Heightfield-based unmovable collidable object.
Inheritance: StaticCollidable
Esempio n. 1
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        protected override void ComponentsCreatedHandler(object sender, EventArgs e)
        {
            base.ComponentsCreatedHandler(sender, e);

            TerrainRenderComponent terrainRenderComponent = Owner.GetComponent <TerrainRenderComponent>(ComponentType.Render);

            if (terrainRenderComponent == null)
            {
                throw new LevelManifestException("TerrainCollisionComponent expect to be accompanied by a TerrainRenderComponent.");
            }

            float[,] heightVals = terrainRenderComponent.Heights;

            XnaVector3 originShift = new XnaVector3(terrainRenderComponent.TerrainAsset.XZScale * (terrainRenderComponent.TerrainAsset.VertexCountAlongXAxis - 1) * 0.5f,
                                                    0.0f,
                                                    terrainRenderComponent.TerrainAsset.XZScale * (terrainRenderComponent.TerrainAsset.VertexCountAlongZAxis - 1) * 0.5f);

            AffineTransform terrainTransform = new BEPUutilities.AffineTransform(
                new BEPUutilities.Vector3(terrainRenderComponent.TerrainAsset.XZScale, 1.0f, terrainRenderComponent.TerrainAsset.XZScale),
                BepuConverter.Convert(mTransformComponent.Orientation),
                BepuConverter.Convert(mTransformComponent.Translation - originShift));

            mSimTerrain = new BepuTerrain(heightVals, terrainTransform);
            mSimTerrain.Material.Bounciness      = 0.60f;
            mSimTerrain.Material.StaticFriction  = 1.0f;
            mSimTerrain.Material.KineticFriction = 1.0f;
            mSimTerrain.Tag = Owner.Id;
        }
Esempio n. 2
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        ///<summary>
        /// Cleans up the pair handler.
        ///</summary>
        public override void CleanUp()
        {
            base.CleanUp();

            terrain = null;
            convex = null;
        }
        protected override void ComponentsCreatedHandler(object sender, EventArgs e)
        {
            base.ComponentsCreatedHandler(sender, e);

            TerrainRenderComponent terrainRenderComponent = Owner.GetComponent<TerrainRenderComponent>(ComponentType.Render);
            if (terrainRenderComponent == null)
                throw new LevelManifestException("TerrainCollisionComponent expect to be accompanied by a TerrainRenderComponent.");

            float[,] heightVals = terrainRenderComponent.Heights;

            XnaVector3 originShift = new XnaVector3(terrainRenderComponent.TerrainAsset.XZScale * (terrainRenderComponent.TerrainAsset.VertexCountAlongXAxis - 1) * 0.5f,
                0.0f,
                terrainRenderComponent.TerrainAsset.XZScale * (terrainRenderComponent.TerrainAsset.VertexCountAlongZAxis - 1) * 0.5f);

            AffineTransform terrainTransform = new BEPUutilities.AffineTransform(
                new BEPUutilities.Vector3(terrainRenderComponent.TerrainAsset.XZScale, 1.0f, terrainRenderComponent.TerrainAsset.XZScale),
                BepuConverter.Convert(mTransformComponent.Orientation),
                BepuConverter.Convert(mTransformComponent.Translation - originShift));

            mSimTerrain = new BepuTerrain(heightVals, terrainTransform);
            mSimTerrain.Material.Bounciness = 0.60f;
            mSimTerrain.Material.StaticFriction = 1.0f;
            mSimTerrain.Material.KineticFriction = 1.0f;
            mSimTerrain.Tag = Owner.Id;
        }
Esempio n. 4
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        ///<summary>
        /// Initializes the pair handler.
        ///</summary>
        ///<param name="entryA">First entry in the pair.</param>
        ///<param name="entryB">Second entry in the pair.</param>
        public override void Initialize(BroadPhaseEntry entryA, BroadPhaseEntry entryB)
        {

            terrain = entryA as Terrain;
            convex = entryB as ConvexCollidable;

            if (terrain == null || convex == null)
            {
                terrain = entryB as Terrain;
                convex = entryA as ConvexCollidable;

                if (terrain == null || convex == null)
                    throw new ArgumentException("Inappropriate types used to initialize pair.");
            }

