protected override void LoadContent()
        {
            model = Game.Content.Load<Model>("convexhull");

            if (cvhs == null)
            {

                List<JVector> jvecs = new List<JVector>();
                List<TriangleVertexIndices> indices = new List<TriangleVertexIndices>();

                ExtractData(jvecs, indices, model);

                int[] convexHullIndices = JConvexHull.Build(jvecs, JConvexHull.Approximation.Level6);

                List<JVector> hullPoints = new List<JVector>();
                for (int i = 0; i < convexHullIndices.Length; i++)
                {
                    hullPoints.Add(jvecs[convexHullIndices[i]]);
                }

                cvhs = new ConvexHullShape(hullPoints);
            }


            body = new RigidBody(cvhs);
            body.Tag = BodyTag.DontDrawMe;


        }
        private Shape CreateShape()
        {
            Shape shape = null;
            boundingBox = new BoundingBox();
            List<Geometry> geom = RenderUtil.GatherGeometry(GameObject);
            List<Mesh> meshes = new List<Mesh>();
            List<Matrix4f> matrices = new List<Matrix4f>();
            Vector3f mytrans = GameObject.GetUpdatedWorldTranslation();
            if (GameObject is Geometry)
            {
                Geometry g_obj = (Geometry)GameObject;

                Mesh m = g_obj.Mesh;
                meshes.Add(m);
                Transform ttransform = new Transform();
                ttransform.SetTranslation(g_obj.GetUpdatedWorldTranslation());
                ttransform.SetRotation(g_obj.GetUpdatedWorldRotation());
                ttransform.SetScale(g_obj.GetUpdatedWorldScale());
                Matrix4f matrix = ttransform.GetMatrix();
                BoundingBox tmpBB = m.CreateBoundingBox();
                matrices.Add(matrix);
                boundingBox.Extend(tmpBB);
            }
            for (int i = 0; i < geom.Count; i++)
            {
                Geometry g = geom[i];
                if (g != GameObject)
                {
                    Mesh m = g.Mesh;
                    meshes.Add(m);
                    Transform ttransform = new Transform();
                    ttransform.SetTranslation(g.GetUpdatedWorldTranslation().Subtract(mytrans));
                    ttransform.SetRotation(g.GetUpdatedWorldRotation());
                    ttransform.SetScale(g.GetUpdatedWorldScale());
                    Matrix4f matrix = ttransform.GetMatrix();
                    BoundingBox tmpBB = m.CreateBoundingBox(matrix);
                    matrices.Add(matrix);
                    boundingBox.Extend(tmpBB);
                }
            }
            if (physicsShape == PhysicsWorld.PhysicsShape.StaticMesh)
            {
                List<JVector> jvec = new List<JVector>();
                List<TriangleVertexIndices> tv = new List<TriangleVertexIndices>();
                List<Vector3f> vertexPositions = new List<Vector3f>();

                for (int m = 0; m < meshes.Count; m++)
                {
                    for (int v = 0; v < meshes[m].vertices.Count; v++)
                    {
                        Vector3f myvec = meshes[m].vertices[v].GetPosition().Multiply(matrices[m]);
                        jvec.Add(new JVector(myvec.x, myvec.y, myvec.z));
                    }
                    for (int i = 0; i < meshes[m].indices.Count; i += 3)
                    {
                        tv.Add(new TriangleVertexIndices(meshes[m].indices[i + 2], meshes[m].indices[i + 1], meshes[m].indices[i]));
                    }
                }
                Octree oct = new Octree(jvec, tv);
                TriangleMeshShape trimesh = new TriangleMeshShape(oct);

                shape = trimesh;
                oct = null;
                jvec.Clear();
                tv.Clear();
            }
            else if (physicsShape == PhysicsWorld.PhysicsShape.ConvexMesh)
            {
                List<JVector> jvec = new List<JVector>();
                List<Vector3f> vertexPositions = new List<Vector3f>();

                for (int m = 0; m < meshes.Count; m++)
                {
                    for (int v = 0; v < meshes[m].indices.Count; v++)
                    {
                        Vector3f vec = meshes[m].vertices[meshes[m].indices[v]].GetPosition().Multiply(matrices[m]);
                        jvec.Add(new JVector(vec.x, vec.y, vec.z));
                    }
                }

