Esempio n. 1
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 /// <summary>
 /// Creates an instance of WorldSimulation class.
 /// </summary>
 /// <param name="map">The map to use as physic base.</param>
 public WorldSimulation(Map.Map map)
 {
     CollisionSystem collisionSystem = new CollisionSystemSAP();
     collisionSystem.UseTriangleMeshNormal = false;
     world = new World(collisionSystem);
     world.Gravity = new Jitter.LinearMath.JVector(0, 0, -10);
     Initialize(map);
 }
Esempio n. 2
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 public bool CheckIfFilled(Map.Map map, int layer, ObstacleCollection obstacles)
 {
     Simplify();
     var convexPolygons = BayazitDecomposer.ConvexPartition(this);
     var blockPointsDictionary = new Dictionary<Block, List<Vector2>>();
     var blocks = GetAssociatedBlocks(convexPolygons, map, layer, blockPointsDictionary);
     var layerObstacles = CreateLayerObstacles(layer, obstacles); //ToDo: Don't call this method every time, the result does not change...
     return CheckLid(blocks, map, layer, layerObstacles, blockPointsDictionary);
 }
Esempio n. 3
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 private static bool CheckLid(IEnumerable<Block> blocks, Map.Map map, int layer, Dictionary<int, List<IObstacle>> layerObstacles, Dictionary<Block, List<Vector2>> blockPointsDictionary)
 {
     var openBlocks = 0;
     foreach (var block in blocks)
     {
         if (block.Lid)
             continue;
         var blocksAbove = CheckBlocksAbove(block, map, layer, layerObstacles, blockPointsDictionary);
         if (!blocksAbove)
             openBlocks++;
     }
     return openBlocks == 0;
 }
Esempio n. 4
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        public GTA2Game(string mapName, string styleName)
        {
            map = new Map.Map(mapName, styleName);
            map.CalcCoord();

            _physics = new Physics();
            _physics.Initialize(map);

            sprites = new Sprites();
            GameObject.spriteAtlas = sprites;
            pedList = new List<Pedestrian>();
            pedList.Add(new Pedestrian(new Vector3(65, 180, 5)));

        }
Esempio n. 5
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        public GTA2Game(string mapName, string styleName)
        {
            map = new Map.Map(mapName, styleName);
            map.CalcCoord();

            _physics = new WorldSimulation(map);

            sprites = new Sprites();
            GameObject.spriteAtlas = sprites;
            pedList = new List<Pedestrian>();
            Pedestrian ped = new Pedestrian(new Vector3(65, 178, 5));
            pedList.Add(ped);
            _physics.AddPed(ped);

            debugDraw = false;
        }
Esempio n. 6
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        public GTA2Game(string mapName, string styleName)
        {
            map = new Map.Map(mapName, styleName);
            map.CalcCoord();

            _physics = new WorldSimulation(map);

            sprites = new Sprites();
            GameObject.spriteAtlas = sprites;
            pedList = new List <Pedestrian>();
            Pedestrian ped = new Pedestrian(new Vector3(65, 178, 5));

            pedList.Add(ped);
            _physics.AddPed(ped);

            debugDraw = false;
        }
Esempio n. 7
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        /// <summary>
        /// Initialize the physic world with the geometric detail of map.
        /// </summary>
        /// <param name="map">The base to create the physic world.</param>
        private void Initialize(Map.Map map)
        {
            List<JVector> vertices = new List<JVector>();
            List<TriangleVertexIndices> indices = new List<TriangleVertexIndices>();

            for (uint i = 0; i < map.Width; i++)
                for (uint j = 0; j < map.Length; j++)
                    for (uint k = 0; k < map.Height; k++)
                    {
                        int pos = 0;
                        Block block = map.GetBlock(new Vector3(i, j, k));
                        block.CreateColisions();
                        foreach (JVector vertice in block.CollisionVertices)
                        {
                            vertices.Add(vertice);
                            pos++;
                        }

                        int newPos = vertices.Count - pos;
                        foreach (TriangleVertexIndices indice in block.CollisionTriangles)
                        {
                            TriangleVertexIndices t = new TriangleVertexIndices(indice.I0 + newPos, indice.I1 + newPos, indice.I2 + newPos);
                            indices.Add(t);
                        }
                    }

            //ToDo: The vertices list has duplicated vertices. In the worst case each vertices has 4 different instantiation.
            //Probably some performance can be expected by remove the duplicated ones.
            //However it is also necessary to update the indies List with the correct positions.

