key.Down, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _thrustForce, _thrusterOffset_TopRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.Down].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _thrustForce, _thrusterOffset_TopLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.Down].Add(thrustLine);

            // S
            _thrustLines.Add(Key.S, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * (_thrustForce * 2d), _thrusterOffset_TopRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA;
            _thrustLines[Key.S].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * (_thrustForce * 2d), _thrusterOffset_TopLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA;
            _thrustLines[Key.S].Add(thrustLine);

            // Left
            _thrustLines.Add(Key.Left, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_BottomRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN;
            _thrustLines[Key.Left].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_TopLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN;
            _thrustLines[Key.Left].Add(thrustLine);

            // Right
            _thrustLines.Add(Key.Right, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_TopRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN;
            _thrustLines[Key.Right].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_BottomLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN;
            _thrustLines[Key.Right].Add(thrustLine);

            // A
            _thrustLines.Add(Key.A, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(-1, 0, 0) * _thrustForce, _thrusterOffset_TopRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.A].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(-1, 0, 0) * _thrustForce, _thrusterOffset_BottomRight);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.A].Add(thrustLine);

            // D
            _thrustLines.Add(Key.D, new List<ThrustLine>());

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(1, 0, 0) * _thrustForce, _thrusterOffset_TopLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.D].Add(thrustLine);

            thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(1, 0, 0) * _thrustForce, _thrusterOffset_BottomLeft);
            thrustLine.LineMaxLength = THRUSTLINELENGTH;
            _thrustLines[Key.D].Add(thrustLine);

            #endregion

            #endregion

            MaterialGroup material = null;
            GeometryModel3D geometry = null;
            Model3DGroup models = new Model3DGroup();
            ModelVisual3D model = null;

            #region Interior Extra Visuals

            // These are visuals that will stay oriented to the ship, but don't count in collision calculations

            #region Thrusters

            // These are the little balls, not the thrust lines

            double thrusterLocScale = 1d;

            models.Children.Add(GetThrusterVisual(_thrusterOffset_BottomLeft * thrusterLocScale));
            models.Children.Add(GetThrusterVisual(_thrusterOffset_BottomRight * thrusterLocScale));
            models.Children.Add(GetThrusterVisual(_thrusterOffset_TopLeft * thrusterLocScale));
            models.Children.Add(GetThrusterVisual(_thrusterOffset_TopRight * thrusterLocScale));

            #endregion
            #region Cargo Bay

            //TODO:  Make a visual for this (probably pretty cube like)

            _cargoBay = new CargoBay(_cargoBayMass, _cargoBayVolume);

            _progressBarCargo.Minimum = 0d;
            _progressBarCargo.Maximum = _cargoBay.MaxVolume;
            _progressBarCargo.Value = 0d;

            #endregion
            #region Fuel Tank

            //TODO:  This visual should be a pill

            _fuelTank = new FuelTank();
            _fuelTank.DryMass = _fuelTankMass;
            _fuelTank.QuantityMax = _fuelTankCapacity;
            _fuelTank.QuantityCurrent = _fuelTank.QuantityMax;		// a full tank with the purchace of a new ship!!!
            _fuelTank.FuelDensity = _fuelDensity;

            _progressBarFuel.Minimum = 0d;
            _progressBarFuel.Maximum = _fuelTank.QuantityMax;
            _progressBarFuel.Value = _fuelTank.QuantityCurrent;

            // Link to the thrusters
            foreach (List<ThrustLine> thrustLines in _thrustLines.Values)
            {
                foreach (ThrustLine thrustLine1 in thrustLines)
                {
                    thrustLine1.FuelToThrustRatio = _fuelThrustRatio;
                    thrustLine1.FuelTank = _fuelTank;
                }
            }

            #endregion

            #region Core

            // This just looks stupid.  The idea is that you would see the various components (which would also be point masses).  But until
            // the user can modify their ship, it's just an arbitrary ellipse that is ugly

            //// Material
            //material = new MaterialGroup();
            //material.Children.Add(new DiffuseMaterial(Brushes.DimGray));
            //material.Children.Add(new SpecularMaterial(Brushes.DimGray, 100d));