                ConvexHullShape hullShape = new ConvexHullShape(jvec);
                shape = hullShape;
            }
            else if (physicsShape == PhysicsWorld.PhysicsShape.Box)
            {
               /* Mesh boxMesh = MeshFactory.CreateCube(boundingBox.Min, boundingBox.Max);
                List<JVector> jvec = new List<JVector>();
                List<TriangleVertexIndices> tv = new List<TriangleVertexIndices>();
                for (int v = 0; v < boxMesh.vertices.Count; v++)
                {
                    Vector3f myvec = boxMesh.vertices[v].GetPosition();
                    jvec.Add(new JVector(myvec.x, myvec.y, myvec.z));
                }
                for (int i = 0; i < boxMesh.indices.Count; i += 3)
                {
                    tv.Add(new TriangleVertexIndices(boxMesh.indices[i], boxMesh.indices[i + 1], boxMesh.indices[i + 2]));
                }

                Octree oct = new Octree(jvec, tv);
                TriangleMeshShape trimesh = new TriangleMeshShape(oct);*/
                shape = new BoxShape(boundingBox.Extent.x, boundingBox.Extent.y, boundingBox.Extent.z);
            //    shape = trimesh;
            //    tv.Clear();
             //   jvec.Clear();
             //   oct = null;
             //   boxMesh = null;
            }
            meshes.Clear();
            matrices.Clear();
            geom.Clear();
            return shape;
        }
Esempio n. 3
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        public void setPhysMesh(string pMeshName, JMatrix mOrientation)
        {
            pBoxList.Add(pMeshName);

            Mesh pboxMesh = gameWindow.meshLoader.getMesh(pMeshName);
            ConvexHullShape objShape = new ConvexHullShape(GenericMethods.FromOpenTKVecArToJVecList(pboxMesh.positionVboData));

            setPhysMesh(objShape);
        }
Esempio n. 4
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        protected void RecalculateObject(IGameContext gameContext, IRenderContext renderContext)
        {
            // Recalculate vertex caches.
            this.m_CachedHitTestVertexPositionNormalTextures =
                this.CalculateVertexPositionNormalTextures(true).Select(x => x.Position).ToArray();
            this.m_CachedNoHitTestVertexPositionNormalTextures = this.CalculateVertexPositionNormalTextures(false);

            // Recalculate vertex and index buffers.
            if (this.m_IndexBuffer != null)
            {
                this.m_IndexBuffer.Dispose();
            }

            if (this.m_VertexBuffer != null)
            {
                this.m_VertexBuffer.Dispose();
            }

            this.m_IndexBuffer = new IndexBuffer(
                renderContext.GraphicsDevice,
                typeof(short),
                this.MeshIndicies.Length,
                BufferUsage.None);
            this.m_IndexBuffer.SetData(this.MeshIndicies);

            var vertexes = this.m_CachedNoHitTestVertexPositionNormalTextures;
            this.m_VertexBuffer = new VertexBuffer(
                renderContext.GraphicsDevice,
                typeof(VertexPositionNormalTexture),
                vertexes.Length,
                BufferUsage.None);
            this.m_VertexBuffer.SetData(vertexes);

            // Recalculate physics object.
            var world = gameContext.World as RoomEditorWorld;
            if (world != null)
            {
                if (this.m_RigidBody != null)
                {
                    this.m_JitterWorld.RemoveBody(this.m_RigidBody);
                }

                var shape = new ConvexHullShape(this.GetVertexes().Select(x => x.ToJitterVector()).ToList());
                this.m_JitterWorld = world.JitterWorld;
                this.m_RigidBody = new RigidBody(shape)
                {
                    IsStatic = true,
                    Position = new JVector(0, 0, 0) - shape.Shift
                };

