private void InitObjects() { #region Car //Building PK9 pk_9 = scene.CreateMeshBuilder("pk"); // load the object from an x file pk_9.LoadTVM(@"Models\pk8.tvm", false, false); // set its position pk_9.SetPosition(5.0f, 0.0f, 50.0f); // make the table 3x larger pk_9.SetScale(3, 3, 3); // rotate it 25 degrees around the Y 3D Axis pk_9.RotateY(25, true); // set the tables texture pk_9.SetShadowCast(true, true); pk_9.SetTexture(globals.GetTex("pk9tex"), 0); //Chassis m_chassis = scene.CreateMeshBuilder("mChassis"); m_chassis.LoadTVM(@"Models\chassis.tvm", false, false); m_chassis.SetShadowCast(true, true); m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0); //m_chassis.SetTextureEx(0, globals.GetTex("ChassisSTI"), 1); //m_chassis.SetTextureEx(1, globals.GetTex("ChassisSTI"), 1); m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2); m_chassis.SetMaterial(matWindow, 1); m_chassis.SetAlphaTest(true, 0, true, 1); m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1); m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_chassis.SetShadowCast(true, true); //Front Left Wheel float scale = 1f; m_fl = scene.CreateMeshBuilder("mfl"); m_fl.LoadTVM(@"Models\wheel_l.tvm", true, true); m_fl.SetScale(scale, scale, scale); m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_fl.SetMaterial(matWheels); m_fl.SetTexture(globals.GetTex("Wheel")); m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_fl.SetShadowCast(true, true); //Front Right Wheel m_rl = scene.CreateMeshBuilder("mrl"); m_rl.LoadTVM(@"Models\wheel_l.tvm", true, true); m_rl.SetScale(scale, scale, scale); m_rl.SetMaterial(matWheels); m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_rl.SetTexture(globals.GetTex("Wheel")); m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_rl.SetShadowCast(true, false); m_rl.SetShadowCast(true, true); //Rear Left Wheel m_fr = scene.CreateMeshBuilder("mfr"); m_fr.LoadTVM(@"Models\wheel_r.tvm", true, true); m_fr.SetScale(scale, scale, scale); m_fr.SetMaterial(matWheels); m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_fr.SetTexture(globals.GetTex("Wheel")); m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_fr.SetShadowCast(true, false); //Rear Right Wheel m_rr = scene.CreateMeshBuilder("mrr"); m_rr.LoadTVM(@"Models\wheel_r.tvm", true, true); m_rr.SetScale(scale, scale, scale); m_rr.SetMaterial(matWheels); m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_rr.SetTexture(globals.GetTex("Wheel")); m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_rr.SetShadowCast(true, false); m_rr.SetShadowCast(true, true); m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_chassis.SetMaterial(matVehicleBody); m_chassis.ComputeNormals(); m_chassis.ComputeBoundings(); m_chassis.SetScale(scale, scale, scale); #endregion //Add The Physics to the chassis pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL); //1500 physics.SetAutoFreeze(pbi_chassis, false); physics.SetBodyPosition(pbi_chassis, 0f, 15, 0f); physics.SetBodyRotation(pbi_chassis, 0f, 0f, 0f); //Create The Vehicle car_ID = physics.CreateVehicle(pbi_chassis); //Do Suspention Settings float susheight = 1.5f; //distance from chassis to wheel 0.5f float susplen = 1.5f; // 10 float susshock = 40f; //Springiness of suspension 10 float susspring = 300f; //Stiffness of suspension 400 flw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fl); //fl frw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fr); //fr rlw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rl); //rl rrw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rr); //rr //Change the car's center of mass / make it drive better physics.SetBodyCenterOfMass(car_ID, new TV_3DVECTOR(0, -1.0f, 10f)); //Add wheel frictions //Note that this code will also stop sliding on slopes float sideslip = 0.1f; float sideslipcoef = 0f; float maxlongslide = 10000f; float maxlongslidecoef = 0f; physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); }