            //Contact normal goes from A to B.
            broadPhaseOverlap.entryA = convex;
            broadPhaseOverlap.entryB = terrain;

            UpdateMaterialProperties(convex.entity != null ? convex.entity.material : null, terrain.material);

            base.Initialize(entryA, entryB);




        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TerrainDemo(DemosGame game)
            : base(game)
        {
            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            //[The size here is limited by the Reach profile the demos use- the drawer draws the terrain as a big block and runs into primitive drawing limits.
            //The physics can support far larger terrains!]
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                    new Vector3(xSpacing, 1, zSpacing),
                    Quaternion.Identity,
                    new Vector3(-xLength * xSpacing / 2, 0, -zLength * zSpacing / 2)));

            //terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.


            Space.Add(terrain);
            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    for (int k = 0; k < 5; k++)
                    {
                        Space.Add(new Box(
                            new Vector3(0 + i * 4, 100 - j * 10, 0 + k * 4),
                            2 + i * j * k,
                            2 + i * j * k,
                            2 + i * j * k,
                            4 + 20 * i * j * k));
                    }
                }
            }



            game.ModelDrawer.Add(terrain);

            game.Camera.Position = new Vector3(0, 30, 20);

        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public SuspensionCarDemo2(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 2, 15);

            Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));

            var body = new Box(new Vector3(0, 0, 0), 2, .5f, 3, 20);
            body.CollisionInformation.LocalPosition = new Vector3(0, 1f, 0);
            Space.Add(body);
            
            AddBackWheel(new Vector3(-1f, .55f, 1.3f), body, true);
            AddBackWheel(new Vector3(1f, .55f, 1.3f), body, false);
            Box suspensionLeg1, suspensionLeg2;
            AddDriveWheel(new Vector3(-1f, .55f, -1.3f), body, true, out drivingMotor1, out steeringMotor1, out suspensionLeg1);
            AddDriveWheel(new Vector3(1f, .55f, -1.3f), body, false, out drivingMotor2, out steeringMotor2, out suspensionLeg2);

            //Add a stabilizer so that the wheels can't point different directions.
            var steeringStabilizer = new RevoluteAngularJoint(suspensionLeg1, suspensionLeg2, Vector3.Right);
            Space.Add(steeringStabilizer);


            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                    new Vector3(xSpacing, 1, zSpacing),
                    Quaternion.Identity,
                    new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));

            //terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.

            Space.Add(terrain);

            game.ModelDrawer.Add(terrain);
        }
        ///<summary>
        /// Initializes the manifold.
        ///</summary>
        ///<param name="newCollidableA">First collidable.</param>
        ///<param name="newCollidableB">Second collidable.</param>
        public override void Initialize(Collidable newCollidableA, Collidable newCollidableB)
        {
            convex = newCollidableA as ConvexCollidable;
            terrain = newCollidableB as Terrain;

            if (convex == null || terrain == null)
            {
                convex = newCollidableB as ConvexCollidable;
                terrain = newCollidableA as Terrain;
                if (convex == null || terrain == null)
                    throw new ArgumentException("Inappropriate types used to initialize contact manifold.");
            }
        }
        ///<summary>
        /// Initializes the pair handler.
        ///</summary>
        ///<param name="entryA">First entry in the pair.</param>
        ///<param name="entryB">Second entry in the pair.</param>
        public override void Initialize(BroadPhaseEntry entryA, BroadPhaseEntry entryB)
        {
            mesh = entryA as Terrain;
            if (mesh == null)
            {
                mesh = entryB as Terrain;
                if (mesh == null)
                {
                    throw new Exception("Inappropriate types used to initialize pair.");
                }
            }

            base.Initialize(entryA, entryB);
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public AccumulationTestDemo(DemosGame game)
            : base(game)
        {
            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            int xLength = 256;
            int zLength = 256;

            float xSpacing = .5f;
            float zSpacing = .5f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                    new Vector3(xSpacing, 1, zSpacing),
                    Quaternion.Identity,
                    new Vector3(-xLength * xSpacing / 2, 0, -zLength * zSpacing / 2)));

