public Physical3DCapsuleComponent(INode node, IPhysicsEngine physicsEngine) : base(node, physicsEngine) { _radius = 1f; _length = 1f; UpdateRigidBodyShape(); Enabled = true; }
public Physical3DCapsuleComponent(INode node, IPhysicsEngine physicsEngine) : base(node, physicsEngine) { _radius = 1f; _length = 1f; UpdateRigidBodyShape(); Enabled = true; }
/// <summary> /// Alustaa uuden fysiikkapelin. /// </summary> public PhysicsGameBase(IPhysicsEngine engine) : base() { this.Engine = engine; PhysicsEnabled = true; Joints.ItemAdded += OnJointAdded; Joints.ItemRemoved += OnJointRemoved; }
protected PhysicalBaseRigidBodyComponent(INode node, IPhysicsEngine physicsEngine) { _node = node; _physicsEngine = physicsEngine; _addedRigidBody = false; Enabled = true; Transform = new DefaultTransform(); }
public PhysicsMetricsProfilerVisualiser( IAssetManagerProvider assetManagerProvider, I2DRenderUtilities renderUtilities, IPhysicsEngine physicsEngine) { _renderUtilities = renderUtilities; _physicsEngine = physicsEngine; _defaultFont = assetManagerProvider.GetAssetManager().Get <FontAsset>("font.Default"); }
public PhysicsMetricsProfilerVisualiser( IAssetManagerProvider assetManagerProvider, I2DRenderUtilities renderUtilities, IPhysicsEngine physicsEngine) { _renderUtilities = renderUtilities; _physicsEngine = physicsEngine; _defaultFont = assetManagerProvider.GetAssetManager().Get<FontAsset>("font.Default"); }
public Physical3DCubeComponent(INode node, IPhysicsEngine physicsEngine) : base(node, physicsEngine) { Transform.Modified += (sender, args) => { UpdateRigidBodyShape(); }; UpdateRigidBodyShape(); Enabled = true; }
public Physical3DCubeComponent(INode node, IPhysicsEngine physicsEngine) : base(node, physicsEngine) { Transform.Modified += (sender, args) => { UpdateRigidBodyShape(); }; UpdateRigidBodyShape(); Enabled = true; }
public Game(IGameBoundaries boundaries) { _inputManager = boundaries.InputManager; _logger = boundaries.Logger; _physicsEngine = boundaries.PhysicsEngine; _renderer = boundaries.Renderer; _worldLoader = boundaries.WorldLoader; _eventBus = boundaries.EventBus; World = _worldLoader.LoadWorld(); }
public DefaultPhysicsWorldControl(IPhysicsEngine physicsEngine) { _physicsEngine = physicsEngine; _pendingSpeculativeContacts = null; _pendingGravity = null; _pendingCoefficientMixingType = null; _pendingConsiderAngularVelocityCallback = null; _pendingCalculateStaticFrictionCallback = null; _pendingCalculateDynamicFrictionCallback = null; _pendingCalculateRestitutionCallback = null; }
public InspectorGameHostExtension( [Optional] IPhysicsEngine physicsEngine, IDebugRenderer debugRenderer, InspectorRenderPass inspectorRenderPass, IConsoleHandle consoleHandle) { _physicsEngine = physicsEngine; _debugRenderer = debugRenderer; _inspectorRenderPass = inspectorRenderPass; _consoleHandle = consoleHandle; _rigidBodyRef = new WeakReference <RigidBody>(null); }
public GameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics, IAudioEngine audio, IPhysicsEngine physics) { Timer = timer; Bus = bus; Graphics = graphics; Audio = audio; Physics = physics; Factory = factory; Bus.Add(new DebugMessage(Timer.LastTickTime, "Initialising Engines")); Bus.OfType<ExitGameRequest>().Subscribe(m => Stop()); Timer.Subscribe(Update); Timer.SubSample(5).Subscribe(t => bus.SendAll()); Running = false; }
