Exemple #1
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public DogbotDemo(DemosGame game)
            : base(game)
        {
            Entity body = new Box(new Vector3(0, 0, 0), 4, 2, 2, 20);
            Space.Add(body);

            Entity head = new Cone(body.Position + new Vector3(3.2f, .3f, 0), 1.5f, .7f, 4);
            head.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Space.Add(head);

            //Attach the head to the body
            var universalJoint = new UniversalJoint(body, head, head.Position + new Vector3(-.8f, 0, 0));
            Space.Add(universalJoint);
            //Keep the head from swinging around too much.
            var angleLimit = new SwingLimit(body, head, Vector3.Right, Vector3.Right, MathHelper.PiOver4);
            Space.Add(angleLimit);

            var tail = new Box(body.Position + new Vector3(-3f, 1f, 0), 1.6f, .1f, .1f, 4);
            Space.Add(tail);
            //Keep the tail from twisting itself off.
            universalJoint = new UniversalJoint(body, tail, tail.Position + new Vector3(.8f, 0, 0));
            Space.Add(universalJoint);

            //Give 'em some floppy ears.
            var ear = new Box(head.Position + new Vector3(-.2f, 0, -.65f), .01f, .7f, .2f, 1);
            Space.Add(ear);

            var ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, -.65f));
            Space.Add(ballSocketJoint);

            ear = new Box(head.Position + new Vector3(-.2f, 0, .65f), .01f, .7f, .3f, 1);
            Space.Add(ear);

            ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, .65f));
            Space.Add(ballSocketJoint);

            Box arm;
            Cylinder shoulder;
            PointOnLineJoint pointOnLineJoint;

            //*************  First Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            var axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Second Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //*************  Third Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Fourth Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //Add some ground.
            Space.Add(new Box(new Vector3(0, -3.5f, 0), 20f, 1, 20f));

            game.Camera.Position = new Vector3(0, 2, 20);
        }
        void jointDemo()
        {
            BepuEntity e1;
            BepuEntity e2;
            Joint joint;

            // Ball & socket joint
            e1 = createBox(new Vector3(20, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(20, 5, -10), 1, 1, 5);
            joint = new BallSocketJoint(e1.body, e2.body, new Vector3(20, 5, -15));
            space.Add(joint);

            // Hinge
            e1 = createBox(new Vector3(30, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(30, 5, -10), 1, 1, 5);

            RevoluteJoint hinge = new RevoluteJoint(e1.body, e2.body, new Vector3(20, 5, -15), new Vector3(1, 0, 0));
            space.Add(hinge);

            // Universal
            e1 = createBox(new Vector3(40, 5, -20), 1, 1, 5);

            e2 = createBox(new Vector3(40, 5, -10), 1, 1, 5);

            UniversalJoint uni = new UniversalJoint(e1.body, e2.body, new Vector3(40, 5, -15));
            space.Add(uni);

            // Weld Joint
            e1 = createBox(new Vector3(50, 5, -20), 1, 1, 5);
            e2 = createBox(new Vector3(50, 5, -10), 1, 1, 5);

            WeldJoint weld = new WeldJoint(e1.body, e2.body);
            space.Add(weld);

            // PointOnLine Joint
            // create the line
            e1 = createBox(new Vector3(60, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(60, 10, -10), 1, 1, 1);
            PointOnLineJoint pol = new PointOnLineJoint(e1.body, e2.body, new Vector3(60, 5, -20), new Vector3(0, 0, -1), new Vector3(60, 5, -10));
            space.Add(pol);
        }