public void AddBall(Model model, Texture2D texture, Texture2D selectedTexture, Vector3 position = new Vector3(), float radius = 0.5f, float mass = 5f) { Ball ball = new Ball(radius); ball.Mass = mass; ball.Position = position; ball.model = model; ball.Texture = texture; ball.SelectedTexture = selectedTexture; bodys.Add(ball); cg.AddBody(ball); }
public void AddBall(Vector3 position = new Vector3(), float radius = 0.5f, float mass = 5f) { Ball ball = new Ball(radius); ball.Mass = mass; ball.Position = position; ball.model = BallModel; ball.Texture = BallTexture; ball.SelectedTexture = SelectedBallTexture; bodys.Add(ball); cg.AddBody(ball); }
public void AddBall(Ball ball) { bodys.Add(ball); cg.AddBody(ball); }
public Ball CreateBall(Vector3 position) { Ball ball = new Ball(0.5f); ball.Position = position; ball.Mass = 1f; ball.model = BallModel; ball.Texture = BallTexture; ball.SelectedTexture = SelectedBallTexture; ball.SelectedTexture_Panel = SelectedBallTexture2; AddBall(ball); PhysiXEngine.Effect e = effects.Last<PhysiXEngine.Effect>(); if (e as Gravity != null) ((Gravity)e).AddBody(ball); else throw new Exception(); return ball; }
public void AddToRoom(Ball ball) { room.Add(ball); cg.AddBody(ball); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); /* Ball ball = new Ball(0.5f); ball.Position = new Vector3(2f, 0f, 0f); ball.model = basicLab.BallModel; ball.Texture = basicLab.BallTexture; ball.SelectedTexture = basicLab.SelectedBallTexture; ball.SelectedTexture_Panel = basicLab.SelectedBallTexture2; ball.Mass = 5f; //ball.InverseMass = 0; basicLab.AddBall(ball); Ball ball1 = new Ball(0.5f); ball1.Position = new Vector3(0.1f, -2f, 0f); ball1.model = basicLab.BallModel; ball1.Texture = basicLab.BallTexture; ball1.SelectedTexture = basicLab.SelectedBallTexture; ball1.SelectedTexture_Panel = basicLab.SelectedBallTexture2; ball1.InverseMass = 0; basicLab.AddBall(ball1); Ball ball2 = new Ball(0.5f); ball2.model = basicLab.BallModel; ball2.Texture = basicLab.BallTexture; ball2.Mass = 10f; ball2.Position = new Vector3(1f, 1f, 2f); ball2.SelectedTexture = basicLab.SelectedBallTexture; ball2.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball2); Ball ball3 = new Ball(0.2f); ball3.model = basicLab.BallModel; ball3.Texture = basicLab.BallTexture; ball3.Mass = 2f; ball3.Position = new Vector3(2f, 1f, 2f); ball3.SelectedTexture = basicLab.SelectedBallTexture; ball3.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball3); Crate crate = new Crate(new Vector3(0.5f, 0.2f, 0.3f)); crate.Mass = 1f; crate.model = basicLab.CrateModel; crate.Texture = basicLab.CrateTexture; crate.SelectedTexture = basicLab.SelectedCrateTexture; crate.SelectedTexture_Panel = basicLab.SelectedCrateTexture2; crate.Position = new Vector3(1f, -2f, 1f); basicLab.AddCrate(crate); basicLab.CreateRoom(10f, 10f, 10f); basicLab.AddEffect(new Spring(ball, ball1, new Vector3(1, 1, 1), 10f, 2f, 0.995f)); */ basicLab.CreateRoom(10f, 10f, 10f); Ball ball1 = new Ball(0.5f); //ball1.InverseInertiaTensor = new Matrix(); ball1.Mass = 1f; ball1.Position = new Vector3(0f, 8.5f, -5.5f); ball1.model = basicLab.BallModel; ball1.Texture = basicLab.BallTexture; ball1.SelectedTexture = basicLab.SelectedBallTexture; ball1.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball1); Ball ball2 = new Ball(0.5f); ball2.Mass = 1f; //ball2.InverseInertiaTensor = new Matrix(); ball2.Position = new Vector3(-9f, 8.5f, -6f); ball2.model = basicLab.BallModel; ball2.Texture = basicLab.BallTexture; ball2.SelectedTexture = basicLab.SelectedBallTexture; ball2.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball2); Ball ball3 = new Ball(0.6f); ball3.Mass = 1f; //ball3.InverseInertiaTensor = new Matrix(); ball3.Position = new Vector3(6f, 8.5f, -9f); ball3.model = basicLab.BallModel; ball3.Texture = basicLab.BallTexture; ball3.SelectedTexture = basicLab.SelectedBallTexture; ball3.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball3); Ball ball4 = new Ball(0.5f); ball4.Mass = 5f; //ball4.InverseInertiaTensor = new Matrix(); ball4.Position = new Vector3(7f, 8.5f, -5f); ball4.model = basicLab.BallModel; ball4.Texture = basicLab.BallTexture; ball4.SelectedTexture = basicLab.SelectedBallTexture; ball4.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(ball4); Ball FixedBall = new Ball(0.5f); FixedBall.InverseMass = 0; //FixedBall.InverseInertiaTensor = new Matrix(); FixedBall.Position = new Vector3(1.5f, 8f, -2f); FixedBall.model = basicLab.BallModel; FixedBall.Texture = basicLab.BallTexture; FixedBall.SelectedTexture = basicLab.SelectedBallTexture; FixedBall.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(FixedBall); /* Ball SBall = new Ball(0.5f); SBall.Mass = 2f; //SBall.InverseInertiaTensor = new Matrix(); SBall.Position = new Vector3(1.5f, 0f, -2f); SBall.model = basicLab.BallModel; SBall.Texture = basicLab.BallTexture; SBall.SelectedTexture = basicLab.SelectedBallTexture; SBall.SelectedTexture_Panel = basicLab.SelectedBallTexture2; basicLab.AddBall(SBall); */ Crate crate = new PhysicsLab.Crate(new Vector3(1, 1, 1)); crate.Mass = 1f; crate.Position = new Vector3(1.5f, 0f, -2f); crate.model = basicLab.CrateModel; crate.Texture = basicLab.CrateTexture; crate.SelectedTexture = basicLab.SelectedCrateTexture; crate.SelectedTexture_Panel = basicLab.SelectedCrateTexture2; basicLab.AddCrate(crate); //basicLab.AddEffect(new Spring(SBall, FixedBall, new Vector3(1, 1, 1), 5f, 6f, 0.9f)); basicLab.AddEffect(new Spring(crate, FixedBall, 5f, 6f, 0.9f, new Vector3(0.5f, 0.5f, 0.5f))); //basicLab.AddEffect(new Spring(SBall, FixedBall, new Vector3(1, 1, 1), 5f, 1f, 0.9f)); //basicLab.AddEffect(new Spring(SBall, ball1, new Vector3(1, 1, 1), 5f, 1f, 0.9f)); //basicLab.AddEffect(new Spring(ball1, ball2, new Vector3(1, 1, 1), 5f, 1f, 0.9f)); basicLab.AddEffect(new Gravity(new Vector3(0, -10f, 0))); }