public TriangleMeshObject(Game game, Model model, Matrix orientation, Vector3 position)
            : base(game, model)
        {
            body = new Body();
            collision = new CollisionSkin(null);

            triangleMesh = new TriangleMesh();

            List<Vector3> vertexList = new List<Vector3>();
            List<TriangleVertexIndices> indexList = new List<TriangleVertexIndices>();

            ExtractData(vertexList, indexList, model);

            triangleMesh.CreateMesh(vertexList,indexList, 4, 1.0f);
            collision.AddPrimitive(triangleMesh,new MaterialProperties(0.8f,0.7f,0.6f));
            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(collision);
        }
        // Sets the model being simulated, extracts vertices, etc.
        public void SetModel(string ModelName)
        {
            Model Model = Engine.Content.Load<Model>(ModelName);
            this.modelName = ModelName;

            CollisionSkin.RemoveAllPrimitives();
            triangleMesh = new TriangleMesh();

            List<Vector3> vertexList = new List<Vector3>();
            List<TriangleVertexIndices> indexList =
                new List<TriangleVertexIndices>();

            ExtractData(vertexList, indexList, Model);

            triangleMesh.CreateMesh(vertexList, indexList, 4, 1.0f);
            CollisionSkin.AddPrimitive(triangleMesh,
                new MaterialProperties(0.8f, 0.7f, 0.6f));

            Mass = Mass;
        }
        public TriangleMeshObject(Game game, Model model, Matrix orientation, Vector3 position)
            : base(game, model)
        {
            body = new Body();
            collision = new CollisionSkin(null);

            triangleMesh = new TriangleMesh();

            List<Vector3> vertexList = new List<Vector3>();
            List<TriangleVertexIndices> indexList = new List<TriangleVertexIndices>();

            ExtractData(vertexList, indexList, model);

            triangleMesh.CreateMesh(vertexList,indexList, 4, 1.0f);
            collision.AddPrimitive(triangleMesh,new MaterialProperties(0.8f,0.7f,0.6f));
            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(collision);

            // Transform
            collision.ApplyLocalTransform(new JigLibX.Math.Transform(position, orientation));
            // we also need to move this dummy, so the object is *rendered* at the correct positiob
            body.MoveTo(position, orientation);
        }
        private TriangleMesh GetTriangleMesh(Model model, Transform3D transform)
        {
            TriangleMesh triangleMesh = new TriangleMesh();
            List<Vector3> vertexList = new List<Vector3>();
            List<TriangleVertexIndices> indexList = new List<TriangleVertexIndices>();

            ExtractData(vertexList, indexList, model);

            for (int i = 0; i < vertexList.Count; i++)
            {
                vertexList[i] = Vector3.Transform(vertexList[i], transform.World);
            }

            // create the collision mesh
            triangleMesh.CreateMesh(vertexList, indexList, 1, 1.0f);

            return triangleMesh;
        }
Example #5
0
        void GenerateCollisionMesh()
        {
            List<Vector3> vertColl = new List<Vector3>();

            for (int i = 0; i < geometry.verts.Length; i++)
            {
                vertColl.Add(Vector3.Transform(new Vector3(geometry.verts[i].Position.X, geometry.verts[i].Position.Y, geometry.verts[i].Position.Z), transformation.GetTransform()));
                //vertColl[i] = Vector3.Transform(new Vector3(geometry.verts[i].Position.X, geometry.verts[i].Position.Y, geometry.verts[i].Position.Z), transformation.GetTransform());
            }

            int triCount = 0;
            TriangleVertexIndices triIdx = new TriangleVertexIndices(0, 0, 0);
            List<TriangleVertexIndices> triColl = new List<TriangleVertexIndices>();
            for (int i = 0; i < geometry.ib.Length; i++)
            {
                //int index = geometry.ib[i];

                //vertColl.Add(Vector3.Transform(new Vector3(geometry.verts[index].Position.X, geometry.verts[index].Position.Y, geometry.verts[index].Position.Z), transformation.GetTransform()));
                switch (triCount)
                {
                    case 0:
                        triIdx.I2 = geometry.ib[i];
                        break;
                    case 1:
                        triIdx.I1 = geometry.ib[i];
                        break;
                    case 2:
                        triIdx.I0 = geometry.ib[i];
                        triCount = -1;
                        triColl.Add(triIdx);
                        triIdx = new TriangleVertexIndices(0, 0, 0);
                        break;
                }
                triCount++;
            }

            CollisionMesh = new TriangleMesh();
            CollisionMesh.CreateMesh(vertColl.ToArray(), triColl.ToArray(), 1500, 0.01f);
            Collision = new CollisionSkin(null);
            Collision.AddPrimitive(CollisionMesh, (int)MaterialTable.MaterialID.NotBouncyRough);
            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(Collision);
        }