            Space.Add(terrain);
            game.ModelDrawer.Add(terrain);




            eventHandler = (sender, other, pair) =>
            {

                var entityCollidable = other as EntityCollidable;
                if (entityCollidable == null || !entityCollidable.Entity.IsDynamic)
                {
                    sender.Events.RemoveAllEvents();
                    sender.Entity.LinearVelocity = new Vector3();
                    sender.Entity.AngularVelocity = new Vector3();
                    sender.Entity.BecomeKinematic();
                    sender.CollisionRules.Group = CollisionRules.DefaultDynamicCollisionGroup;
                }
            };

            game.Camera.Position = new Vector3(0, 30, 20);

        }
Esempio n. 10
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public SpiderDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 2, 15);

            Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));

            BuildBot(new Vector3(0, 3, 0), out legJoints);


            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                    new Vector3(xSpacing, 1, zSpacing),
                    Quaternion.Identity,
                    new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));

            //terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.

            Space.Add(terrain);

            game.ModelDrawer.Add(terrain);
        }
Esempio n. 11
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TornadoDemo(DemosGame game)
            : base(game)
        {
            shape = new BoundingBoxForceFieldShape(new BoundingBox(new Vector3(-100, -20, -40), new Vector3(-20, 120, 40)));
            tornado = new Tornado(shape, (shape.BoundingBox.Min + shape.BoundingBox.Max) / 2, new Vector3(0, 1, 0),
                                  150, false, 50, 10, 200, 200, 80, 2000, 40, 10);
            tornado.ForceWakeUp = true; //The tornado will be moving, so it should wake up things that it comes into contact with.
            Space.Add(tornado);

            //Create the unfortunate box-like citizens about to be hit by the tornado.
            int numColumns = 10;
            int numRows = 10;
            int numHigh = 1;
            float separation = 1.5f;
            Entity toAdd;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(
                                            separation * i - numRows * separation / 2,
                                            5 + k * separation,
                                            separation * j - numColumns * separation / 2),
                                        1, 1, 1, 10);
                        Space.Add(toAdd);
                    }

            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            //[The size here is limited by the Reach profile the demos use- the drawer draws the terrain as a big block and runs into primitive drawing limits.
            //The physics can support far larger terrains!]
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength,zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)Math.Pow(1.2 * Math.Sqrt(x * x + y * y), 2);
                    //heights[i,j] = -1f / (x * x + y * y);
                    //heights[i,j] = (float)(x * y / 100f);
                    heights[i,j] = (float)(5 * (Math.Sin(x / 8f) + Math.Sin(z / 8f)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }

            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                new Vector3(xSpacing, 1, zSpacing),
                Quaternion.Identity,
                new Vector3(-xLength * xSpacing / 2, 0, -zLength * zSpacing / 2)));
            Space.Add(terrain);
            game.ModelDrawer.Add(terrain);
            game.Camera.Position = new Vector3(0, 5, 60);
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public ReverseTrikeDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 2, 15);

            Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));

            var body = new Box(new Vector3(0, 0, 0), 2, 1, 3, 10);
            body.CollisionInformation.LocalPosition = new Vector3(0, .8f, 0);
            Space.Add(body);

            #region First Wheel

            var wheel = new Cylinder(body.Position + new Vector3(-1.3f, 0, -1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            var swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor1 = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor1.Settings.VelocityMotor.Softness = .2f;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor1.IsActive = false;
            steeringMotor1 = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor1.Settings.Mode = MotorMode.Servomechanism;
            //The constructor makes a guess about how to set up the constraint.
            //It can't always be right since it doesn't have all the information;
            //in this case, it chooses the basis and test axis incorrectly.
            //This leads to a 'flipping' behavior when the wheel is rolling
            //(the test axis is 'rolling' with the wheel, and passes over
            //a singularity which causes a flip).

