Exemple #1
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        public override CollisionHull CreateCollisionHull(WorldBase world)
        {
            Transform3DGroup transform = new Transform3DGroup();

            //transform.Children.Add(new ScaleTransform3D(this.Scale));		// it ignores scale
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(this.Orientation)));
            transform.Children.Add(new TranslateTransform3D(this.Position.ToVector()));

            Vector3D scale = this.Scale;

            return(CollisionHull.CreateSphere(world, 0, new Vector3D(scale.X * RADIUSPERCENTOFSCALE, scale.Y * RADIUSPERCENTOFSCALE, scale.Z * HEIGHTPERCENTOFSCALE), transform.Value));
        }
Exemple #2
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        // Just going with a sphere for the physics
        internal static CollisionHull CreateCameraCollisionHull(WorldBase world, Vector3D scale, Quaternion orientation, Point3D position)
        {
            Transform3DGroup transform = new Transform3DGroup();

            //transform.Children.Add(new ScaleTransform3D(scale));		// it ignores scale
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(orientation)));
            transform.Children.Add(new TranslateTransform3D(position.ToVector()));

            Vector3D size = new Vector3D(scale.X * SCALE * .5d, scale.Y * SCALE * .5d, scale.Z * SCALE * .5d);

            return(CollisionHull.CreateSphere(world, 0, size, transform.Value));
        }
Exemple #3
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        public override CollisionHull CreateCollisionHull(WorldBase world)
        {
            Transform3DGroup transform = new Transform3DGroup();

            //transform.Children.Add(new ScaleTransform3D(scale));		// it ignores scale
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(this.Orientation)));
            transform.Children.Add(new TranslateTransform3D(this.Position.ToVector()));

            Vector3D size = new Vector3D(this.Scale.X * DirectionControllerRingDesign.SIZEPERCENTOFSCALE * .5d, this.Scale.Y * DirectionControllerRingDesign.SIZEPERCENTOFSCALE * .5d, this.Scale.Z * DirectionControllerRingDesign.SIZEPERCENTOFSCALE * .5d);

            return(CollisionHull.CreateSphere(world, 0, size, transform.Value));
        }
Exemple #4
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        public override CollisionHull CreateCollisionHull(WorldBase world)
        {
            Transform3DGroup transform = new Transform3DGroup();

            //transform.Children.Add(new ScaleTransform3D(scale));		// it ignores scale
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Orientation)));
            transform.Children.Add(new TranslateTransform3D(Position.ToVector()));

            Vector3D size = new Vector3D(Scale.X * SCALE * .5d, Scale.Y * SCALE * .5d, Scale.Z * SCALE * .5d);

            return(CollisionHull.CreateSphere(world, 0, size, transform.Value));
        }
Exemple #5
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        public Egg(Point3D position, double radius, World world, int materialID, ItemOptions itemOptions, T contents)
        {
            this.Radius = radius;
            Vector3D scale = new Vector3D(.75d, .75d, 1d);

            #region WPF Model

            // Material
            MaterialGroup materials = new MaterialGroup();
            materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(WorldColors.Egg_Color)));
            materials.Children.Add(WorldColors.Egg_Specular);

            // Geometry Model
            GeometryModel3D geometry = new GeometryModel3D();
            geometry.Material     = materials;
            geometry.BackMaterial = materials;
            geometry.Geometry     = UtilityWPF.GetSphere_LatLon(5, this.Radius);
            geometry.Transform    = new ScaleTransform3D(scale);

            this.Model = geometry;

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

            #endregion

            #region Physics Body

            Transform3DGroup transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRandomRotation())));
            transform.Children.Add(new TranslateTransform3D(position.ToVector()));

            double volume = (4d / 3d) * Math.PI * scale.X * this.Radius * scale.Y * this.Radius * scale.Z * this.Radius;
            double mass   = volume * itemOptions.Egg_Density;

            using (CollisionHull hull = CollisionHull.CreateSphere(world, 0, scale * this.Radius, null))
            {
                this.PhysicsBody = new Body(hull, transform.Value, mass, new Visual3D[] { model });
                this.PhysicsBody.MaterialGroupID = materialID;
                this.PhysicsBody.LinearDamping   = .01f;
                this.PhysicsBody.AngularDamping  = new Vector3D(.001f, .001f, .001f);
            }