            //// Geometry Model
            //geometry = new GeometryModel3D();
            //geometry.Material = material;
            //geometry.BackMaterial = material;
            //geometry.Geometry = UtilityWPF.GetSphere(5, .45, .25, .05);
            //geometry.Transform = new TranslateTransform3D(0, this.RadiusY * -.25, 0);

            //// Model Visual
            //model = new ModelVisual3D();
            //model.Content = geometry;

            ////NOTE: model.Transform is set to the physics body's transform every frame

            //// Add to the viewport
            //_viewport.Children.Add(model);

            //_visuals.Add(model);

            #endregion

            // Make a model visual for what I have so far
            model = new ModelVisual3D();        // this is the expensive one, so as few of these should be made as possible
            model.Content = models;

            _visuals.Add(model);
            _map.Viewport.Children.Add(model);

            #endregion

            #region WPF Collision Model

            // Material
            //NOTE:  There seems to be an issue with drawing objects inside a semitransparent object - I think they have to be added in a certain order or something
            //Brush skinBrush = new SolidColorBrush(Color.FromArgb(50, _hullColor.R, _hullColor.G, _hullColor.B));  // making the skin semitransparent, so you can see the components inside
            Brush skinBrush = new SolidColorBrush(_hullColor);  // decided to make it opaque, since I'm not showing anything inside

            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(skinBrush));
            material.Children.Add(new SpecularMaterial(Brushes.White, 75d));     // more reflective (and white light)

            MaterialGroup backMaterial = new MaterialGroup();
            backMaterial.Children.Add(new DiffuseMaterial(skinBrush));
            backMaterial.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 20, 20, 20)), 10d));       // dark light, and not very reflective

            // Geometry Model
            geometry = new GeometryModel3D();
            geometry.Material = material;
            geometry.BackMaterial = backMaterial;
            geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, this.RadiusX, this.RadiusY, this.RadiusZ);

            // Transform
            Transform3DGroup transform = new Transform3DGroup();		// rotate needs to be added before translate
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 0)));
            transform.Children.Add(new TranslateTransform3D(new Vector3D(0, 0, 0)));

            // Model Visual
            model = new ModelVisual3D();
            model.Content = geometry;
            model.Transform = transform;

            _physicsModel = model;    // remember this, so I don't set its transform
            _visuals.Add(model);

            // Add to the viewport (the physics body constructor requires it to be added)
            _map.Viewport.Children.Add(model);

            #endregion
            #region Physics Body

            // Make a physics body that represents this shape
            _physicsBody = new ConvexBody3D(_map.World, model);

            _physicsBody.MaterialGroupID = materialManager.ShipMaterialID;

            _physicsBody.NewtonBody.UserData = this;

            _physicsBody.Mass = Convert.ToSingle(this.TotalMass);

            _physicsBody.LinearDamping = .01f;
            //_physicsBody.AngularDamping = new Vector3D(.01f, .01f, .01f);
            //_physicsBody.AngularDamping = new Vector3D(10f, 10f, 10f);
            _physicsBody.AngularDamping = new Vector3D(1f, 1f, 1f);

            _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);

            #endregion

            #region Exterior Extra Visuals

            // There is a bug in WPF where visuals added after a semitransparent one won't show inside.  The cockpit looks stupid when you can see
            // it inside the skin

            #region Cockpit

            // Material
            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Teal, Colors.DimGray, .2d))));
            material.Children.Add(new SpecularMaterial(Brushes.White, 100d));

            // Geometry Model
            geometry = new GeometryModel3D();
            geometry.Material = material;
            geometry.BackMaterial = material;
            //geometry.Geometry = UtilityWPF.GetSphere(3, .4, .2, .3);
            geometry.Geometry = UtilityWPF.GetSphere_LatLon(3, .45, .25, .25);
            geometry.Transform = new TranslateTransform3D(0, this.RadiusY * .5, 0);

            // Model Visual
            model = new ModelVisual3D();
            model.Content = geometry;

            // Add to the viewport
            _visuals.Add(model);
            _map.Viewport.Children.Add(model);

