A Shape representing a compoundShape consisting of several 'sub' shapes.
Inheritance: Jitter.Collision.Shapes.Multishape
Esempio n. 1
0
        private void BuildCar()
        {
            JitterDemo demo = this.Game as JitterDemo;
            World world = demo.World;

            CompoundShape.TransformedShape lower = new CompoundShape.TransformedShape(
                new BoxShape(2.5f, 1f, 6.0f), JMatrix.Identity, JVector.Zero);

            CompoundShape.TransformedShape upper = new CompoundShape.TransformedShape(
                new BoxShape(2.0f, 0.5f, 3.0f), JMatrix.Identity, JVector.Up * 0.75f + JVector.Backward * 1.0f);

            CompoundShape.TransformedShape[] subShapes = { lower, upper };

            Shape chassis = new CompoundShape(subShapes);

            //chassis = new BoxShape(2.5f, 1f, 6.0f);

            carBody = new DefaultCar(world, chassis);

            // use the inertia of the lower box.

            // adjust some driving values
            carBody.SteerAngle = 30; carBody.DriveTorque = 155;
            carBody.AccelerationRate = 10;
            carBody.SteerRate = 2f;
            carBody.AdjustWheelValues();

            carBody.Tag = BodyTag.DontDrawMe;
            carBody.AllowDeactivation = false;

            // place the car two units above the ground.
            carBody.Position = new JVector(0, 5, 0);

            world.AddBody(carBody);
        }
        public void AttachBatchedPhysics(CompoundShape shape)
        {
            var component = _batchedControlFactory.CreatePhysicalBatchedStaticCompoundComponent(shape);
            _hierarchy.MoveNode(_node, _hierarchy.Lookup(component));

            component.Static = true;
            component.StaticAndImmovable = true;
            component.Target = PhysicsTarget.Component;
            component.Transform.LocalPosition = -shape.Shift.ToXNAVector();
        }
        public override void Build()
        {
            AddGround();

            List<ConvexHullShape> shapes = BuildFromHACDTestObjFile(@"Content/ConvexDecomposition.obj");

            CompoundShape.TransformedShape[] transformedShapes
                = new CompoundShape.TransformedShape[shapes.Count];

            for (int i = 0; i < shapes.Count; i++)
            {
                transformedShapes[i] = new CompoundShape.TransformedShape();
                transformedShapes[i].Shape = shapes[i];
                transformedShapes[i].Orientation = JMatrix.Identity;
                transformedShapes[i].Position = -1.0f * shapes[i].Shift;
            }


            // Create one compound shape
            CompoundShape cs = new CompoundShape(transformedShapes);

            for (int i = 0; i < 1; i++)
            {
                RigidBody compoundBody = new RigidBody(cs);
                compoundBody.EnableDebugDraw = true;
                compoundBody.Position = new JVector(0, 5+ i*10, 0) - cs.Shift;
                Demo.World.AddBody(compoundBody);
            }


            // Create several single bodies.
            for (int i = 0; i < shapes.Count; i++)
            {
                RigidBody body = new RigidBody(shapes[i]);
                body.Position = -1.0f * shapes[i].Shift + new JVector(-10, 5, 0);
                body.EnableDebugDraw = true;
                Demo.World.AddBody(body);
            }

            for (int i = 0; i < shapes.Count; i++)
            {
                RigidBody body = new RigidBody(shapes[i]);
                body.Position = -1.0f * shapes[i].Shift + new JVector(-20, 5, 0);
                body.EnableDebugDraw = true;
                body.IsStatic = true;
                Demo.World.AddBody(body);
            }

        }
        private void BuildScene()
        {
            // creating a box shape, representing the ground
            // and one to create the compound shape
            Shape boxShape = new BoxShape(new JVector(1,1,3));
            Shape groundShape = new BoxShape(new JVector(10, 1, 10));

            // Build the CompoundShape.TransformedShape structure,
            // containing "normal" shapes and position/orientation
            // information.
            CompoundShape.TransformedShape[] transformedShapes = 
                new CompoundShape.TransformedShape[2];

            // Create a rotation matrix (90°)
            JMatrix rotated =
                Conversion.ToJitterMatrix(Matrix.CreateRotationX(MathHelper.PiOver2));

            // the first "sub" shape. A rotatated boxShape.
            transformedShapes[0] = new CompoundShape.TransformedShape(
                boxShape,rotated,JVector.Zero);

            // the second "sub" shape.
            transformedShapes[1] = new CompoundShape.TransformedShape(
                boxShape, JMatrix.Identity, JVector.Zero);