public FirstPersonControllerPhysicsComponent( IPhysicsEngine physicsEngine, IDebugRenderer debugRenderer, [FromParent, RequireExisting] IPhysicalComponent physicalComponent) { _physicsEngine = physicsEngine; _debugRenderer = debugRenderer; _physicalComponent = physicalComponent; TargetVelocity = Vector3.Zero; TryJump = false; JumpVelocity = 0.5f; Stiffness = 0.02f; Enabled = true; }
public FirstPersonControllerPhysicsComponent( IPhysicsEngine physicsEngine, IDebugRenderer debugRenderer, [FromParent, RequireExisting] IPhysicalComponent physicalComponent) { _physicsEngine = physicsEngine; _debugRenderer = debugRenderer; _physicalComponent = physicalComponent; TargetVelocity = Vector3.Zero; TryJump = false; JumpVelocity = 0.5f; Stiffness = 0.02f; Enabled = true; }
public MechanicEngine( IPhysicsEngine physicalEngine, IMapEngine mapEngine, IBodyBuilder bodyBuilder, IActiveBodyEyesight viewPort, IGameLevelRepository gameLevelRepository, ILogger logger, IUnityContainer unityContainer, Action <IPlayerBodyFacade> playerStateHandler ) { _logger = logger; _physicalEngine = physicalEngine; _mapEngine = mapEngine; _bodyBuilder = bodyBuilder; _gameLevelRepository = gameLevelRepository; _unityContainer = unityContainer; _playerStateHandler = playerStateHandler; ViewPort = viewPort; Services = new List <IMechanicService>(); BuildPhysicsResultHandlers(); }
public GameEngine(IPhysicsEngine physicsEngine, ISurfaceManager surfaceManager, IEventTriggerer eventTriggerer) { _physicsEngine = physicsEngine; _surfaceManager = surfaceManager; _eventTriggerer = eventTriggerer; }
public PhysicsEngineHook(IPhysicsEngine physicsEngine, IPhysicsWorldControl physicsWorldControl) { _physicsEngine = physicsEngine; _physicsWorldControl = physicsWorldControl; }
public void Start(IScene scene) { m_scene = scene; m_scheduler = m_scene.Simian.GetAppModule<IScheduler>(); if (m_scheduler == null) { m_log.Error("Inventory requires an IScheduler"); return; } m_inventoryClient = m_scene.Simian.GetAppModule<IInventoryClient>(); if (m_inventoryClient == null) { m_log.Error("Inventory requires an IInventoryClient"); return; } m_assetClient = m_scene.Simian.GetAppModule<IAssetClient>(); if (m_assetClient == null) { m_log.Error("Inventory requires an IAssetClient"); return; } m_primMesher = m_scene.GetSceneModule<IPrimMesher>(); if (m_primMesher == null) { m_log.Error("Inventory requires an IPrimMesher"); return; } m_physics = m_scene.GetSceneModule<IPhysicsEngine>(); m_permissions = m_scene.GetSceneModule<LLPermissions>(); m_udp = m_scene.GetSceneModule<LLUDP>(); if (m_udp != null) { m_udp.AddPacketHandler(PacketType.CreateInventoryItem, CreateInventoryItemHandler); m_udp.AddPacketHandler(PacketType.CreateInventoryFolder, CreateInventoryFolderHandler); m_udp.AddPacketHandler(PacketType.UpdateInventoryItem, UpdateInventoryItemHandler); m_udp.AddPacketHandler(PacketType.UpdateInventoryFolder, UpdateInventoryFolderHandler); m_udp.AddPacketHandler(PacketType.FetchInventoryDescendents, FetchInventoryDescendentsHandler); m_udp.AddPacketHandler(PacketType.FetchInventory, FetchInventoryHandler); m_udp.AddPacketHandler(PacketType.CopyInventoryItem, CopyInventoryItemHandler); m_udp.AddPacketHandler(PacketType.MoveInventoryItem, MoveInventoryItemHandler); m_udp.AddPacketHandler(PacketType.MoveInventoryFolder, MoveInventoryFolderHandler); m_udp.AddPacketHandler(PacketType.RemoveInventoryItem, RemoveInventoryItemHandler); m_udp.AddPacketHandler(PacketType.RemoveInventoryFolder, RemoveInventoryFolderHandler); m_udp.AddPacketHandler(PacketType.PurgeInventoryDescendents, PurgeInventoryDescendentsHandler); m_udp.AddPacketHandler(PacketType.DeRezObject, DeRezObjectHandler); m_udp.AddPacketHandler(PacketType.RezObject, RezObjectHandler); m_udp.AddPacketHandler(PacketType.LinkInventoryItem, LinkInventoryItemHandler); } }
/* public TestGameEngine() : base(new AsyncObservableTimer(), new MessageBus(), new TestFactory(), new TestGraphics(), new TestAudio(), new TestPhysics()) { Bus.OfType<GraphicsReady>().Subscribe(Start); } private void Start(GraphicsReady m) { Bus.Add(new DebugMessage(Timer.LastTickTime, "Starting Game")); for (int y = 0; y < 2; y++) for (int x = 0; x < 3; x++) { Bus.Add(new GameObjectRequest(m.TimeSent, new TestGameObject(Bus), new Vect3(3 * x, 3 * y , 0))); } var testGameObject = new TestGameObject(Bus); Bus.Add(new GameObjectRequest(m.TimeSent, testGameObject, new Vect3(-11, -1, 0))); Bus.Add(new SetVelocity(Timer.LastTickTime, testGameObject, new Vect3(3, 0, 0))); } * */ public TestGameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics, IAudioEngine audio, IPhysicsEngine physics) : base(timer, bus, factory, graphics, audio, physics) { }
public GameEngine(IPhysicsEngine physicsEngine, IEventManager eventManager) { _physicsEngine = physicsEngine; EventManager = eventManager; }
public PhysicsEngineHook(IPhysicsEngine physicsEngine) { _physicsEngine = physicsEngine; }
public void Start(IScene scene) { m_scene = scene; m_primMesher = m_scene.GetSceneModule<IPrimMesher>(); if (m_primMesher == null) { m_log.Error("Objects requires an IPrimMesher"); return; } m_permissions = m_scene.GetSceneModule<LLPermissions>(); if (m_permissions == null) { m_log.Error("Objects requires LLPermissions"); return; } // Optional modules m_physics = m_scene.GetSceneModule<IPhysicsEngine>(); m_lslScriptEngine = m_scene.GetSceneModule<ILSLScriptEngine>(); m_inventory = m_scene.GetSceneModule<Inventory>(); // Collision handler if (m_physics != null && m_lslScriptEngine != null) { m_physics.OnEntityCollision += EntityCollisionHandler; } m_udp = m_scene.GetSceneModule<LLUDP>(); if (m_udp != null) { m_udp.AddPacketHandler(PacketType.ObjectAdd, ObjectAddHandler); m_udp.AddPacketHandler(PacketType.ObjectAttach, ObjectAttachHandler); m_udp.AddPacketHandler(PacketType.ObjectDrop, ObjectDropHandler); m_udp.AddPacketHandler(PacketType.ObjectDuplicate, ObjectDuplicateHandler); m_udp.AddPacketHandler(PacketType.ObjectName, ObjectNameHandler); m_udp.AddPacketHandler(PacketType.ObjectSelect, ObjectSelectHandler); m_udp.AddPacketHandler(PacketType.ObjectDeselect, ObjectDeselectHandler); m_udp.AddPacketHandler(PacketType.ObjectGrab, ObjectGrabHandler); m_udp.AddPacketHandler(PacketType.ObjectGrabUpdate, ObjectGrabUpdateHandler); m_udp.AddPacketHandler(PacketType.ObjectDeGrab, ObjectDeGrabHandler); m_udp.AddPacketHandler(PacketType.ObjectLink, ObjectLinkHandler); m_udp.AddPacketHandler(PacketType.ObjectDelink, ObjectDelinkHandler); m_udp.AddPacketHandler(PacketType.ObjectShape, ObjectShapeHandler); m_udp.AddPacketHandler(PacketType.ObjectFlagUpdate, ObjectFlagUpdateHandler); m_udp.AddPacketHandler(PacketType.ObjectExtraParams, ObjectExtraParamsHandler); m_udp.AddPacketHandler(PacketType.ObjectImage, ObjectImageHandler); m_udp.AddPacketHandler(PacketType.ObjectPermissions, ObjectPermissionsHandler); m_udp.AddPacketHandler(PacketType.Undo, UndoHandler); m_udp.AddPacketHandler(PacketType.Redo, RedoHandler); m_udp.AddPacketHandler(PacketType.MultipleObjectUpdate, MultipleObjectUpdateHandler); m_udp.AddPacketHandler(PacketType.RequestObjectPropertiesFamily, RequestObjectPropertiesFamilyHandler); m_scene.AddInterestListHandler(OBJECT_UPDATE, new InterestListEventHandler { CombineCallback = ObjectUpdateCombiner, SendCallback = SendEntityPackets }); m_scene.AddInterestListHandler(OBJECT_REMOVE, new InterestListEventHandler { CombineCallback = ObjectUpdateCombiner, SendCallback = SendKillPacket }); m_scene.OnEntityAddOrUpdate += EntityAddOrUpdateHandler; m_scene.OnEntityRemove += EntityRemoveHandler; m_scene.OnPresenceAdd += PresenceAddHandler; } m_proxyPrim = new Primitive(); m_proxyPrim.PrimData = ObjectManager.BuildBasicShape(PrimType.Box); }
public PhysicalBatchedStaticCompoundComponent(INode node, IPhysicsEngine physicsEngine, CompoundShape shape) : base(node, physicsEngine) { _shape = shape; }
public void Start(IScene scene) { m_scene = scene; // Get our process ID, used in the SimStats packet m_pid = Process.GetCurrentProcess().Id; m_regionInfo = m_scene.GetSceneModule<RegionInfo>(); m_physics = m_scene.GetSceneModule<IPhysicsEngine>(); m_udp = m_scene.GetSceneModule<LLUDP>(); if (m_udp != null) { InitializeStatsPacket(); m_scene.Simian.AddHeartbeatHandler(SendSimStats); } }
public PhysicalBatchedStaticCompoundComponent(INode node, IPhysicsEngine physicsEngine, CompoundShape shape) : base(node, physicsEngine) { _shape = shape; }
public RoomEditorWorld( IFactory factory, I2DRenderUtilities twoDRenderUtilities, IAssetManagerProvider assetManagerProvider, IPhysicsEngine physicsEngine, IRoomTool[] roomTools, ShipEditorWorld previousWorld, Room room) { this.PreviousWorld = previousWorld; this.Entities = new List<IEntity>(); this.m_2DRenderUtilities = twoDRenderUtilities; this.m_AssetManager = assetManagerProvider.GetAssetManager(); this.m_RoomTools = roomTools; this.m_DefaultFont = this.m_AssetManager.Get<FontAsset>("font.Default"); this.m_LightingEffect = this.m_AssetManager.Get<EffectAsset>("effect.Light"); this.m_LightingEffect.Effect.Parameters["Ambient"].SetValue(new Vector3(0.2f, 0.2f, 0.2f)); this.m_LightingEffect.Effect.Parameters["AmbientRemaining"].SetValue(new Vector3(0.8f, 0.8f, 0.8f)); var ship = factory.CreateShipEntity(); var player = factory.CreatePlayerEntity(); player.ParentArea = ship; player.X = 5; player.Z = 5; this.m_Room = room; foreach (var obj in this.m_Room.Objects) { obj.Reinitalize(); } this.m_RoomEditorEntity = factory.CreateRoomEditorEntity(this.m_Room); this.Entities.Add(ship); this.Entities.Add(player); this.Entities.Add(this.m_RoomEditorEntity); this.m_PhysicsEngine = physicsEngine; this.m_JitterWorld = new JitterWorld( new CollisionSystemSAP { EnableSpeculativeContacts = true }) { Gravity = new JVector(0, -50, 0) }; this.m_JitterWorld.ContactSettings.MaterialCoefficientMixing = ContactSettings.MaterialCoefficientMixingType.TakeMinimum; var shape = new BoxShape(new JVector(2, 2, 2)); var body = new RigidBody(shape); this.m_JitterWorld.AddBody(body); body.Position = new JVector(20, 10, 20); body.IsActive = true; this.m_RigidBody = body; this.SetupRoomPhysics(); }