            Octree tree = new Octree(vertices, indices);
            TriangleMeshShape shape = new TriangleMeshShape(tree);
            RigidBody body = new RigidBody(shape);
            body.IsStatic = true;
            world.AddBody(body);
        }
Esempio n. 8
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        private static IEnumerable<Block> GetAssociatedBlocks(IEnumerable<List<Vector2>> convexPolygons, Map.Map map, int layer, IDictionary<Block, List<Vector2>> blockPointsDictionary)
        {
            var blocks = new List<Block>();
            foreach (var convexPolygon in convexPolygons)
            {
                float minX;
                float maxX;
                float minY;
                float maxY;
                CalculateBounds(convexPolygon, out minX, out maxX, out minY, out maxY);
                maxX = (float)Math.Ceiling(maxX);
                maxY = (float)Math.Ceiling(maxY);

                var pointsCache = new Dictionary<Vector2, bool>();
                for (var y = (int)minY; y < maxY; y++)
                {
                    for (var x = (int)minX; x < maxX; x++)
                    {
                        var block = map.GetBlock(new Vector3(x, y, layer));
                        List<Vector2> blockPoints;
                        if (!blockPointsDictionary.TryGetValue(block, out blockPoints))
                        {
                            blockPoints = GetBlockPoints(block, layer);
                            blockPointsDictionary.Add(block, blockPoints);
                        }
                        var addBlock = false;
                        foreach (var blockPoint in blockPoints)
                        {
                            bool isOnPolygon;
                            if (pointsCache.TryGetValue(blockPoint, out isOnPolygon))
                                continue;
                            isOnPolygon = IsPointInPolygonOrEdge(convexPolygon, blockPoint);
                            pointsCache.Add(blockPoint, isOnPolygon);
                            if (!isOnPolygon)
                                continue;
                            addBlock = true;
                            break;
                        }
                        if (addBlock && !blocks.Contains(block))
                            blocks.Add(block);
                    }
                }
            }
            return blocks;
        }
Esempio n. 9
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 public static IEnumerable<Block> GetAssociatedBlocks(IEnumerable<List<Vector2>> convexPolygons, Map.Map map, int layer)
 {
     var blockPointsDictionary = new Dictionary<Block, List<Vector2>>();
     return GetAssociatedBlocks(convexPolygons, map, layer, blockPointsDictionary);
 }
Esempio n. 10
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        private static bool CheckBlocksAbove(Block block, Map.Map map, int layer, Dictionary<int, List<IObstacle>> layerObstacles, Dictionary<Block, List<Vector2>> blockPointsDictionary)
        {
            List<Vector2> blockPoints;
            if (!blockPointsDictionary.TryGetValue(block, out blockPoints))
            {
                blockPoints = GetBlockPoints(block, layer);
                blockPointsDictionary.Add(block, blockPoints);
            }
            for (var z = (int)block.Position.Z + 1; z < 8; z++)
            {
                if (map.GetBlock(new Vector3(block.Position.X, block.Position.Y, z)).Lid)
                    return true;

                var blockFilled = false;
                foreach (var layerObstacle in layerObstacles[z])
                {
                    var containAll = false;

                    var polygonObstacle = layerObstacle as PolygonObstacle;
                    if (polygonObstacle != null)
                        containAll = blockPoints.All(polygonObstacle.Contains);

                    var rectangleObstacle = layerObstacle as RectangleObstacle;
                    if (rectangleObstacle != null)
                        containAll = blockPoints.All(rectangleObstacle.Contains);

                    if (!containAll)
                        continue;
                    //all points are within the polygon, block is ok
                    blockFilled = true;
                    break;
                }
                if (blockFilled)
                    return true;
            }
            return false;
        }
Esempio n. 11
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 public SlopeFigure(Map.Map map, int layer, LineNodeDictionary nodes)
     : base(map, layer, nodes)
 {
 }