                // The shape vertexes include X, Y, Z position offset, so
                // the shift moves the object completely into the correct
                // position.
                this.m_JitterWorld.AddBody(this.m_RigidBody);

                this.m_PendRecalculation = false;
            }
            else
            {
                // We can't update the physics entity, so pend until we can.
                this.m_PendRecalculation = true;
            }
        }
        /// <summary>
        /// A really stupid parser for convex decomposed files made by testhacd.exe (see Other\hacdtest)
        /// </summary>
        public List<ConvexHullShape> BuildFromHACDTestObjFile(string path)
        {
            List<ConvexHullShape> shapes = new List<ConvexHullShape>();

            string[] lines = File.ReadAllLines(path);
            Char[] splitter = new Char [] {' '};

            List<JVector> convexPoints = new List<JVector>();
            
            for (int i = 0; i < lines.Length; i++)
            {
                string line = lines[i];

                if (line.StartsWith("v"))
                {
                    string[] values = line.Split(splitter);

                    JVector vertex = new JVector(float.Parse(values[1], NumberFormatInfo.InvariantInfo),
                        float.Parse(values[2], NumberFormatInfo.InvariantInfo),
                        float.Parse(values[3], NumberFormatInfo.InvariantInfo));

                    convexPoints.Add(vertex * 5f);
                }

                if(line.StartsWith("#"))
                {
                    if(convexPoints.Count > 0)
                    {
                        List<JVector> copyVertex = new List<JVector>(convexPoints);
                        convexPoints.Clear();

                        ConvexHullShape cvhs = new ConvexHullShape(copyVertex);

                        if(cvhs.Mass > 0.001f) shapes.Add(cvhs);
                    }
                }
            }


            return shapes;
        }
 public static ConvexHullShape BuildConvexHullShape(Model model) {
     var vertices = ExtractVertices(model);
     var hull = new ConvexHullShape(vertices);
     return hull;
 }
Esempio n. 7
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 void IConstructable.Construct(IDictionary<string, string> param)
 {
     var type = param["type"];
     switch (type)
     {
         case "trimesh":
             var physData = ResourceFactory.LoadAsset<PhysicsData>(param["physData"]);
             Shape shape = new TriangleMeshShape(physData.Octree);
             Body = new RigidBody(shape) { Material = { Restitution = 0f, KineticFriction = 0f } };
             break;
         case "hull":
             physData = ResourceFactory.LoadAsset<PhysicsData>(param["physData"]);
             shape = new ConvexHullShape(physData.Vertices);
             Body = new RigidBody(shape);
             break;
         case "sphere":
             shape = new SphereShape(float.Parse(param["radius"], CultureInfo.InvariantCulture));
             Body = new RigidBody(shape);
             break;
         case "box":
             var d = param["size"].ConvertToVector();
             var offset = param.Get("offset", "0;0;0").ConvertToVector();
             shape = new BoxShape(2.0f * d.ToJVector());
             Body = new RigidBody(shape) { Position = offset.ToJVector() };
             break;
         case "capsule":
             var height = float.Parse(param["height"], CultureInfo.InvariantCulture);
             var radius = float.Parse(param["radius"], CultureInfo.InvariantCulture);
             shape = new CapsuleShape(height, radius);
             Body = new RigidBody(shape)
             {
                 Position = JVector.Backward * (0.5f * height + radius),
                 Orientation = JMatrix.CreateRotationX(MathHelper.PiOver2)
             };
             break;
         default:
             throw new Exception("Unknown shape: " + type);
     }
     Body.IsStatic = Convert.ToBoolean(param.Get("static", "false"));
     Body.Material.KineticFriction = 0.5f;
     Body.Material.StaticFriction = 0.5f;
     Body.Material.Restitution = 0.5f;
 }