            #endregion

            this.CreationTime = DateTime.UtcNow;
        }
Exemple #6
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        public Projectile(double radius, double mass, Point3D position, World world, int materialID, Color?color = null, double?maxAge = null, Map map = null)
        {
            if (maxAge != null && map == null)
            {
                throw new ArgumentException("Map must be populated if max age is set");
            }

            this.Radius = radius;
            _maxAge     = maxAge;
            _map        = map;

            #region WPF Model

            this.Model           = GetModel(color);
            this.Model.Transform = new ScaleTransform3D(radius, radius, radius);

            // Model Visual
            ModelVisual3D visual = new ModelVisual3D();
            visual.Content = this.Model;

            #endregion

            #region Physics Body

            Transform3DGroup transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRandomRotation())));
            transform.Children.Add(new TranslateTransform3D(position.ToVector()));

            using (CollisionHull hull = CollisionHull.CreateSphere(world, 0, new Vector3D(radius, radius, radius), null))
            {
                this.PhysicsBody = new Body(hull, transform.Value, mass, new Visual3D[] { visual });
                //this.PhysicsBody.IsContinuousCollision = true;
                this.PhysicsBody.MaterialGroupID = materialID;
                this.PhysicsBody.LinearDamping   = .01d;
                this.PhysicsBody.AngularDamping  = new Vector3D(.01d, .01d, .01d);

                //this.PhysicsBody.ApplyForceAndTorque += new EventHandler<BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque);
            }

            #endregion

            this.CreationTime = DateTime.UtcNow;
        }
Exemple #7
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        public SpaceStation(Point3D position, World world, int materialID, Quaternion orientation)
        {
            //TODO:  Windows, lights

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

            // These are random, so pull them once
            Color            hullColor    = WorldColors.SpaceStationHull_Color;
            SpecularMaterial hullSpecular = WorldColors.SpaceStationHull_Specular;

            double radius = 8;

            this.Radius = radius * 1.25;                // this is the extremes of the force field
            double mass = 10000;

            #region Interior Visuals

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

            #region Hull - Torus

            // Material
            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(new SolidColorBrush(hullColor)));
            material.Children.Add(hullSpecular);

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = material;
            geometry.Geometry     = UtilityWPF.GetTorus(30, 10, radius * .15, radius);

            // Model Group
            models.Children.Add(geometry);

            #endregion
            #region Hull - Spine

            // Material
            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(new SolidColorBrush(hullColor)));
            material.Children.Add(hullSpecular);

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = material;
            geometry.Geometry     = UtilityWPF.GetCylinder_AlongX(20, radius * .075, radius * .66);
            Transform3DGroup spineTransform2 = new Transform3DGroup();
            spineTransform2.Children.Add(new TranslateTransform3D(radius * .1, 0, 0));
            spineTransform2.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, -1, 0), 90)));
            geometry.Transform = spineTransform2;

            // Model Group
            models.Children.Add(geometry);

            #endregion
            #region Hull - Spokes

            for (int cntr = 0; cntr < 3; cntr++)
            {
                // Material
                material = new MaterialGroup();
                material.Children.Add(new DiffuseMaterial(new SolidColorBrush(hullColor)));
                material.Children.Add(hullSpecular);

                // Geometry Model
                geometry              = new GeometryModel3D();
                geometry.Material     = material;
                geometry.BackMaterial = material;
                geometry.Geometry     = UtilityWPF.GetCylinder_AlongX(20, radius * .05, radius * .9);
                Transform3DGroup spokeTransform = new Transform3DGroup();
                spokeTransform.Children.Add(new TranslateTransform3D(radius * .45, 0, 0));     // the cylinder is built along the y axis, but is centered halfway
                spokeTransform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), cntr * 120d)));
                geometry.Transform = spokeTransform;

                // Model Group
                models.Children.Add(geometry);
            }

            #endregion
            #region Hull - Top inner

            // Material
            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.White, hullColor, .25d))));
            material.Children.Add(hullSpecular);

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = material;
            geometry.Geometry     = UtilityWPF.GetCylinder_AlongX(20, radius * .11, radius * .01);
            Transform3DGroup spokeTransform2 = new Transform3DGroup();
            spokeTransform2.Children.Add(new TranslateTransform3D((radius * .51) - .5, 0, 0));     // the cylinder is built along the x axis, but is centered halfway
            spokeTransform2.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, -1, 0), 90d)));
            geometry.Transform = spokeTransform2;

            // Model Group
            models.Children.Add(geometry);

            #endregion
            #region Hull - Top outer

            //TODO: The two cylinders cause flicker, come up with the definition of a ring (or do some texture mapping - if so, see if the texture can be vector graphics)

            // Material
            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Black, hullColor, .25d))));
            material.Children.Add(hullSpecular);

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = material;
            geometry.Geometry     = UtilityWPF.GetCylinder_AlongX(20, radius * .12, radius * .0095);
            Transform3DGroup spokeTransform3 = new Transform3DGroup();
            spokeTransform3.Children.Add(new TranslateTransform3D((radius * .5) - .5, 0, 0));     // the cylinder is built along the y axis, but is centered halfway
            spokeTransform3.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, -1, 0), 90d)));
            geometry.Transform = spokeTransform3;

            // Model Group
            models.Children.Add(geometry);

            #endregion

            #endregion

            #region Glass

            // Material
            //NOTE:  There is an issue with drawing objects inside a semitransparent object - they have to be added in order (so stuff added after a semitransparent won't be visible behind it)
            Brush skinBrush = new SolidColorBrush(WorldColors.SpaceStationGlass_Color);  // the skin is semitransparent, so you can see the components inside

            material = new MaterialGroup();
            material.Children.Add(new DiffuseMaterial(skinBrush));
            material.Children.Add(WorldColors.SpaceStationGlass_Specular_Front);     // more reflective (and white light)

            MaterialGroup backMaterial = new MaterialGroup();
            backMaterial.Children.Add(new DiffuseMaterial(skinBrush));
            backMaterial.Children.Add(WorldColors.SpaceStationGlass_Specular_Back);       // dark light, and not very reflective

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = backMaterial;
            geometry.Geometry     = UtilityWPF.GetSphere_LatLon(6, radius, radius, radius * .25);

            // Model Group
            models.Children.Add(geometry);

            #endregion

            #region Exterior 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

            #region Force Field

            Vector3D forceFieldSize = new Vector3D(radius * 1.25, radius * 1.25, radius * .75);

            // Material
            _forceField_DiffuseMaterial = new DiffuseMaterial(null);  //Brushes.Transparent);		// the momentarily brush will change when there is a collision
            _forceField_EmissiveFront   = new EmissiveMaterial(null); //Brushes.Transparent);
            _forceField_EmissiveRear    = new EmissiveMaterial(null); //Brushes.Transparent);

            material = new MaterialGroup();
            material.Children.Add(_forceField_DiffuseMaterial);
            material.Children.Add(_forceField_EmissiveFront);

            backMaterial = new MaterialGroup();
            backMaterial.Children.Add(_forceField_DiffuseMaterial);
            backMaterial.Children.Add(_forceField_EmissiveRear);

            // Geometry Model
            geometry              = new GeometryModel3D();
            geometry.Material     = material;
            geometry.BackMaterial = backMaterial;
            geometry.Geometry     = UtilityWPF.GetSphere_LatLon(6, forceFieldSize.X, forceFieldSize.Y, forceFieldSize.Z);

            // Model Group
            models.Children.Add(geometry);

            #endregion

            this.Model = models;

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

            #region Physics Body

            Transform3DGroup transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(orientation)));
            transform.Children.Add(new TranslateTransform3D(position.ToVector()));

            using (CollisionHull hull = CollisionHull.CreateSphere(world, 0, forceFieldSize, null))
            {
                this.PhysicsBody = new Body(hull, transform.Value, mass, new Visual3D[] { model });
                this.PhysicsBody.MaterialGroupID = materialID;
                this.PhysicsBody.LinearDamping   = .01f;
                this.PhysicsBody.AngularDamping  = new Vector3D(.001f, .001f, .001f);
            }

            #endregion

            this.CreationTime = DateTime.UtcNow;
        }
Exemple #8
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        private void addSimple1_AddBody(object sender, AddBodyArgs e)
        {
            try
            {
                #region WPF Model (plus collision hull)

                // 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;