            //To fix this, we configure the constraint directly.
            //The basis is aligned with how the wheel is set up; we choose 'up' as 
            //the motorized axis, and right/forward to define the angle measurement plane.
            //The test axis is set to be perpendicular to the wheel's rotation so that
            //it only measures the steering angle.

            //If you're curious, the angle measurement is just a Math.Atan2.
            //The current world test axis is dotted against the two plane axes (Right and Forward here).
            //This gives an x and y value.  These can be plugged into Atan2 just like when
            //you compute an angle on a normal 2d graph.
            steeringMotor1.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor1.TestAxis = Vector3.Right;


            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor1);
            Space.Add(steeringMotor1);

            #endregion

            #region Second Wheel

            wheel = new Cylinder(body.Position + new Vector3(1.3f, 0, -1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);


            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor2 = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor2.Settings.VelocityMotor.Softness = .2f;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor2.IsActive = false;
            steeringMotor2 = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor2.Settings.Mode = MotorMode.Servomechanism;
            //Configure the motor.  See wheel 1 for more description.
            steeringMotor2.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor2.TestAxis = Vector3.Right;


            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor2);
            Space.Add(steeringMotor2);

            #endregion

            #region Third Wheel

            wheel = new Cylinder(body.Position + new Vector3(0, -.3f, 1.5f), .2f, .5f, 4);
            wheel.Material = new Material(1.5f, 1.5f, 0);
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(body, wheel, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            ballSocketJoint = new BallSocketJoint(body, wheel, wheel.Position);
            //Notice that the third wheel isn't a swivel hinge, it's just a revolute axis.
            //This lets it roll, but prevents flopping around like the wheels of a grocery cart.
            //Could have used a RevoluteJoint solver group here, but this shows it's possible to do
            //the same things without using the combo-constraints.
            var revoluteAngularJoint = new RevoluteAngularJoint(body, wheel, Vector3.Right);

            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);

            #endregion

            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                new Vector3(xSpacing, 1, zSpacing), 
                Quaternion.Identity, 
                new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));
            Space.Add(terrain);

            game.ModelDrawer.Add(terrain);
        }
 public TerrainCollisionComponent(Actor owner)
     : base(owner)
 {
     mSimTerrain = null;
 }
Esempio n. 14
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TankDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 2, 15);

            Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));

            playerTank = new Tank(new Vector3(0, 0, 0));
            playerTank.AddToSpace(Space);



            //Create a bunch of other tanks.
            autoTanks = new List<Tank>();
            for (int i = 0; i < 3; ++i)
            {
                for (int j = 0; j < 3; ++j)
                {
                    var autoTank = new Tank(new Vector3(-30 + i * 10, 30, -30 + j * 10));
                    autoTanks.Add(autoTank);
                    autoTank.AddToSpace(Space);
                }
            }


            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var heights = new float[xLength, zLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(20 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                    new Vector3(xSpacing, 1, zSpacing),
                    Quaternion.Identity,
                    new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));

            //terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.

            Space.Add(terrain);

            game.ModelDrawer.Add(terrain);
        }
Esempio n. 15
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 public TerrainCollisionComponent(Actor owner)
     : base(owner)
 {
     mSimTerrain = null;
 }
        ///<summary>
        /// Cleans up the pair handler.
        ///</summary>
        public override void CleanUp()
        {

            base.CleanUp();
            mesh = null;


        }