            #endregion
            #region Headlight

            SpotLight spotLight = new SpotLight();
            //spotLight.Color = Color.FromArgb(255, 50, 170, 50);
            spotLight.Color = UtilityWPF.AlphaBlend(Colors.White, _hullColor, .25d);
            spotLight.Direction = new Vector3D(0, 1, 0);
            spotLight.OuterConeAngle = 25;
            spotLight.InnerConeAngle = 5;
            //spotLight.LinearAttenuation = .1;
            spotLight.QuadraticAttenuation = .0001;
            spotLight.Range = 1000;

            model = new ModelVisual3D();
            model.Content = spotLight;

            _visuals.Add(model);
            _map.Viewport.Children.Add(model);

            #endregion

            #endregion

            // Add to the map
            _map.AddItem(this);
        }
        private void CreateCube(Color color, Point3D location)
        {
            #region WPF Model

            // Material
            MaterialGroup materials = new MaterialGroup();
            materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(color)));
            materials.Children.Add(new SpecularMaterial(Brushes.White, 100d));

            // Geometry Model
            GeometryModel3D geometry = new GeometryModel3D();
            geometry.Material = materials;
            geometry.Geometry = UtilityWPF.GetCube(1d);
            //geometry.Geometry = UtilityWPF.GetRectangle3D()

            // Transform
            Transform3DGroup transform = new Transform3DGroup();		// rotate needs to be added before translate
            //transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(Math3D.GetRandomVectorSpherical(_rand, 10), Math3D.GetNearZeroValue(_rand, 360d))));
            transform.Children.Add(new TranslateTransform3D(location.ToVector()));

            // Model Visual
            ModelVisual3D model = new ModelVisual3D();
            model.Content = geometry;
            model.Transform = transform;

            #endregion

            // Add to the viewport
            _viewport.Children.Add(model);

            // Make a physics body that represents this cube
            ConvexBody3D body = new ConvexBody3D(_world, model);
            body.Mass = 1f;

            _cubes.Add(body);
        }
Example #5
0
        private static void AlignToGeometryUVZChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            ConvexBody3D body = (ConvexBody3D)d;

            body.VerifyNotInitialised("AlignToGeometryUVZ");
        }
Example #6
0
        private static void RotationAxisChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            ConvexBody3D body = (ConvexBody3D)d;

            body.VerifyNotInitialised("RotationAxis");
        }
        private void GetRatiosMass(out ConvexBody3D.CollisionShape shape, out double ratioX, out double ratioY, out double ratioZ, out double mass)
        {
            const double MINRATIO = .25d;
            const double MAXRATIO = 2d;
            const double MINMASS = .9d;
            const double MAXMASS = 5d;

            // Ratios
            if (chkRandomRatios.IsChecked.Value)
            {
                ratioX = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());		// reused as radius
                ratioY = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());		// reused as height
                ratioZ = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());
            }
            else
            {
                ratioX = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkX.Minimum, trkX.Maximum, trkX.Value);
                ratioY = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkY.Minimum, trkY.Maximum, trkY.Value);
                ratioZ = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkZ.Minimum, trkZ.Maximum, trkZ.Value);
            }

            if (radCube.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.Cube;
                mass = ratioX * ratioY * ratioZ;
            }
            else if (radSphere.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.Sphere;
                mass = (4d / 3d) * Math.PI * ratioX * ratioX * ratioX;
            }
            else if (radPill.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.Capsule;
                mass = Math.PI * ratioX * ratioX * ratioY;
            }
            else if (radCylinder.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.Cylinder;
                mass = Math.PI * ratioX * ratioX * ratioY;
            }
            else if (radCone.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.Cone;
                mass = (1d / 3d) * Math.PI * ratioX * ratioX * ratioY;
            }
            else if (radChamferCylinder.IsChecked.Value)
            {
                shape = ConvexBody3D.CollisionShape.ChamferCylinder;
                mass = Math.PI * ratioX * ratioX * ratioY;
            }
            else
            {
                throw new ApplicationException("Unknown shape");
            }