                CollisionHull hull = null;
                switch (e.CollisionShape)
                {
                case CollisionShapeType.Box:
                    Vector3D halfSize = e.Size / 2d;
                    geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-halfSize.X, -halfSize.Y, -halfSize.Z), new Point3D(halfSize.X, halfSize.Y, halfSize.Z));
                    hull = CollisionHull.CreateBox(_world, 0, e.Size, null);
                    break;

                case CollisionShapeType.Sphere:
                    geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, e.Size.X, e.Size.Y, e.Size.Z);
                    hull = CollisionHull.CreateSphere(_world, 0, e.Size, null);
                    break;

                case CollisionShapeType.Cylinder:
                    geometry.Geometry = UtilityWPF.GetCylinder_AlongX(20, e.Radius, e.Height);
                    hull = CollisionHull.CreateCylinder(_world, 0, e.Radius, e.Height, null);
                    break;

                case CollisionShapeType.Cone:
                    geometry.Geometry = UtilityWPF.GetCone_AlongX(20, e.Radius, e.Height);
                    hull = CollisionHull.CreateCone(_world, 0, e.Radius, e.Height, null);
                    break;

                case CollisionShapeType.Capsule:
                case CollisionShapeType.ChamferCylinder:
                    MessageBox.Show("finish this");
                    return;

                default:
                    throw new ApplicationException("Unknown ConvexBody3D.CollisionShape: " + e.CollisionShape.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_Spherical(CREATEOBJECTBOUNDRY)));

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

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

                #endregion

                #region Physics Body

                // Make a physics body that represents this shape
                Body body = new Body(hull, transform.Value, e.Mass, new Visual3D[] { model });
                hull.Dispose();
                body.Velocity = Math3D.GetRandomVector_Circular(1d);

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

                body.ApplyForceAndTorque += new EventHandler <BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque);

                Body[] bodySet = new Body[] { body };
                _bodySets.Add(bodySet);

                #endregion

                BodiesAdded(bodySet);
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
Exemple #9
0
        private Body GetJointBodyPairSprtBody(CollisionShapeType bodyType, Point3D centerPoint, RotateTransform3D rotation, Color color)
        {
            #region WPF Model (plus collision hull)

            // 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.BackMaterial = materials;

            CollisionHull hull = null;
            switch (bodyType)
            {
            case CollisionShapeType.Box:
                geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-1, -1, -1d), new Point3D(1d, 1d, 1d));
                hull = CollisionHull.CreateBox(_world, 0, new Vector3D(2d, 2d, 2d), null);
                break;

            case CollisionShapeType.Sphere:
                geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, 1d, 1d, 1d);
                hull = CollisionHull.CreateSphere(_world, 0, new Vector3D(1d, 1d, 1d), null);
                break;

            case CollisionShapeType.Cylinder:
                geometry.Geometry = UtilityWPF.GetCylinder_AlongX(20, 1d, 2d);
                hull = CollisionHull.CreateCylinder(_world, 0, 1d, 2d, null);
                break;

            case CollisionShapeType.Cone:
                geometry.Geometry = UtilityWPF.GetCone_AlongX(20, 1d, 2d);
                hull = CollisionHull.CreateCone(_world, 0, 1d, 2d, null);
                break;

            case CollisionShapeType.Capsule:
            case CollisionShapeType.ChamferCylinder:
                throw new ApplicationException("finish this");

            default:
                throw new ApplicationException("Unknown ConvexBody3D.CollisionShape: " + bodyType.ToString());
            }

            // Transform
            Transform3DGroup transform = new Transform3DGroup();                // rotate needs to be added before translate
            transform.Children.Add(rotation);
            transform.Children.Add(new TranslateTransform3D(centerPoint.ToVector()));

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

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

            #endregion

            #region Physics Body

            // Make a physics body that represents this shape
            Body body = new Body(hull, transform.Value, 1d, new Visual3D[] { model });          // being lazy with mass, but since size is fixed, it won't be too noticable
            hull.Dispose();
            body.Velocity = Math3D.GetRandomVector_Circular(1d);

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

            body.ApplyForceAndTorque += new EventHandler <BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque);

            // This will be done later
            //_bodySets.Add(body);

            #endregion

            // Exit Function
            return(body);
        }