public Sphere()
        {
            ent = new Engine.WorldRendering.Entity();

            var mBuilder = new MeshBuilder();

            mBuilder.AddSphere(12, 1);
            ent.Mesh = mBuilder.CreateMesh();



            XNAGame game = new XNAGame();

            var data = ent.Mesh.GetCollisionData();


            var box = new MeshCollisionData.Box();

            box.Dimensions  = MathHelper.One.xna() * 2;
            box.Orientation = Matrix.Identity.xna();

            data.Boxes.Add(box);

            var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool());

            dEl = new MeshDynamicPhysicsElement(ent.Mesh, Matrix.Identity.xna(), builder);

            dEl.InitDynamic(TW.Physics.Scene);
            dEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10;


            //TODO: use the MeshP
            //var factory = new MeshPhysicsElementFactory(engine, root);
            //game.AddXNAObject(factory);



            //TODO: this update function must be called
            //game.UpdateEvent += delegate
            //{

            //        dEl.Update(root, game);

            //};
        }
Exemple #2
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        private RAMMesh createTwoBoxMesh()
        {
            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);
            return(mesh);
        }
        public MeshCollisionData.Box CreateCollisionBox(OBJGroup.SubObject subObj, RAMMesh mesh)
        {
            var data      = mesh.GetCollisionData();
            var positions = new List <Vector3>();

            for (int i = 0; i < subObj.Faces.Count; i++)
            {
                var face = subObj.Faces[i];
                positions.Add(importer.Vertices[face.V1.Position]);
                positions.Add(importer.Vertices[face.V2.Position]);
                positions.Add(importer.Vertices[face.V3.Position]);
            }

            var bb = BoundingBox.CreateFromPoints(positions);

            var box = new MeshCollisionData.Box();

            box.Dimensions  = bb.Max - bb.Min;
            box.Orientation = Matrix.CreateTranslation((bb.Max + bb.Min) * 0.5f);
            return(box);
        }
Exemple #4
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        public void TestMeshPhysicsActorBuilderBoxes()
        {
            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var box = new MeshCollisionData.Box();

            box.Dimensions  = Vector3.One;
            box.Orientation = Matrix.Identity;

            data.Boxes.Add(box);


            box             = new MeshCollisionData.Box();
            box.Dimensions  = Vector3.One * 3;
            box.Orientation = Matrix.CreateTranslation(new Vector3(2, 2, 2));

            data.Boxes.Add(box);


            testMeshPhysicsActorBuilder(mesh);
        }
Exemple #5
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        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();
        }