            // Pass the CompoundShape.TransformedShape structure to the compound shape.
            CompoundShape compoundShape = new CompoundShape(transformedShapes);

            RigidBody compoundBody = new RigidBody(compoundShape);

            compoundBody.Position = new JVector(0, 5, 0);

            RigidBody groundBody = new RigidBody(groundShape);
            
            // make the body static, so it can't be moved
            groundBody.IsStatic = true;

            // add the bodies to the world.
            world.AddBody(compoundBody);
            world.AddBody(groundBody);
        }
 public PhysicalBatchedStaticCompoundComponent(INode node, IPhysicsEngine physicsEngine, CompoundShape shape) : base(node, physicsEngine)
 {
     _shape = shape;
 }
        protected override void Update(GameTime gameTime)
        {
            if (codeFormVisible) return;

            KeyboardState keyState = Keyboard.GetState();
            MouseState mouseState = Mouse.GetState();

            if (keyState.IsKeyDown(Keys.Escape)) this.Exit();

            bool leftHold = (mouseState.LeftButton == ButtonState.Pressed);
            bool spaceHold = (keyState.IsKeyDown(Keys.Space));
            bool enterHold = (keyState.IsKeyDown(Keys.Enter));
            bool mHold = (keyState.IsKeyDown(Keys.M));

            #region Turn multithreading on/off
            if (mHold)
            {
                if (!mClicked) { multithread = !multithread; mClicked = true; }
            }
            #endregion

            #region Object drag & drop

            if (leftHold && !leftClicked)
            {
                JVector ray = Conversion.ToJitterVector(RayTo(mouseState.X, mouseState.Y)); ray.Normalize();
                JVector camp = Conversion.ToJitterVector(Camera.Position);

                float fraction;
                bool result = world.CollisionSystem.Raycast(camp, ray * 100, RaycastCallback, out resBody, out hitNormal, out fraction);

                if (result)
                {
                    hitPoint = camp + fraction * ray * 100;

                    if (wp != null) world.RemoveConstraint(wp);

                    JVector lanchor = hitPoint - resBody.Position;
                    lanchor = JVector.Transform(lanchor, JMatrix.Transpose(resBody.Orientation));

                    wp = new WorldPointConstraint(resBody, lanchor);

                    world.AddConstraint(wp);
                    hitDistance = (Conversion.ToXNAVector(hitPoint) - Camera.Position).Length();
                    scrollWheel = mouseState.ScrollWheelValue;
                    wp.Anchor = hitPoint;
                }

                leftClicked = true;

            }

            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                hitDistance += (mouseState.ScrollWheelValue - scrollWheel) * 0.001f;
                scrollWheel = mouseState.ScrollWheelValue;

                if (resBody != null)
                {
                    Vector3 ray = RayTo(mouseState.X, mouseState.Y); ray.Normalize();
                    wp.Anchor = Conversion.ToJitterVector(Camera.Position + ray * hitDistance);
                }
            }
            else
            {
                resBody = null;
                if (wp != null) world.RemoveConstraint(wp);
            }

            #endregion

            #region Show code form

            if (enterHold && !enterClicked && gameTime.TotalGameTime.TotalSeconds > 0.1f)
            {
                display.DisplayText[5] = string.Empty;

                System.Windows.Forms.Form form =
                        (System.Windows.Forms.Form)System.Windows.Forms.Control.FromHandle(this.Window.Handle);

                codeFormVisible = true;
                System.Windows.Forms.DialogResult result = codeForm.ShowDialog(form);
                codeFormVisible = false;

                enterClicked = true;
            }
            #endregion

            #region Spawn random primitive
            if (spaceHold && !spaceClicked)
            {
                int rndn = random.Next(6);

                RigidBody body;

                if (rndn == 0)
                {
                    body = new RigidBody(new ConeShape((float)random.Next(5, 50) / 20.0f, (float)random.Next(10, 20) / 20.0f));
                }
                else if (rndn == 1)
                {
                    body = new RigidBody(new BoxShape(new JVector(
                        (float)random.Next(10, 30) / 20.0f,
                        (float)random.Next(10, 30) / 20.0f, (float)random.Next(10, 30) / 20.0f)));
                }
                else if (rndn == 2)
                {
                    body = new RigidBody(new SphereShape((float)random.Next(30,100) /100.0f));
                }
                else if (rndn == 3)
                {
                    body = new RigidBody(new CylinderShape(1.0f, 0.5f));
                }
                else if (rndn == 4)
                {
                    body = new RigidBody(new CapsuleShape(1.0f, 0.5f));
                }
                else
                {
                    Shape b1 = new BoxShape(new JVector(3, 1, 1));
                    Shape b2 = new BoxShape(new JVector(1, 1, 3));
                    Shape b3 = new CylinderShape(2.0f, 0.5f);

