/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public AddRemoveStressDemo(DemosGame game) : base(game) { Space.Remove(vehicle.Vehicle); var compoundShape = new CompoundShape(new List<CompoundShapeEntry> { new CompoundShapeEntry(new BoxShape(1, 1, 1), new Vector3(0, 1, 0), 1), new CompoundShapeEntry(new BoxShape(2, 1, 2), new Vector3(), 1), new CompoundShapeEntry(new BoxShape(1, 1, 1), new Vector3(0, -1, 0), 1) }); for (int i = 0; i < 300; ++i) { var toAdd = new Entity(compoundShape, 10); addedEntities.Add(toAdd); } var boxShape = new BoxShape(1, 1, 1); for (int i = 0; i < 300; ++i) { var toAdd = new Entity(boxShape, 10); addedEntities.Add(toAdd); } Vector3[] vertices; int[] indices; ModelDataExtractor.GetVerticesAndIndicesFromModel(game.Content.Load<Model>("cube"), out vertices, out indices); var mobileMeshShape = new MobileMeshShape(vertices, indices, new AffineTransform(Matrix3x3.CreateScale(1, 2, 1), new Vector3()), MobileMeshSolidity.Counterclockwise); for (int i = 0; i < 300; ++i) { var toAdd = new Entity(mobileMeshShape, 10); addedEntities.Add(toAdd); } for (int i = 0; i < addedEntities.Count; ++i) { var entity = addedEntities[i]; entity.Gravity = new Vector3(); entity.Position = GetRandomPosition(random); entity.LinearVelocity = 3 * Vector3.Normalize(entity.Position); Space.Add(entity); } var playgroundModel = game.Content.Load<Model>("playground"); ModelDataExtractor.GetVerticesAndIndicesFromModel(playgroundModel, out vertices, out indices); var staticMesh = new StaticMesh(vertices, indices, new AffineTransform(Matrix3x3.CreateFromAxisAngle(Vector3.Up, MathHelper.Pi), new Vector3(0, -30, 0))); staticMesh.Sidedness = TriangleSidedness.Counterclockwise; Space.Add(staticMesh); game.ModelDrawer.Add(staticMesh); game.Camera.Position = new Vector3(0, 6, 15); }
/// <summary> /// Constructs a new mobile mesh collidable. /// </summary> /// <param name="shape">Shape to use in the collidable.</param> public MobileMeshCollidable(MobileMeshShape shape) : base(shape) { Events = new ContactEventManager<EntityCollidable>(); }
/// <summary> /// Constructs a new mobile mesh collidable. /// </summary> /// <param name="shape">Shape to use in the collidable.</param> public MobileMeshCollidable(MobileMeshShape shape) : base(shape) { }