            // Mass
            if (chkConstantMass.IsChecked.Value)
            {
                //mass = 1d;		// for some reason, setting them to exactly one makes them jittery when they collide
                mass = 1.01d;
            }
            else
            {
                // If I try to be realistic, then it's boring, so I'll scale the result.  (density shrinks a bit as things get larger)
                mass = UtilityCore.GetScaledValue(MINMASS, MAXMASS, Math.Pow(MINRATIO, 3), Math.Pow(MAXRATIO, 3), mass);
            }
        }
        private void btnAdd_Click(object sender, RoutedEventArgs e)
        {
            try
            {
                // Figure out the ratios and mass of this body
                ConvexBody3D.CollisionShape shape;
                double ratioX, ratioY, ratioZ, mass;
                GetRatiosMass(out shape, out ratioX, out ratioY, out ratioZ, out mass);

                #region WPF Model

                // Material
                MaterialGroup materials = new MaterialGroup();
                materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.GetRandomColor(64, 192))));
                materials.Children.Add(new SpecularMaterial(Brushes.White, 100d));

                // Geometry Model
                GeometryModel3D geometry = new GeometryModel3D();
                geometry.Material = materials;
                geometry.BackMaterial = materials;

                switch (shape)
                {
                    case ConvexBody3D.CollisionShape.Cube:
                        geometry.Geometry = UtilityWPF.GetCube(new Point3D(-ratioX, -ratioY, -ratioZ), new Point3D(ratioX, ratioY, ratioZ));
                        break;

                    case ConvexBody3D.CollisionShape.Sphere:
                        geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, ratioX, ratioY, ratioZ);
                        //geometry.Geometry = UtilityWPF.GetTorus(30, 10, ratioX * .2, ratioX);    // 
                        break;

                    case ConvexBody3D.CollisionShape.Capsule:
                    case ConvexBody3D.CollisionShape.ChamferCylinder:
                    case ConvexBody3D.CollisionShape.Cone:
                    case ConvexBody3D.CollisionShape.Cylinder:
                    default:
                        throw new ApplicationException("Unknown ConvexBody3D.CollisionShape: " + shape.ToString());
                }

                // Transform
                Transform3DGroup transform = new Transform3DGroup();		// rotate needs to be added before translate
                transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(Math3D.GetRandomVector_Spherical(10), Math1D.GetNearZeroValue(360d))));
                transform.Children.Add(new TranslateTransform3D(Math3D.GetRandomVector(CREATEOBJECTBOUNDRY)));

                // Model Visual
                ModelVisual3D model = new ModelVisual3D();
                model.Content = geometry;
                model.Transform = transform;

                #endregion

                // Add to the viewport
                _viewport.Children.Add(model);

                // Make a physics body that represents this shape
                ConvexBody3D body = new ConvexBody3D(_world, model);

                body.Mass = Convert.ToSingle(mass);

                body.LinearDamping = .01f;
                body.AngularDamping = new Vector3D(.01f, .01f, .01f);

                body.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);

                _bodies.Add(body);
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
 public PointVisualizer(Viewport3D viewport, SharedVisuals sharedVisuals, ConvexBody3D physicsBody)
     : this(viewport, sharedVisuals)
 {
     _physicsBody = physicsBody;
 }
        private void btnAdd_Click(object sender, RoutedEventArgs e)
        {
            const double MINRATIO = .25d;
            const double MAXRATIO = 2d;
            const double MINMASS = .9d;
            const double MAXMASS = 5d;

            try
            {
                double ratioX, ratioY, ratioZ;
                if (chkRandomRatios.IsChecked.Value)
                {
                    ratioX = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());
                    ratioY = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());
                    ratioZ = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, 0d, 1d, StaticRandom.NextDouble());
                }
                else
                {
                    ratioX = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkX.Minimum, trkX.Maximum, trkX.Value);
                    ratioY = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkY.Minimum, trkY.Maximum, trkY.Value);
                    ratioZ = UtilityCore.GetScaledValue(MINRATIO, MAXRATIO, trkZ.Minimum, trkZ.Maximum, trkZ.Value);
                }