                    CompoundShape.TransformedShape t1 = new CompoundShape.TransformedShape(b1, JMatrix.Identity, JVector.Zero);
                    CompoundShape.TransformedShape t2 = new CompoundShape.TransformedShape(b2, JMatrix.Identity, JVector.Zero);
                    CompoundShape.TransformedShape t3 = new CompoundShape.TransformedShape(b3, JMatrix.Identity, new JVector(0, 0, 0));

                    CompoundShape ms = new CompoundShape(new CompoundShape.TransformedShape[3] { t1, t2, t3 });

                    body = new RigidBody(ms);
                }

                world.AddBody(body);

                body.Position = Conversion.ToJitterVector(Camera.Position);
                body.LinearVelocity = Conversion.ToJitterVector((Camera.Target - Camera.Position) * 40.0f);
                body.Update();

                spaceClicked = true;
            }
            #endregion

            spaceClicked = spaceHold;
            leftClicked = leftHold;
            enterClicked = enterHold;
            mClicked = mHold;

            int contactCount = 0;
            foreach (Arbiter ar in world.ArbiterMap.Values)
                contactCount += ar.ContactList.Count;

            display.DisplayText[0] = "Arbitercount: " + world.ArbiterMap.Values.Count.ToString() + ";" + " Contactcount: " + contactCount.ToString();
            display.DisplayText[2] = "Bodycount: " + world.RigidBodies.Count;
            display.DisplayText[3] = (multithread) ? "Multithreaded" : "Single Threaded";

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
            if (elapsedTime > 1.0f / 100.0f) elapsedTime = 1.0f / 100.0f;
            world.Step(elapsedTime, multithread);

            base.Update(gameTime);
        }
Esempio n. 7
0
 protected override Multishape CreateWorkingClone()
 {
     CompoundShape clone = new CompoundShape();
     clone.shapes = this.shapes;
     return clone;
 }
Esempio n. 8
0
        private void SpawnRandomPrimitive(JVector position, JVector velocity)
        {
            RigidBody body = null;
            int rndn = random.Next(7);

            // less of the more advanced objects
            if (rndn == 5 || rndn == 6) rndn = random.Next(7);

            switch (rndn)
            {
                case 0:
                    body = new RigidBody(new ConeShape((float)random.Next(5, 50) / 20.0f, (float)random.Next(10, 20) / 20.0f));
                    break;
                case 1:
                    body = new RigidBody(new BoxShape((float)random.Next(10, 30) / 20.0f, (float)random.Next(10, 30) / 20.0f, (float)random.Next(10, 30) / 20.0f));
                    break;
                case 2:
                    body = new RigidBody(new SphereShape(1.0f));
                    break;
                case 3:
                    body = new RigidBody(new CylinderShape(1.0f, 0.5f));
                    break;
                case 4:
                    body = new RigidBody(new CapsuleShape(1.0f, 0.5f));
                    break;
                case 5:
                    Shape b1 = new BoxShape(new JVector(3, 1, 1));
                    Shape b2 = new BoxShape(new JVector(1, 1, 3));
                    Shape b3 = new CylinderShape(3.0f, 0.5f);

                    CompoundShape.TransformedShape t1 = new CompoundShape.TransformedShape(b1, JMatrix.Identity, JVector.Zero);
                    CompoundShape.TransformedShape t2 = new CompoundShape.TransformedShape(b2, JMatrix.Identity, JVector.Zero);
                    CompoundShape.TransformedShape t3 = new CompoundShape.TransformedShape(b3, JMatrix.Identity, new JVector(0, 0, 0));

                    CompoundShape ms = new CompoundShape(new CompoundShape.TransformedShape[3] { t1, t2, t3 });

                    body = new RigidBody(ms);
                    break;
                case 6:
                    ConvexHullObject obj2 = new ConvexHullObject(this);
                    Components.Add(obj2);
                    body = obj2.body;
                    body.Material.Restitution = 0.2f;
                    body.Material.StaticFriction = 0.8f;
                    break;
            }

            World.AddBody(body);

            body.Position = position;
            body.LinearVelocity = velocity;
            //body.EnableDebugDraw = true;

            lastBody = body;
        }