public void TestRenderBridge() { // Allows creating bridge meshes. Meshes created are in a unified format (length unit 1) // The should be transformed using the matrix returned from the bridgemeshbuilder var builder = new BridgeMeshBuilder(new AssetsRepository(), new DynamicAssetsFactory()); // Start and end of the bridge var startPoint = new Vector3(-5, 0, -5); var endPoint = new Vector3(10, 5, 10); // Create bridges using the builder, and use the matrices returned from the builder to place it into the world new Physical() { Mesh = builder.BuildMeshForEndpoint(endPoint), WorldMatrix = builder.GetMatrixForEndpoint(endPoint) * Matrix.Translation(startPoint) }; engine.AddSimulator(new PhysicalSimulator()); engine.AddSimulator(new WorldRenderingSimulator()); }
public void TestBridgeMesh() { // Allows creating bridge meshes. Meshes created are in a unified format (length unit 1) // The should be transformed using the matrix returned from the bridgemeshbuilder var builder = new BridgeMeshBuilder(new AssetsRepository(), new DynamicAssetsFactory()); var count = 0; foreach (var num in new[] { 1, 5, 10 }) { new Physical() { Mesh = builder.BuildMesh(num), WorldMatrix = Matrix.Translation(count * 3, 0, 0) }; count++; } var endpoints = new[] { new Vector3(10, 0, 0), new Vector3(0, 0, 10), new Vector3(10, 4, 0), new Vector3(10, 4, 10) }; count = 0; foreach (var m in endpoints) { // Create bridges using the builder, and use the matrices returned from the builder to place it into the world new Physical() { Mesh = builder.BuildMeshForEndpoint(m), WorldMatrix = builder.GetMatrixForEndpoint(m) * Matrix.Translation(0, 0, 4 + count * 11) }; count++; } engine.AddSimulator(new PhysicalSimulator()); engine.AddSimulator(new WorldRenderingSimulator()); }