                #region WPF Model

                // Material
                MaterialGroup materials = new MaterialGroup();
                materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.GetRandomColor(64, 192))));
                materials.Children.Add(new SpecularMaterial(Brushes.White, 100d));

                // Geometry Model
                GeometryModel3D geometry = new GeometryModel3D();
                geometry.Material = materials;
                geometry.BackMaterial = materials;
                geometry.Geometry = UtilityWPF.GetCube(new Point3D(-ratioX, -ratioY, -ratioZ), new Point3D(ratioX, ratioY, ratioZ));
                //geometry.Geometry = UtilityWPF.GetRectangle3D()

                // Transform
                Transform3DGroup transform = new Transform3DGroup();		// rotate needs to be added before translate
                transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(Math3D.GetRandomVector_Spherical(10), Math1D.GetNearZeroValue(360d))));
                transform.Children.Add(new TranslateTransform3D(Math3D.GetRandomVector(_boundryMin, _boundryMax)));

                // Model Visual
                ModelVisual3D model = new ModelVisual3D();
                model.Content = geometry;
                model.Transform = transform;

                #endregion

                // Add to the viewport
                _viewport.Children.Add(model);

                // Make a physics body that represents this cube
                ConvexBody3D body = new ConvexBody3D(_world, model);

                if (chkConstantMass.IsChecked.Value)
                {
                    body.Mass = 1f;
                }
                else
                {
                    // If I try to be realistic, then it's boring, so I'll scale the result.  (density shrinks a bit as things get larger)
                    double mass = ratioX * ratioY * ratioZ;
                    mass = UtilityCore.GetScaledValue(MINMASS, MAXMASS, Math.Pow(MINRATIO, 3), Math.Pow(MAXRATIO, 3), mass);
                    body.Mass = Convert.ToSingle(mass);
                }

                body.LinearDamping = .01f;
                body.AngularDamping = new Vector3D(.01f, .01f, .01f);

                //TODO:  Make this work
                //body.Velocity = 

                //needed?
                //_world.AddBody(body);


                body.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);




                _cubes.Add(body);

            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
Example #11
0
        /// <summary>
        /// Set the properties, then call create
        /// NOTE:  This adds itself to the viewport and world.  In the future, that should be handled by the caller
        /// </summary>
        public void CreateAsteroid(MaterialManager materialManager, Map map, SharedVisuals sharedVisuals, Vector3D position)
        {
            _map = map;

            #region WPF Model

            // Material
            MaterialGroup materials = new MaterialGroup();
            materials.Children.Add(new DiffuseMaterial(Brushes.Gray));
            materials.Children.Add(new SpecularMaterial(Brushes.Silver, 100d));

            // Geometry Model
            GeometryModel3D geometry = new GeometryModel3D();
            geometry.Material = materials;
            geometry.BackMaterial = materials;
            geometry.Geometry = sharedVisuals.AsteroidMesh;
            geometry.Transform = new ScaleTransform3D(_radius, _radius, _radius);

            // Model Visual
            ModelVisual3D model = new ModelVisual3D();
            model.Content = geometry;
            model.Transform = new TranslateTransform3D(position);

            // Add to the viewport
            _visuals.Add(model);
            _map.Viewport.Children.Add(model);

            #endregion

            #region Physics Body

            // Make a physics body that represents this shape
            _physicsBody = new ConvexBody3D(_map.World, model);
            //_physicsBody = new ConvexBody3D(_map.World, model, ConvexBody3D.CollisionShape.Sphere, _radius, _radius, _radius);   // for some reason, this is throwing an exception.  debug it

            _physicsBody.MaterialGroupID = materialManager.AsteroidMaterialID;

            _physicsBody.NewtonBody.UserData = this;

            _physicsBody.Mass = Convert.ToSingle(_mass);

            _physicsBody.LinearDamping = .01f;
            _physicsBody.AngularDamping = new Vector3D(.01f, .01f, .01f);
            _physicsBody.Override2DEnforcement_Rotation = true;

            _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce);

            #endregion

            // Add to the map
            _map.AddItem(this);
        }