protected override void LoadContent() { dataFont = Content.Load <SpriteFont>("DataFont"); tinyFont = Content.Load <SpriteFont>("TinyFont"); controlsMenu = Content.Load <Texture2D>("bepuphysicscontrols"); IsFixedTimeStep = false; LineDrawer = new BasicEffect(GraphicsDevice); UIDrawer = new SpriteBatch(GraphicsDevice); DataTextDrawer = new TextDrawer(UIDrawer, dataFont, Color.White); TinyTextDrawer = new TextDrawer(UIDrawer, tinyFont, Color.White); Mouse.SetPosition(200, 200); ModelDrawer.Clear(); ConstraintDrawer.Clear(); if (ServerSimulation != null) { ServerSimulation.CleanUp(); } Type SimulationType = typeof(WorldSimulator); Globals.world = (WorldSimulator)Activator.CreateInstance(SimulationType, new object[] { this }); ServerSimulation = Globals.world; foreach (Entity e in Globals.space.Entities) { if ((string)e.Tag != "noDisplayObject") { ModelDrawer.Add(e); } else { e.Tag = null; } } for (int i = 0; i < Globals.space.Solver.SolverUpdateables.Count; i++) { //Add the solver updateable and match up the activity setting. LineDisplayObjectBase objectAdded = ConstraintDrawer.Add(Globals.space.Solver.SolverUpdateables[i]); if (objectAdded != null) { objectAdded.IsDrawing = Globals.space.Solver.SolverUpdateables[i].IsActive; } } GC.Collect(); }
/// <summary> /// Manages the switch to a new physics engine simulation. /// </summary> /// <param name="sim">Index of the simulation to switch to.</param> public void SwitchSimulation(int sim) { currentSimulationIndex = sim; //Clear out any old rendering stuff. ModelDrawer.Clear(); ConstraintDrawer.Clear(); //Tell the previous simulation it's done. if (currentSimulation != null) { currentSimulation.CleanUp(); } //Create the new demo. Type demoType = demoTypes[currentSimulationIndex - 1]; #if !WINDOWS currentSimulation = (Demo)demoType.GetConstructor(new[] { typeof(DemosGame) }).Invoke(new object[] { this }); #else currentSimulation = (Demo)Activator.CreateInstance(demoType, new object[] { this }); #endif #region DisplayObject creation foreach (Entity e in currentSimulation.Space.Entities) { if ((string)e.Tag != "noDisplayObject") { ModelDrawer.Add(e); } else //Remove the now unnecessary tag. { e.Tag = null; } } for (int i = 0; i < currentSimulation.Space.Solver.SolverUpdateables.Count; i++) { //Add the solver updateable and match up the activity setting. LineDisplayObjectBase objectAdded = ConstraintDrawer.Add(currentSimulation.Space.Solver.SolverUpdateables[i]); if (objectAdded != null) { objectAdded.IsDrawing = currentSimulation.Space.Solver.SolverUpdateables[i].IsActive; } } #endregion GC.Collect(); }
/// <summary> /// Constructs the front end and the internal physics representation of the Vehicle. /// </summary> /// <param name="position">Position of the Vehicle.</param> /// <param name="space">Space to add the Vehicle to.</param> /// <param name="camera">Camera to attach to the Vehicle.</param> /// <param name="game">The running game.</param> /// <param name="drawer">Drawer used to draw the Vehicle.</param> /// <param name="wheelModel">Model of the wheels.</param> /// <param name="wheelTexture">Texture to use for the wheels.</param> public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Microsoft.Xna.Framework.Graphics.Model wheelModel, Microsoft.Xna.Framework.Graphics.Texture2D wheelTexture) { var bodies = new List <CompoundShapeEntry> { new CompoundShapeEntry(new BoxShape(2.5f, .75f, 4.5f), new Vector3(0, 0, 0), 60), new CompoundShapeEntry(new BoxShape(2.5f, .3f, 2f), new Vector3(0, .75f / 2 + .3f / 2, .5f), 1) }; var body = new CompoundBody(bodies, 61); body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0); body.Position = position; //At first, just keep it out of the way. Vehicle = new Vehicle(body); var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2); //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them. Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, 1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, -1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, 1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, -1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); foreach (Wheel wheel in Vehicle.Wheels) { //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes. wheel.Shape.FreezeWheelsWhileBraking = true; //By default, wheels use as many iterations as the space. By lowering it, //performance can be improved at the cost of a little accuracy. //However, because the suspension and friction are not really rigid, //the lowered accuracy is not so much of a problem. wheel.Suspension.SolverSettings.MaximumIterationCount = 1; wheel.Brake.SolverSettings.MaximumIterationCount = 1; wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1; wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1; } Space = space; Space.Add(Vehicle); ModelDrawer = drawer; DisplayModel model; WheelModels = new List <DisplayModel>(); for (int k = 0; k < 4; k++) { Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject"; model = new DisplayModel(wheelModel, ModelDrawer); ModelDrawer.Add(model); WheelModels.Add(model); model.Texture = wheelTexture; } CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game); }
/// <summary> /// Constructs the front end and the internal physics representation of the vehicle. /// </summary> /// <param name="position">Position of the tank.</param> /// <param name="owningSpace">Space to add the vehicle to.</param> /// <param name="camera">Camera to attach to the vehicle.</param> /// <param name="game">Running game.</param> /// <param name="drawer">Drawer used to draw the tank.</param> /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param> /// <param name="wheelTexture">Texture of the wheels on the tank.</param> public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture) { var bodies = new List <CompoundShapeEntry>() { new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500), new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1) }; var body = new CompoundBody(bodies, 501); body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0); body.Position = (position); //At first, just keep it out of the way. Vehicle = new Vehicle(body); #region RaycastWheelShapes //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them. MaximumDriveForce = 1800; BaseSlidingFriction = 3; Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2); for (int i = 0; i < 6; i++) { var toAdd = new Wheel( new RaycastWheelShape(.375f, wheelGraphicRotation), new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)), new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce), new WheelBrake(7, 7, 1.0f), new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction)); toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender; toAdd.Brake.FrictionBlender = FrictionBlender; toAdd.SlidingFriction.FrictionBlender = FrictionBlender; Vehicle.AddWheel(toAdd); leftTrack.Add(toAdd); } for (int i = 0; i < 6; i++) { var toAdd = new Wheel( new RaycastWheelShape(.375f, wheelGraphicRotation), new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)), new WheelDrivingMotor(10, 2000, 1000), new WheelBrake(7, 7, 1.0f), new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction)); toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender; toAdd.Brake.FrictionBlender = FrictionBlender; toAdd.SlidingFriction.FrictionBlender = FrictionBlender; Vehicle.AddWheel(toAdd); rightTrack.Add(toAdd); } #endregion foreach (Wheel wheel in Vehicle.Wheels) { //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes. wheel.Shape.FreezeWheelsWhileBraking = true; //By default, wheels use as many iterations as the space. By lowering it, //performance can be improved at the cost of a little accuracy. wheel.Suspension.SolverSettings.MaximumIterationCount = 1; wheel.Brake.SolverSettings.MaximumIterationCount = 1; wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1; wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1; } Space = owningSpace; Space.Add(Vehicle); ModelDrawer = drawer; DisplayModel model; WheelModels = new List <DisplayModel>(); for (int k = 0; k < Vehicle.Wheels.Count; k++) { Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject"; model = new DisplayModel(wheelModel, ModelDrawer); ModelDrawer.Add(model); WheelModels.Add(model); model.Texture = wheelTexture; } CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game); }