public static VertexGrid CreateGrid(int rows, int columns, float scale = 1,float texXScale = 30f, float texYScale = 30f) { int numVertsX = rows + 1; int numVertsZ = columns + 1; VertexGrid grid = new VertexGrid(new Vector3[numVertsX * numVertsZ], new int[rows * columns * 2 * 3], new Vector2[numVertsX * numVertsZ]); { for (int r = 0; r < numVertsX; r++) { for (int c = 0; c < numVertsZ; c++) { grid.Points[r * numVertsZ + c] = new Vector3(r * scale, 0, c * scale); //grid.TextCoords[r * numVertsZ + c] = new Vector2((float)r, (float)c); grid.TextCoords[r * numVertsZ + c] = new Vector2((float)r / texXScale, (float)c / texYScale); } } } { int count = 0; int vi = 0; for (int z = 0; z < columns; z++) { for (int x = 0; x < rows; x++) { // First triangle grid.Indices[count++] = vi; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX; // Second triangle grid.Indices[count++] = vi + numVertsX; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX + 1; vi++; } vi++; } } return grid; }
public static VertexGrid CreateGrid(int rows, int columns, float scale = 1, float texXScale = 30f, float texYScale = 30f) { int numVertsX = rows + 1; int numVertsZ = columns + 1; VertexGrid grid = new VertexGrid(new Vector3[numVertsX * numVertsZ], new int[rows * columns * 2 * 3], new Vector2[numVertsX * numVertsZ]); { for (int r = 0; r < numVertsX; r++) { for (int c = 0; c < numVertsZ; c++) { grid.Points[r * numVertsZ + c] = new Vector3(r * scale, 0, c * scale); //grid.TextCoords[r * numVertsZ + c] = new Vector2((float)r, (float)c); grid.TextCoords[r * numVertsZ + c] = new Vector2((float)r / texXScale, (float)c / texYScale); } } } { int count = 0; int vi = 0; for (int z = 0; z < columns; z++) { for (int x = 0; x < rows; x++) { // First triangle grid.Indices[count++] = vi; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX; // Second triangle grid.Indices[count++] = vi + numVertsX; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX + 1; vi++; } vi++; } } return(grid); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); var grid = VertexGrid.CreateGrid(100, 100, 0.3f, 100, 100); ClothModel ClothModel = new PloobsEngine.Modelo.ClothModel(factory, PhysxPhysicWorld, new ClothMeshDescription(), grid.Points, grid.TextCoords, grid.Indices, "Textures//meiofio"); var clothDesc = new ClothDescription() { Friction = 0.5f, ClothMesh = ClothModel.ClothMesh, Flags = ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, Thickness = 0.2f, WindAcceleration = new StillDesign.PhysX.MathPrimitives.Vector3(10, 0, 10) }; clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length); clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length); clothDesc.MeshData.AllocateNormals <Vector3>(grid.Points.Length); clothDesc.MeshData.MaximumVertices = grid.Points.Length; clothDesc.MeshData.MaximumIndices = grid.Indices.Length; clothDesc.MeshData.NumberOfVertices = grid.Points.Length; clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; PhysxClothObject PhysxClothObject = new PloobsEngine.Physics.PhysxClothObject(clothDesc, Matrix.CreateRotationX((float)Math.PI / 2f) * Matrix.CreateTranslation(0, 10, 0)); ForwardXNABasicShader ForwardXNABasicShader = new PloobsEngine.Material.ForwardXNABasicShader(); ClothMaterial ClothMaterial = new ClothMaterial(ForwardXNABasicShader); IObject IObject = new PloobsEngine.SceneControl.IObject(ClothMaterial, ClothModel, PhysxClothObject); World.AddObject(IObject); ///pra preender CapsuleShapeDescription CapsuleShapeDescription = new StillDesign.PhysX.CapsuleShapeDescription(); CapsuleShapeDescription.Height = 100; CapsuleShapeDescription.Radius = 0.15f; CapsuleShapeDescription.LocalPosition = new StillDesign.PhysX.MathPrimitives.Vector3(0, 0.15f + 0.5f * 10, 0); var actorDesc = new ActorDescription() { GlobalPose = StillDesign.PhysX.MathPrimitives.Matrix.Translation(0, -0.2f, 0), Shapes = { CapsuleShapeDescription } }; var actor = PhysxPhysicWorld.Scene.CreateActor(actorDesc); PhysxClothObject.Cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0); BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); int w = 25; int h = 25; float hw = w / 2.0f; float hh = h / 2.0f; Vector3 p = new Vector3(0, 20, 0); var grid = VertexGrid.CreateGrid(w, h); ClothModel ClothModel = new PloobsEngine.Modelo.ClothModel(factory, PhysxPhysicWorld, new ClothMeshDescription(), grid.Points, grid.TextCoords, grid.Indices, "Textures//meiofio"); var clothDesc = new ClothDescription() { Friction = 0.5f, ClothMesh = ClothModel.ClothMesh, Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, Thickness = 0.2f, }; clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length); clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length); clothDesc.MeshData.AllocateNormals <Vector3>(grid.Points.Length); clothDesc.MeshData.MaximumVertices = grid.Points.Length; clothDesc.MeshData.MaximumIndices = grid.Indices.Length; clothDesc.MeshData.NumberOfVertices = grid.Points.Length; clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; PhysxClothObject PhysxClothObject = new PloobsEngine.Physics.PhysxClothObject(clothDesc, Matrix.CreateTranslation(-hw, 0, -hh) * Matrix.CreateTranslation(p)); ForwardXNABasicShader ForwardXNABasicShader = new PloobsEngine.Material.ForwardXNABasicShader(); ClothMaterial ClothMaterial = new ClothMaterial(ForwardXNABasicShader); IObject IObject = new PloobsEngine.SceneControl.IObject(ClothMaterial, ClothModel, PhysxClothObject); World.AddObject(IObject); // Four corner boxes to hold it in place var positions = new[] { new StillDesign.PhysX.MathPrimitives.Vector3(0, 0, -hh), // Back new StillDesign.PhysX.MathPrimitives.Vector3(0, 0, hh), // Front new StillDesign.PhysX.MathPrimitives.Vector3(-hw, 0, 0), // Left new StillDesign.PhysX.MathPrimitives.Vector3(hw, 0, 0), // Right }; var sizes = new[] { new StillDesign.PhysX.MathPrimitives.Vector3(w, 1, 1), // Back new StillDesign.PhysX.MathPrimitives.Vector3(w, 1, 1), // Front new StillDesign.PhysX.MathPrimitives.Vector3(1, 1, h), // Left new StillDesign.PhysX.MathPrimitives.Vector3(1, 1, h), //Right }; ///pra preender for (int i = 0; i < 2; i++) { var actorDesc = new ActorDescription() { GlobalPose = StillDesign.PhysX.MathPrimitives.Matrix.Translation(positions[i] + p.AsPhysX()), Shapes = { new BoxShapeDescription(sizes[i]) } }; var actor = PhysxPhysicWorld.Scene.CreateActor(actorDesc); PhysxClothObject.Cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }