コード例 #1
0
ファイル: TankDemo.cs プロジェクト: zcxxv1213/bepuphysics1int
 public void AddToSpace(Space space)
 {
     space.Add(Body);
     space.Add(Barrel);
     space.Add(TankToTurretJoint);
     space.Add(TurretBodyToBarrelJoint);
 }
コード例 #2
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 public static void AddEntity(Entity entity)
 {
     if (entity != null)
     {
         SimulationSpace.Add(entity);
     }
 }
コード例 #3
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 public static void AddEntity(Entity entity)
 {
     if (!WorldSpace.Entities.Contains(entity))
     {
         WorldSpace.Add(entity);
     }
 }
コード例 #4
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        int BuildPileSimulation(Space space)
        {
            Random rand = new Random(0);

#if WINDOWS
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(30000);
            BoundingBox box = new BoundingBox(new Vector3(-5, 10, -5), new Vector3(5, 300, 5));
            for (int k = 0; k < 5000; k++)
#else
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(1500);
            BoundingBox box = new BoundingBox(new Vector3(-5, 10, -5), new Vector3(5, 20, 5));
            for (int k = 0; k < 250; k++)
#endif
            {
                Vector3 position = new Vector3((float)(rand.NextDouble() * (box.Max.X - box.Min.X) + box.Min.X),
                                               (float)(rand.NextDouble() * (box.Max.Y - box.Min.Y) + box.Min.Y),
                                               (float)(rand.NextDouble() * (box.Max.Z - box.Min.Z) + box.Min.Z));
                var toAdd = new Box(position, 1, 1, 1, 1);
                toAdd.ActivityInformation.IsAlwaysActive = true;

                space.Add(toAdd);
            }

            Box ground = new Box(new Vector3(0, 0, 0), 300, 10, 300);
            space.Add(ground);

#if WINDOWS
            return(700);
#else
            return(350);
#endif
        }
コード例 #5
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        /// <summary>
        /// Load content
        /// </summary>
        public void LoadContent()
        {
            uberShader = Content.Load <Ubershader>("render");
            factory    = new StateFactory(uberShader, typeof(RenderFlags), Primitive.TriangleList, VertexInputElement.FromStructure <CubeVertex>());
            texture    = Content.Load <Texture2D>(@"Scenes\lena");

            vb = new VertexBuffer(GraphicsDevice, typeof(CubeVertex), 24);
            ib = new IndexBuffer(GraphicsDevice, 36);

            // create a new space with physics
            space = new Space();

            // update gravity force
            space.ForceUpdater.Gravity = new Vector3BEPU(0, -9.81f, 0);

            // add ground, ground has infinite mass
            Box ground = new Box(new Vector3BEPU(0, 0, 0), 50, 1, 50);

            space.Add(ground);

            // create boxes with random position and add color as a tag, then add box to space
            for (int i = 0; i < numberOfBoxes; i++)
            {
                Vector3Fusion vector = RandomExt.NextVector3(random, new Vector3Fusion(-10, 20, -10), new Vector3Fusion(10, 80, 10));
                Box           box    = new Box(new Vector3BEPU(vector.X, vector.Y, vector.Z), 1, 1, 1, 1);

                box.Tag = RandomExt.NextColor(random);
                space.Add(box);
            }
        }
コード例 #6
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 public void OnAdditionToSpace(Space newSpace)
 {
     newSpace.Add(linearMotor);
     newSpace.Add(Model.Entity);
     Model.Entity.CollisionInformation.Events.DetectingInitialCollision += onCollision;
     Model.Entity.Space.DuringForcesUpdateables.Starting += update;
 }
コード例 #7
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up drawers
            ModelDrawer = new InstancedModelDrawer(this);

            //Create the space itself
            Space = new Space();

            var parallelLooper = new ParallelLooper();

            //This section lets the engine know that it can make use of multithreaded systems
            //by adding threads to its thread pool.
            if (Environment.ProcessorCount > 1)
            {
                for (int i = 0; i < Environment.ProcessorCount; i++)
                {
                    parallelLooper.AddThread();
                }
            }

            Space = new Space(parallelLooper);

            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);
            Space.Add(new Box(Vector3.Zero, 30, 1, 30));

            //Create a bunch of boxes randomly.

            Random      random      = new Random();
            int         boxCount    = 100;
            BoundingBox spawnVolume = new BoundingBox(new Vector3(-10, 10, -10), new Vector3(10, 30, 10));

            for (int i = 0; i < boxCount; i++)
            {
                Vector3 position = new Vector3((float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.X - spawnVolume.Min.X),
                                               (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Y - spawnVolume.Min.Y),
                                               (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Z - spawnVolume.Min.Z)) +
                                   (spawnVolume.Min + spawnVolume.Max) / 2;
                Space.Add(new Box(position, 1, 1, 1, 1));
            }


            #region DisplayObject creation
            foreach (Entity e in Space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    ModelDrawer.Add(e);
                }
                else//Remove the now unnecessary tag.
                {
                    e.Tag = null;
                }
            }
            #endregion
        }
コード例 #8
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        public override void OnAdditionToSpace(Space newSpace)
        {
            //Add any supplements to the space too.
            newSpace.Add(Body);
            newSpace.Add(HorizontalMotionConstraint);
            newSpace.Add(VerticalMotionConstraint);
            //This character controller requires the standard implementation of Space.
            newSpace.BoundingBoxUpdater.Finishing += ExpandBoundingBox;

            Body.AngularVelocity = new Vector3();
            Body.LinearVelocity  = new Vector3();
        }
コード例 #9
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        int BuildPlanetSimulation(Space space)
        {
            space.ForceUpdater.Gravity = Vector3.Zero;


            var planet = new Sphere(new Vector3(0, 0, 0), 30);

            space.Add(planet);

            var field = new GravitationalField(new InfiniteForceFieldShape(), planet.Position, 66730 / 2f, 100);

            space.Add(field);

            //Drop the "meteorites" on the planet.
            Entity toAdd;

#if WINDOWS
            //By pre-allocating a bunch of box-box pair handlers, the simulation will avoid having to allocate new ones at runtime.
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(30000);

            int numColumns = 25;
            int numRows    = 25;
            int numHigh    = 25;
#else
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(2000);
            int numColumns = 10;
            int numRows    = 10;
            int numHigh    = 10;
#endif
            float separation = 5;
            for (int i = 0; i < numRows; i++)
            {
                for (int j = 0; j < numColumns; j++)
                {
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(separation * i - numRows * separation / 2, 40 + k * separation, separation * j - numColumns * separation / 2), 1f, 1f, 1f, 5);
                        toAdd.LinearVelocity = new Vector3(30, 0, 0);
                        toAdd.LinearDamping  = 0;
                        toAdd.AngularDamping = 0;
                        space.Add(toAdd);
                    }
                }
            }
#if WINDOWS
            return(3000);
#else
            return(1000);
#endif
        }
コード例 #10
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up drawers
            modelDrawer = new InstancedModelDrawer(this);


            //Create the space and tell it that it should keep track of buffered states.  This will let the
            //positions/orientations of entities be interpolated, producing a cleaner appearance.
            Space = new Space();
            Space.BufferedStates.Enabled = true;


            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);
            Space.Add(new Box(Vector3.Zero, 30, 1, 30));  //Make the ground

            //Create a bunch of boxes randomly.

            Random random      = new Random();
            int    boxCount    = 50;
            var    spawnVolume = new BoundingBox(new Vector3(-5, 15, -5), new Vector3(5, 25, 5));

            for (int i = 0; i < boxCount; i++)
            {
                var position = new Vector3((float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.X - spawnVolume.Min.X),
                                           (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Y - spawnVolume.Min.Y),
                                           (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Z - spawnVolume.Min.Z)) +
                               (spawnVolume.Min + spawnVolume.Max) / 2;
                Space.Add(new Box(position, 1, 1, 1, 1));
            }


            //Start up the physics loop.
            physicsThread = new Thread(PhysicsLoop);
            physicsThread.IsBackground = true;
            physicsThread.Start();

            #region DisplayObject creation
            foreach (Entity e in Space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    modelDrawer.Add(e);
                }
                else//Remove the now unnecessary tag.
                {
                    e.Tag = null;
                }
            }
            #endregion
        }
コード例 #11
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ファイル: GameField.cs プロジェクト: jorik041/space-blok-wp
        private void CreateCompoundBody()
        {
            List <CompoundShapeEntry> shapes = new List <CompoundShapeEntry>();

            // Create parts of compound shape
            Vector3 blockPos = new Vector3();

            for (int z = 0; z < GAME_FIELD_SIZE; ++z)
            {
                for (int y = 0; y < GAME_FIELD_SIZE; ++y)
                {
                    for (int x = 0; x < GAME_FIELD_SIZE; ++x)
                    {
                        blockPos.X = (x - GAME_FIELD_SIZE * 0.5f) * BLOCK_SIZE + BLOCK_SIZE * 0.5f;
                        blockPos.Y = (y - GAME_FIELD_SIZE * 0.5f) * BLOCK_SIZE + BLOCK_SIZE * 0.5f;
                        blockPos.Z = (z - GAME_FIELD_SIZE * 0.5f) * BLOCK_SIZE + BLOCK_SIZE * 0.5f;

                        BoxShape blockShape = new BoxShape(BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);

                        CompoundShapeEntry entry = new CompoundShapeEntry(blockShape, blockPos);
                        shapes.Add(entry);
                    }
                }
            }

            // Create compound body
            compoundBody = new CompoundBody(shapes, COMPOUND_BODY_MASS);

            compoundBody.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;
            compoundBody.AngularDamping     = COMPOUND_BODY_ANGULAR_DAMPING;

            // Add constraint prevents compound body from moving
            constraint = new MaximumLinearSpeedConstraint(compoundBody, 0.0f);

            // Create collision group for removed blocks
            removedBlocksGroup = new CollisionGroup();

            // Mark all chapes in compound body to be removed for now
            foreach (CompoundChild child in compoundBody.CollisionInformation.Children)
            {
                child.CollisionInformation.CollisionRules.Group = removedBlocksGroup;
            }

            // Add compound body and its constraints to physics space
            space.Add(compoundBody);
            space.Add(constraint);

            //compoundBody.CollisionInformation.Events.ContactCreated += handleContactCreated;
        }
コード例 #12
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        void FillSpace(Space space, ModelDrawer modelDrawer = null)
        {
            Entity ground = new MorphableEntity(new BoxShape(50, 1, 50));

            space.Add(ground);
            space.ForceUpdater.Gravity = new Vector3(0, -10, 0);

            ModelDataExtractor.GetVerticesAndIndicesFromModel(Game.Content.Load <Model>("playground"), out Vector3[] vertices, out int[] indices);
            var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(50, -20, 0)));

            space.Add(mesh);
            modelDrawer?.Add(mesh);

            for (int i = 0; i < 100; i++)
            {
                Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 0), 1, 1, 1, 1);
                //Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 0), .5f, .5f, 1);
                //Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 0), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            for (int i = 0; i < 200; i++)
            {
                //Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 2), 1, 1, 1, 1);
                Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 2), .5f, .5f, 1);
                //Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 2), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            for (int i = 0; i < 300; i++)
            {
                //Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 4), 1, 1, 1, 1);
                //Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 4), .5f, .5f, 1);
                Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 4), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            if (modelDrawer != null)
            {
                for (int i = 0; i < space.Entities.Count; ++i)
                {
                    modelDrawer.Add(space.Entities[i]);
                }
            }
        }
コード例 #13
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        public void ReducedSetValues12Test()
        {
            ISpace <int> space = new Space <int>(new Possible()
            {
                1, 2, 3, 4, 5, 6, 7, 8, 9
            });

            for (int i = 1; i < 10; i++)
            {
                space.Add(i, new Possible()
                {
                    1, 2, 3, 4, 5, 6, 7, 8, 9
                });
            }
            space[1].SetValue(1);
            space[2].SetValue(2);


            Keys <int> subset = new Keys <int>()
            {
                1, 2
            };
            Keys <int> set = new Keys <int>()
            {
                1, 2, 3, 4, 5, 6, 7, 8, 9
            };
            ReducedSetTester <int> target = new ReducedSetTester <int>(set, space);
            bool actual = target.ReducedSet(subset);

            // Have not eliminated 1 and 2 from remaining set so will fail
            Assert.AreEqual(false, actual);
            //Assert.AreEqual(2, target.SetProcess.Regions.First().Leaf.Count);
        }
コード例 #14
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public PrimitiveSceneBugDemo(DemosGame game)
            : base(game)
        {
            character = new BugShowerCharacterController(Space, game.Camera, game);
            Space.ForceUpdater.Gravity = new Vector3(0, -16, 0);
            game.Camera.Position       = new Vector3(5, 0.85f, 4);
            game.Camera.ViewDirection  = new Vector3(0, 0, 1);
            //Since this is the character playground, turn on the character by default.
            character.Activate();
            //Having the character body visible would be a bit distracting.
            character.CharacterController.Body.Tag = "noDisplayObject";

            //Load in mesh data for the environment.
            Vector3[] staticTriangleVertices;
            int[]     staticTriangleIndices;


            var playgroundModel = game.Content.Load <Model>("bugPrimitiveRoom");

            //This is a little convenience method used to extract vertices and indices from a model.
            //It doesn't do anything special; any approach that gets valid vertices and indices will work.
            ModelDataExtractor.GetVerticesAndIndicesFromModel(playgroundModel, out staticTriangleVertices, out staticTriangleIndices);
            var staticMesh = new StaticMesh(staticTriangleVertices, staticTriangleIndices, new AffineTransform(new Vector3(1, 1, 1), Quaternion.Identity, new Vector3(0, 0, 0)));

            staticMesh.Sidedness = TriangleSidedness.Counterclockwise;

            Space.Add(staticMesh);
            game.ModelDrawer.Add(staticMesh);
        }
コード例 #15
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        protected override void InitializeSpace()
        {
            solver   = new IKSolver();
            bones    = new List <BoneRelationship>();
            controls = new List <Control>();
            joints   = new List <IKJoint>();

            dragControl = new DragControl();

            Box ground = new Box(new Vector3(0, 0, 0), 30, 1, 30);

            Space.Add(ground);

            solver.ActiveSet.UseAutomass        = true;
            solver.AutoscaleControlImpulses     = true;
            solver.AutoscaleControlMaximumForce = Fix64.MaxValue;
            solver.TimeStepDuration             = .1m;
            solver.ControlIterationCount        = 100;
            solver.FixerIterationCount          = 10;
            solver.VelocitySubiterationCount    = 3;

            BuildActionFigure(new Vector3(5, 6, -8));
            BuildActionFigure(new Vector3(5, 6, -3));
            BuildActionFigure(new Vector3(5, 6, 3));
            BuildActionFigure(new Vector3(5, 6, 8));

            dragControl.TargetBone = bones[0].Bone;
            controls.Add(dragControl);
            dragControl.LinearMotor.Offset = new Vector3(0, 0, 0.2m);
        }
コード例 #16
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public AddRemoveStressDemo(DemosGame game)
            : base(game)
        {
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(5000);
            NarrowPhaseHelper.Factories.CompoundCompound.EnsureCount(5000);
            Space.Remove(vehicle.Vehicle);


            for (int i = 0; i < 1000; i++)
            {
                var position = new Vector3(
                    (float)(random.NextDouble() - 0.5) * width,
                    (float)(random.NextDouble() - 0.5) * height,
                    (float)(random.NextDouble() - 0.5) * length);
                var toAdd =
                    new CompoundBody(new List <CompoundShapeEntry>
                {
                    new CompoundShapeEntry(new BoxShape(1, 1, 1), position, 1)
                }, 10);
                //var toAdd = new Box(position, 1, 1, 1, 1);
                toAdd.IsAffectedByGravity = false;
                toAdd.LinearVelocity      = 3 * Vector3.Normalize(toAdd.Position);
                Space.Add(toAdd);
                addedEntities.Add(toAdd);
            }

            //Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            //Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
コード例 #17
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ファイル: WallDemo.cs プロジェクト: ErtyHackward/utopia
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public WallDemo(DemosGame game)
            : base(game)
        {
            int   width       = 10;
            int   height      = 10;
            float blockWidth  = 2f;
            float blockHeight = 1f;
            float blockLength = 1f;

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    var toAdd =
                        new Box(
                            new Vector3(
                                i * blockWidth + .5f * blockWidth * (j % 2) - width * blockWidth * .5f,
                                blockHeight * .5f + j * (blockHeight),
                                0),
                            blockWidth, blockHeight, blockLength, 10);
                    Space.Add(toAdd);
                }
            }

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);

            Space.Add(ground);
            game.Camera.Position = new Microsoft.Xna.Framework.Vector3(0, 6, 15);
        }
コード例 #18
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ファイル: Space.cs プロジェクト: HoareLea/SAM_Tas
        public static Space ToSAM(this TSD.ZoneData zoneData, IEnumerable <SpaceDataType> spaceDataTypes = null)
        {
            ParameterSet parameterSet = Create.ParameterSet_Space(ActiveSetting.Setting, zoneData);

            if (spaceDataTypes != null)
            {
                foreach (SpaceDataType spaceDataType in spaceDataTypes)
                {
                    List <double> values = zoneData.AnnualZoneResult <double>(spaceDataType);
                    if (values == null)
                    {
                        continue;
                    }

                    JArray jArray = new JArray();
                    values.ForEach(x => jArray.Add(x));

                    parameterSet.Add(spaceDataType.Text(), jArray);
                }
            }

            Space space = new Space(zoneData.name, null);

            space.Add(parameterSet);

            return(space);
        }
コード例 #19
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public IncomingDemo(DemosGame game)
            : base(game)
        {
            Entity toAdd;

            //Build the stack...
            for (int k = 1; k <= 12; k++)
            {
                if (k % 2 == 1)
                {
                    toAdd = new Box(new Vector3(-3, k, 0), 1, 1, 7, 10);
                    Space.Add(toAdd);
                    toAdd = new Box(new Vector3(3, k, 0), 1, 1, 7, 10);
                    Space.Add(toAdd);
                }
                else
                {
                    toAdd = new Box(new Vector3(0, k, -3), 7, 1, 1, 10);
                    Space.Add(toAdd);
                    toAdd = new Box(new Vector3(0, k, 3), 7, 1, 1, 10);
                    Space.Add(toAdd);
                }
            }
            //And then smash it!
            toAdd = new Sphere(new Vector3(0, 150, 0), 3, 100);

            Space.Add(toAdd);
            Space.Add(new Box(new Vector3(0, 0, 0), 10, 1f, 10));
            game.Camera.Position = new Microsoft.Xna.Framework.Vector3(0, 6, 30);
        }
コード例 #20
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public StackDemo(DemosGame game)
            : base(game)
        {
            kapow.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;
            int   height      = 50;
            float blockWidth  = 3f;
            float blockHeight = 1f;
            float blockLength = 3f;

            for (int i = 0; i < height; i++)
            {
                var toAdd =
                    new Box(
                        new Vector3(
                            0,
                            blockHeight * .5f + i * (blockHeight),
                            0),
                        blockWidth, blockHeight, blockLength, 10);
                Space.Add(toAdd);
            }

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);

            Space.Add(ground);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
コード例 #21
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        void AddBackWheel(Vector3 wheelOffset, Entity body)
        {
            var wheel = new Cylinder(body.Position + wheelOffset, .4m, .5m, 5);

            wheel.Material.KineticFriction = 2.5m;
            wheel.Material.StaticFriction  = 3.5m;
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
            var suspensionLimit  = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);

            suspensionSpring.Settings.Mode       = MotorMode.Servomechanism;
            suspensionSpring.Settings.Servo.Goal = 0;
            suspensionSpring.Settings.Servo.SpringSettings.Stiffness = 300;
            suspensionSpring.Settings.Servo.SpringSettings.Damping   = 70;

            var revoluteAngularJoint = new RevoluteAngularJoint(body, wheel, Vector3.Right);

            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(pointOnLineJoint);
            Space.Add(suspensionLimit);
            Space.Add(suspensionSpring);
            Space.Add(revoluteAngularJoint);
        }
コード例 #22
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public BroadPhaseDemo(DemosGame game)
            : base(game)
        {
            //Make a fatter kapow sphere.
            Space.Remove(kapow);
            kapow = new Sphere(new Vector3(11000, 0, 0), 1.5f, 1000);
            Space.Add(kapow);
            Space.Solver.IterationLimit = 1; //Essentially no sustained contacts, so don't need to worry about accuracy.
            Space.ForceUpdater.Gravity  = Vector3.Zero;

            int   numColumns = 15;
            int   numRows    = 15;
            int   numHigh    = 15;
            float separation = 3;

            Entity toAdd;

            for (int i = 0; i < numRows; i++)
            {
                for (int j = 0; j < numColumns; j++)
                {
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(separation * i, k * separation, separation * j), 1, 1, 1, 1);
                        toAdd.Material.Bounciness = 1; //Superbouncy boxes help propagate shock waves.
                        toAdd.LinearDamping       = 0f;
                        toAdd.AngularDamping      = 0f;
                        Space.Add(toAdd);
                    }
                }
            }

            game.Camera.Position      = new Vector3(0, 3, -10);
            game.Camera.ViewDirection = new Vector3(0, 0, 1);
        }
コード例 #23
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TwistTestDemo(DemosGame game)
            : base(game)
        {
            var a = new Box(new Vector3(-2, 2, 0), 1, 2, 2, 5);
            var b = new Box(new Vector3(2, 2, 0), 1, 2, 2, 5);

            b.Orientation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathHelper.PiOver4);
            Space.Add(a);
            Space.Add(b);

            var twistJoint = new TwistJoint(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            var twistMotor = new TwistMotor(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);

            twistMotor.Settings.Mode = MotorMode.Servomechanism;

            //Space.Add(twistJoint);
            Space.Add(twistMotor);

            var ballSocketJoint = new BallSocketJoint(a, b, (a.Position + b.Position) * 0.5f);
            var swingLimit      = new SwingLimit(a, b, a.OrientationMatrix.Right, a.OrientationMatrix.Right, MathHelper.PiOver2);

            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);



            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);

            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
コード例 #24
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

            KeyboardState = Keyboard.GetState();
            MouseState    = Mouse.GetState();
            // Allows the game to exit
            if (KeyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();
                return;
            }

            Camera.Update(dt);


            if (MouseState.LeftButton == ButtonState.Pressed)
            {
                Box toAdd = new Box(Camera.Position, 1, 1, 1, 1);
                toAdd.LinearVelocity = Camera.WorldMatrix.Forward * 10;
                Space.Add(toAdd);

                ModelDrawer.Add(toAdd);
            }

            Space.Update();
            ModelDrawer.Update();

            base.Update(gameTime);
        }
コード例 #25
0
        /// <summary>
        /// Sets the collision information of the entity to another collidable.
        /// </summary>
        /// <param name="newCollisionInformation">New collidable to use.</param>
        public void SetCollisionInformation(EntityCollidable newCollisionInformation)
        {
            //Temporarily remove the object from the space.
            //The reset process will update any systems that need to be updated.
            //This is not thread safe, but this operation should not be performed mid-frame anyway.
            Space space = Space;

            if (space != null)
            {
                Space.Remove(this);
            }

            CollisionInformation.Entity = null;

            if (isDynamic)
            {
                Initialize(newCollisionInformation, mass);
            }
            else
            {
                Initialize(newCollisionInformation);
            }

            if (space != null)
            {
                space.Add(this);
            }
        }
コード例 #26
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public GeneralConvexPairStressDemo(DemosGame game)
            : base(game)
        {
            Space.Remove(vehicle.Vehicle);
            //Enable simplex caching.
            ConfigurationHelper.ApplySuperSpeedySettings(Space);

            for (int i = 0; i < 2000; i++)
            {
                EntityShape shape;
                switch (i % 3)
                {
                case 0:
                    shape = new CylinderShape(0.5m + (Fix64)random.NextDouble() * 1.5m, 0.5m + (Fix64)random.NextDouble() * 1.5m);
                    break;

                case 1:
                    shape = new ConeShape(0.5m + (Fix64)random.NextDouble() * 1.5m, 0.5m + (Fix64)random.NextDouble() * 1.5m);
                    break;

                default:
                    shape = new CapsuleShape(0.5m + (Fix64)random.NextDouble() * 1.5m, 0.5m + (Fix64)random.NextDouble() * 1.5m);
                    break;
                }

                var toAdd = new Entity(shape, 2);
                //toAdd.LocalInertiaTensorInverse = new BEPUutilities.Matrix3x3();
                RandomizeEntityState(toAdd);
                Space.Add(toAdd);
            }
            Space.ForceUpdater.Gravity = new Vector3();

            game.Camera.Position = new Vector3(0, 6, 15);
        }
コード例 #27
0
ファイル: Day17.cs プロジェクト: ScottHolden/AdventOfCode2020
        private static int ResursePopulateDestinationSpace(int[] start, int[] end, Space source, Space destination, int index = 0, bool inner = false)
        {
            if (index < source.Dimensions)
            {
                int startValue = start[index];
                int sum        = 0;
                for (; start[index] <= end[index]; start[index]++)
                {
                    sum += ResursePopulateDestinationSpace(start, end, source, destination, index + 1, inner);
                }
                start[index] = startValue;
                return(sum);
            }

            bool active = source.Contains(start);

            if (inner)
            {
                return(active ? 1 : 0);
            }

            (int[] min, int[] max) = OffsetArrayValuesBy(start, 1);
            int count = ResursePopulateDestinationSpace(min, max, source, destination, 0, true);

            if (count == 3 || (active && count == 4))
            {
                destination.Add(start);
            }

            return(1);
        }
コード例 #28
0
ファイル: TankDemo.cs プロジェクト: zcxxv1213/bepuphysics1int
 public void AddToSpace(Space space)
 {
     LeftTread.AddToSpace(space);
     RightTread.AddToSpace(space);
     Turret.AddToSpace(space);
     space.Add(Body);
 }
コード例 #29
0
        /// <summary>
        ///A test for Do
        ///</summary>
        public void ReducedSetNegTestHelper <TKey>()
        {
            ISpace <int> space = new Space <int>(new Possible()
            {
                1, 2, 3, 4, 5, 6, 7, 8, 9
            });

            for (int i = 1; i < 10; i++)
            {
                space.Add(i, new Possible()
                {
                    1, 2, 3, 4, 5, 6, 7, 8, 9
                });
            }


            Keys <int> subset = new Keys <int>()
            {
                8, 9
            };
            Keys <int> set = new Keys <int>()
            {
                1, 2, 3, 4, 5, 6, 7, 8, 9
            };
            ReducedSetTester <int> target = new ReducedSetTester <int>(set, space);
            bool actual = target.ReducedSet(subset);

            Assert.AreEqual(false, actual);
        }
コード例 #30
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TerrainDemo(DemosGame game)
            : base(game)
        {
            //x and y, in terms of heightmaps, refer to their local x and y coordinates.  In world space, they correspond to x and z.
            //Setup the heights of the terrain.
            //[The size here is limited by the Reach profile the demos use- the drawer draws the terrain as a big block and runs into primitive drawing limits.
            //The physics can support far larger terrains!]
            int xLength = 180;
            int zLength = 180;

            float xSpacing = 8f;
            float zSpacing = 8f;
            var   heights  = new float[xLength, zLength];

            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < zLength; j++)
                {
                    float x = i - xLength / 2;
                    float z = j - zLength / 2;
                    //heights[i,j] = (float)(x * y / 1000f);
                    heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
                    //heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
                    //heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
                }
            }
            //Create the terrain.
            var terrain = new Terrain(heights, new AffineTransform(
                                          new Vector3(-xSpacing, 1, -zSpacing),
                                          Quaternion.Identity,
                                          new Vector3(xLength * xSpacing / 2, 0, zLength * zSpacing / 2)));

            terrain.Shape.QuadTriangleOrganization = BEPUphysics.CollisionShapes.QuadTriangleOrganization.BottomRightUpperLeft;

            //terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.


            Space.Add(terrain);
            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    for (int k = 0; k < 5; k++)
                    {
                        Space.Add(new Box(
                                      new Vector3(0 + i * 4, 100 - j * 10, 0 + k * 4),
                                      2 + i * j * k,
                                      2 + i * j * k,
                                      2 + i * j * k,
                                      4 + 20 * i * j * k));
                    }
                }
            }



            game.ModelDrawer.Add(terrain);

            game.Camera.Position = new Vector3(0, 30, 20);
        }
コード例 #31
0
ファイル: WheelShape.cs プロジェクト: EugenyN/BEPUphysicsMG
 internal void OnAdditionToSpace(Space space)
 {
     detector.CollisionInformation.collisionRules.Specific.Add(wheel.vehicle.Body.CollisionInformation.collisionRules, CollisionRule.NoBroadPhase);
     detector.CollisionInformation.collisionRules.Personal = CollisionRule.NoNarrowPhaseUpdate;
     detector.CollisionInformation.collisionRules.group = CollisionRules.DefaultDynamicCollisionGroup;
     //Need to put the detectors in appropriate locations before adding, or else the broad phase would see objects at (0,0,0) and make things gross.
     UpdateDetectorPosition();
     space.Add(detector);
 }
コード例 #32
0
ファイル: Game.cs プロジェクト: Wezthal/GameProject
        private void Init()
        {
            Music = new MusicPlayer();
            Sounds = new SoundManager();
            Assets = new Assets();
            Assets.Load();

            var vm = new SFML.Window.VideoMode(1000, 750, 32);
            var style = Styles.Close;
            var settings = new ContextSettings(0, 0, 8);

            Window = new SFML.Graphics.RenderWindow(vm, "", style, settings);
            Window.SetView(View);
            Window.SetVerticalSyncEnabled(true);
            Window.Closed += (sender, e) => { IsAppExited = true; };
            Window.LostFocus += (sender, e) => { IsPaused = true; };
            Window.GainedFocus += (sender, e) => { IsPaused = false; };
            Window.SetMouseCursorVisible(true);

            var splash = new Space("Splash", true);
            var menu = new Space("Menu");
            var inGame = new Space("InGame");
            var gameOver = new Space("GameOver");

            //  ----- ----- ----- Splash ----- ----- -----

            var images = new SplashImage[]
            {
                new SplashImage(Assets.Textures["sfml"], 3, 1, 1),
                new SplashImage(Assets.Textures["rsas"], 5, 1, 1)
            };

            SplashImage.Prepare(images, e =>
            {
                splash.IsActive = false;
                menu.IsActive = true;
            });

            foreach(var image in images)
                splash.Add(image);

            //  ----- ----- ----- Menu ----- ----- -----
            var btnStart = new MenuButton("Play", 40, new Vector(100, 100));
            var btnQuit = new MenuButton("Quit", 40, new Vector(100, 200));

            var btnDiffEasy = new MenuButton("Easy", 30, new Vector(250, 100));
            var btnDiffMedium = new MenuButton("Medium", 30, new Vector(250, 150));
            var btnDiffHard = new MenuButton("Hard", 30, new Vector(250, 200));

            var infoText =
                "- Instructions -\n" +
                "- Run, shoot and survive as long as possible.\n" +
                "- Collect white powersups to recover health.\n" +
                "- New weapons are unlocked after each 1000 kills.\n" +
                "\n" +
                "- Use WASD keys to move, and mouse to aim and shoot.\n" +
                "- Use the numbers keys to change weapons.\n" +
                "- During gameplay, press ESC to pause or F1 to give up.";
            var btnInfoText = new MenuButton(infoText, 20, new Vector(450, 125));

            var highscoreList = new HighscoreList(new Vector2f(50, 300));

            Difficulty = RSaS.Difficulty.Medium;
            btnDiffMedium.Text.Color = Color.Red;

            btnStart.Click += e =>
            {
                if (IsGameOver)
                {
                    IsGameOver = false;
                    InitInGame(inGame);
                }

                Music.Play("music");
                menu.IsActive = false;
                inGame.IsActive = true;
                IsOSCursorVisible = false;
            };

            btnQuit.Click += e =>
            {
                IsAppExited = true;
            };

            btnDiffEasy.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Easy;
                btnDiffEasy.Text.Color = Color.Red;
                btnDiffMedium.Text.Color = Color.White;
                btnDiffHard.Text.Color = Color.White;
            };

            btnDiffMedium.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Medium;
                btnDiffEasy.Text.Color = Color.White;
                btnDiffMedium.Text.Color = Color.Red;
                btnDiffHard.Text.Color = Color.White;
            };

            btnDiffHard.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Hard;
                btnDiffEasy.Text.Color = Color.White;
                btnDiffMedium.Text.Color = Color.White;
                btnDiffHard.Text.Color = Color.Red;
            };

            menu.Add(btnStart);
            menu.Add(btnQuit);
            menu.Add(btnDiffEasy);
            menu.Add(btnDiffMedium);
            menu.Add(btnDiffHard);
            menu.Add(btnInfoText);
            menu.Add(highscoreList);
        }
コード例 #33
0
 /// <summary>
 /// Sets up the vehicle's information when being added to the space.
 /// Called automatically when the space adds the vehicle.
 /// </summary>
 /// <param name="newSpace">New owning space.</param>
 public override void OnAdditionToSpace(Space newSpace)
 {
     newSpace.Add(body);
     foreach (Wheel wheel in Wheels)
     {
         wheel.OnAdditionToSpace(newSpace);
     }
 }
コード例 #34
0
ファイル: EntityMover.cs プロジェクト: EugenyN/BEPUphysicsMG
 /// <summary>
 /// Adds the motors to the space.  Called automatically.
 /// </summary>
 public override void OnAdditionToSpace(Space newSpace)
 {
     newSpace.Add(LinearMotor);
 }
コード例 #35
0
        public MachineLayer()
        {
            space = new Space () {
                Gravity = new PointF (0, -10),
            };

            Add ( new CCSprite ("bg.jpg") {
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF(512, 384) : new PointF(240, 160),
            });

            //motorblock, no body, no shape
            var motorblock = new CCSprite ("motor_block.png") {
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (160, 460) : new PointF (80, 230),
            };
            Add (motorblock);

            //motorwheel
            var motorwheel = new CCPhysicsSprite ("motor_wheel.png") {
                Body = new Body (1, Helper.MomentForCircle (1, 20, 20, PointF.Empty)),
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (160, 460) : new PointF (80, 230),
            };
            Add (motorwheel);

            space.Add (motorwheel.Body);
            space.Add (new CircleShape (motorwheel.Body, UIDevice.CurrentDevice.IsIPad() ? 20 : 10, PointF.Empty) {Group = 1});
            space.Add ((Constraint)new PivotJoint (space.StaticBody, motorwheel.Body, UIDevice.CurrentDevice.IsIPad() ? new PointF (160,460) : new PointF (80, 230)));
            space.Add ((Constraint)new SimpleMotor (space.StaticBody, motorwheel.Body, 10f));

            //wheel
            var wheel = new CCPhysicsSprite ("wheel.png") {
                Body = new Body (25, Helper.MomentForCircle (25, 140, 140, PointF.Empty)),
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (160, 300) : new PointF (80, 150),
            };
            space.Add (wheel.Body);
            space.Add (new CircleShape (wheel.Body, UIDevice.CurrentDevice.IsIPad() ? 140 : 70, PointF.Empty){Group = 1});
            Add (wheel);
            space.Add ((Constraint)new PivotJoint (space.StaticBody, wheel.Body, UIDevice.CurrentDevice.IsIPad() ? new PointF (160, 300) : new PointF (80, 150)));
            space.Add ((Constraint)new GearJoint (motorwheel.Body, wheel.Body, 0f, -7f));

            //cylinder. no physics body. only a shape
            Add (new CCSprite ("cylinder.png") {
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (570, 300) : new PointF (285, 150),
            });

            //space.Add (new PolygonShape (space.StaticBody, new [] {
            //	new PointF (350, 160),
            //	new PointF (350, 200),
            //	new PointF (750, 200),
            //	new PointF (750, 160),
            //}, PointF.Empty));
            //
            //space.Add (new PolygonShape (space.StaticBody, new [] {
            //	new PointF (350, 400),
            //	new PointF (350, 440),
            //	new PointF (750, 440),
            //	new PointF (750, 400),
            //}, PointF.Empty));

            //piston
            var piston = new CCPhysicsSprite ("piston.png") {
                Body = new Body (8, float.PositiveInfinity), //never rotates
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (370, 300) : new PointF (185, 150),
            };
            space.Add (piston.Body);
            space.Add (new PolygonShape (piston.Body, UIDevice.CurrentDevice.IsIPad() ? 100 : 50, UIDevice.CurrentDevice.IsIPad() ? 200 : 50) {Group = 1});
            Add (piston);

            //conrod
            var conrod = new CCPhysicsSprite ("conrod.png") {
                Body = new Body (4, Helper.MomentForPolygon (4, new[] {
                    new PointF (-160,-20),
                    new PointF (-160, 20),
                    new PointF (160, 20),
                    new PointF (160, -20),
                }, PointF.Empty)),
                Position = UIDevice.CurrentDevice.IsIPad() ? new PointF (190, 300) : new PointF (95, 150)
            };
            space.Add (conrod.Body);
            space.Add (new PolygonShape (conrod.Body, UIDevice.CurrentDevice.IsIPad() ? 320 : 160, UIDevice.CurrentDevice.IsIPad() ? 40 : 20) {Group = 1});
            Add (conrod);
            space.Add ((Constraint)new PivotJoint (wheel.Body, conrod.Body, UIDevice.CurrentDevice.IsIPad() ? new PointF (40, 300) : new PointF (20, 150)));

            space.Add ((Constraint)new PivotJoint (conrod.Body, piston.Body, UIDevice.CurrentDevice.IsIPad() ? new PointF (340, 300) : new PointF (170, 150)));
            space.Add ((Constraint)new GrooveJoint (space.StaticBody,
                                        piston.Body,
                                        UIDevice.CurrentDevice.IsIPad() ? new PointF (0, 300) : new PointF (0, 150),
                                        UIDevice.CurrentDevice.IsIPad() ? new PointF (1024, 300) : new PointF (480, 150),
                                        UIDevice.CurrentDevice.IsIPad() ? new PointF (0, 0): new PointF (0, 0)));
        }
コード例 #36
0
ファイル: RandomWalk.cs プロジェクト: KyKoPho/random-art
		public RandomWalk(int maxFileSize, bool populateSpace = false, bool createBitmap = false, BitmapPoint? startingPoint = null, string bitmapFilePath = null)
        {
			int numberDrawn = 0;

			if (bitmapFilePath == null)
				_filePath = @"C:\Users\kylan_000\Desktop\Test Projects\Random Bitmaps\RandomArt.2013\WithPointers\";
			else _filePath = bitmapFilePath;

			_space = new Space();

            Random randomW = new Random();
            //Random randomC = new Random();
            Random rr = new Random();
            Random rg = new Random();
            Random rb = new Random();

            Random random = new Random();

            Random randomR = new Random();

            Random randomG = new Random();

            Random randomB = new Random();

            Random pc = new Random();

            Random myRandom = new Random();

            //int LineLength = 1;

            //int FileSize = 10000000; //in bytes

            int x = (int)Math.Truncate(Math.Sqrt(maxFileSize / 36)) + 1;

            int Width = 4 * x;    // Screen.GetBounds(new Point(5, 5)).Width;

            int Height = 3 * x;   //Screen.GetBounds( new Point(5,5) ).Height;

            Random pick = new Random();

			Console.WriteLine("Setting up data structure...");
			if (createBitmap)
			{
				_tBitmap = new TBitmap(Width, Height);

				Console.WriteLine("Initializing bitmap...");
				for (int k = 0; k < _tBitmap.values.Length; k++)
				{
					_tBitmap.values[k].R = (byte)0;
					_tBitmap.values[k].G = (byte)0;
					_tBitmap.values[k].B = (byte)0;
					_tBitmap.values[k].A = (byte)0;
				}
			}

            int i;

            int randomNumber; randomNumber = random.Next(0, 255);

            //for (int g = 1; g < 10; g++)
            //{
			BitmapPoint ptStart = startingPoint == null ? new BitmapPoint(random.Next(Width), random.Next(Height)) : new BitmapPoint(((BitmapPoint)startingPoint).x,((BitmapPoint)startingPoint).y);

                double rnd;

                rnd = pc.Next(0, 8);

                int PenCase = 4;

                Color startColor = Color.FromArgb(random.Next(0,255),random.Next(0,255),random.Next(0,255));

				BitmapPoint ptEnd = new BitmapPoint(0, 0);

				Random randomC = new Random();

				int iMax = (int)Math.Truncate(Math.Pow(maxFileSize, 0.9));

				Console.WriteLine("Generating random walk...");

				for (i = 1; i < iMax; i++)
                //do
                {

                    //IntPoint[] pts = new IntPoint[2];

                    int c;

                    Color endColor = new Color();

                    switch (PenCase)
                    {
                        case 1:
                            {

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);

                                //ptEnd.Offset(random.Next(-(LineLength), LineLength + 1), random.Next(-(LineLength), LineLength + 1));

                                break;
                            }
                        case 2:
                            { //black
                                //pn.Width = randomW.Next(0, 5);

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);

                                break;
                            }
                        case 3:
                            { //all colors, random line width between 0 and 5 px

                                endColor = Color.FromArgb(random.Next(0, 255), random.Next(0, 255), random.Next(0, 255));

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);
                                break;
                            }
                        case 4:
                            { //all colors, thinnest line width

								ptEnd = GetNextPoint(new Point(ptStart.x, ptStart.y), random, Width, Height);

								endColor = Color.FromArgb(random.Next(0, 255), random.Next(0, 255), random.Next(0, 255), random.Next(0, 255));

                                //endColor = Blend(startColor, GetPixelColor(ptEnd, tBm), random);

								if(createBitmap)
									numberDrawn += DrawToBitmap(ref _tBitmap, ptEnd, endColor);

								ptStart.x = ptEnd.x; ptStart.y = ptEnd.y;

                                break;
                            }
                        case 5:
                            { //greyscale
                                c = randomC.Next(0, 255);
                                //pn.Color = System.Drawing.Color.FromArgb(c, c, c);

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);
                                break;
                            }
                        case 6:
                            { //white
                                //pn.Color = System.Drawing.Color.White;

                                //ptEnd.X = ptStart.X;

                                //ptEnd.Y = ptStart.Y;

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);
                                break;
                            }
                        case 7:
                            { //black thinnest line width
                                //pn.Width = 1;

                                //ptEnd.X = ptStart.X;

                                //ptEnd.Y = ptStart.Y;

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);
                                break;
                            }
                        case 8: //all colors, wider line width
                            {
                                //pn.Color = System.Drawing.Color.FromArgb( rr.Next(redBottom, redTop), rr.Next(greenBottom, greenCenter), rr.Next(blueBottom, blueTop) );
                                //pn.Width = randomW.Next(0, 50);

                                //ptEnd.X = ptStart.X;

                                //ptEnd.Y = ptStart.Y;

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);
                                break;
                            }
                        default:
                            {

                                //ptEnd.X = ptStart.X;

                                //ptEnd.Y = ptStart.Y;

                                //ptEnd = GetNextPoint(ptStart, random, bpData.Stride, bpData.Height);

                                break;
                            }

                    } //end switch

					if (populateSpace)
					{
						_space.Add(new BitmapPoint(ptEnd.x, ptEnd.y));
						_size++;
					}
                }
            //}

            if(createBitmap)
				WriteDataToStandardBitmap(ref _tBitmap);

        }
コード例 #37
0
ファイル: Game.cs プロジェクト: Wezthal/GameProject
 private void InitInGame(Space space)
 {
     space.Clear();
     space.Add(new HUD());
     space.Add(new Player());
     space.Add(new Cursor());
     space.Add(new EnemySpawner());
 }
コード例 #38
0
        public override void OnAdditionToSpace(Space newSpace)
        {
            //Add any supplements to the space too.
            newSpace.Add(Body);
            newSpace.Add(HorizontalMotionConstraint);
            newSpace.Add(VerticalMotionConstraint);
            //This character controller requires the standard implementation of Space.
            newSpace.BoundingBoxUpdater.Finishing += ExpandBoundingBox;

            Body.AngularVelocity = new Vector3();
            Body.LinearVelocity = new Vector3();
        }
コード例 #39
0
ファイル: Program.cs プロジェクト: KyKoPho/random-art
		public static void RunTests()
		{
			//test IsSubSpace
			Space FirstSpace = new Space();
			Space SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
					FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 25 && i <= 50)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (SecondSpace.IsSubsetOf(FirstSpace))
				Console.WriteLine("Test IsSubSpace passed!");
			else Console.WriteLine("Test IsSubSpace failed!");

			//test !IsSubSpace
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				if (i >= 50)
					FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i <= 25)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (!SecondSpace.IsSubsetOf(FirstSpace))
				Console.WriteLine("Test !IsSubSpace passed!");
			else Console.WriteLine("Test !IsSubSpace failed!");

			//test Contains
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 25 && i <= 50)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (FirstSpace.Contains(SecondSpace))
				Console.WriteLine("Test Contains passed!");
			else Console.WriteLine("Test Contains failed!");

			//test !Contains
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				if( i <= 50)
				FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 75)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (!FirstSpace.Contains(SecondSpace))
				Console.WriteLine("Test !Contains passed!");
			else Console.WriteLine("Test !Contains failed!");

			//test IsSupersetOf
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 75)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (FirstSpace.IsSupersetOf(SecondSpace))
				Console.WriteLine("Test IsSupersetOf passed!");
			else Console.WriteLine("Test IsSupersetOf failed!");

			//test !IsSupersetOf
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				if( i <= 25)
					FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 75)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			if (!FirstSpace.IsSupersetOf(SecondSpace))
				Console.WriteLine("Test !IsSupersetOf passed!");
			else Console.WriteLine("Test !IsSupersetOf failed!");

			//test GetUnion(Space s1, Space s2)_1
			FirstSpace = new Space();
			SecondSpace = new Space();

			for (int i = 0; i < 100; i++)
			{
				if (i <= 25)
					FirstSpace.Add(new System.Drawing.Point(i, i));
				if (i >= 75)
					SecondSpace.Add(new System.Drawing.Point(i, i));
			}

			Space UnionSpace = new Space();

			UnionSpace = Space.GetUnion(FirstSpace, SecondSpace);

			if ( UnionSpace == FirstSpace + SecondSpace )
				Console.WriteLine("Test GetUnion(Space s1, Space s2)_1 passed!");
			else Console.WriteLine("Test GetUnion(Space s1, Space s2)_1 failed!");

			//test GetUnion(Space s1, Space s2)_2
			FirstSpace = new Space();
			SecondSpace = new Space();

			FirstSpace.Add(new System.Drawing.Point(1, 1));

			SecondSpace.Add(new System.Drawing.Point(2, 2));

			UnionSpace = new Space();

			UnionSpace = Space.GetUnion(FirstSpace, SecondSpace);

			if (UnionSpace == FirstSpace + SecondSpace)
				Console.WriteLine("Test GetUnion(Space s1, Space s2)_2 passed!");
			else Console.WriteLine("Test GetUnion(Space s1, Space s2)_2 failed!");

			//test GetUnion(Space s1, Space s2)_3
			FirstSpace = new Space();
			SecondSpace = new Space();

			FirstSpace.Add(new System.Drawing.Point(1, 1));

			FirstSpace.Add(new System.Drawing.Point(2, 2));

			SecondSpace.Add(new System.Drawing.Point(2, 2));

			UnionSpace = new Space();

			UnionSpace = Space.GetUnion(FirstSpace, SecondSpace);

			if (UnionSpace == FirstSpace + SecondSpace)
				Console.WriteLine("Test GetUnion(Space s1, Space s2)_3 passed!");
			else Console.WriteLine("Test GetUnion(Space s1, Space s2)_3 failed!");

			//test GetUnion(Space s1, Space s2)_4
			FirstSpace = new Space();
			SecondSpace = new Space();

			FirstSpace.Add(new System.Drawing.Point(1, 1));

			FirstSpace.Add(new System.Drawing.Point(2, 2));

			UnionSpace = new Space();

			UnionSpace = Space.GetUnion(FirstSpace, SecondSpace);

			if (UnionSpace == FirstSpace + SecondSpace)
				Console.WriteLine("Test GetUnion(Space s1, Space s2)_4 passed!");
			else Console.WriteLine("Test GetUnion(Space s1, Space s2)_4 failed!");

			//test IntersectWith(Space s)
			FirstSpace = new Space();
			SecondSpace = new Space();

			FirstSpace.Add(new System.Drawing.Point(1, 1));

			SecondSpace.Add(new System.Drawing.Point(2, 2));

			SecondSpace.Add(new System.Drawing.Point(1, 1));

			FirstSpace.IntersectWith(SecondSpace);

			if (FirstSpace.Size == 1 && FirstSpace.Points[0].X == 1 && FirstSpace.Points[0].Y == 1)
				Console.WriteLine("Test IntersectWith(Space s) passed!");
			else Console.WriteLine("Test IntersectWith(Space s) failed!");

			//test IntersectWith(List<Space> s)
			FirstSpace = new Space(new List<System.Drawing.Point>() { new System.Drawing.Point(1, 1) });
			List<Space> Spaces = new List<Space>();

			for (int i = 2; i < 100; i++)
			{
				List<System.Drawing.Point> points = new List<System.Drawing.Point>();
				points.Add(new System.Drawing.Point(1, 1));
				points.Add(new System.Drawing.Point(i, i));
				Spaces.Add(new Space(points));
			}

			FirstSpace.IntersectWith(Spaces);

			if (FirstSpace.Size == 1 && FirstSpace.Points[0].X == 1 && FirstSpace.Points[0].Y == 1)
				Console.WriteLine("Test IntersectWith(List<Space> s) passed!");
			else Console.WriteLine("Test IntersectWith(List<Space> s) failed!");

			//test GetEdge(Space s1, Space s2)
			FirstSpace = new Space();
			SecondSpace = new Space();

			FirstSpace.Add(new System.Drawing.Point(0, 0));
			FirstSpace.Add(new System.Drawing.Point(1, 0));
			FirstSpace.Add(new System.Drawing.Point(1, 1));
			FirstSpace.Add(new System.Drawing.Point(0, 1));

			SecondSpace.Add(new System.Drawing.Point(1, 1));
			SecondSpace.Add(new System.Drawing.Point(1, 2));
			SecondSpace.Add(new System.Drawing.Point(2, 1));
			SecondSpace.Add(new System.Drawing.Point(2, 2));

			Space Edge = Space.GetEdge(FirstSpace, SecondSpace);

			Console.WriteLine("Test for GetEdge(Space s1, Space s2) not implemented.");
			
		}