This class brings 'dynamics' and 'collisions' together. It handles all bodies and constraints.
コード例 #1
0
ファイル: Scene.cs プロジェクト: Richy19/ultraSandbox
        /*
        public Model
            BloomViewboard,
            BloomViewboard2,
            CompositeViewboard,
            AoViewboard,
            AoBlrViewboard;
         */
        public Scene(OpenTkProjectWindow mGameWindow)
        {
            //prepare list of world textures
            int texCount = Enum.GetValues(typeof(Material.WorldTexture)).Length;
            if (worldTextures == null)
                worldTextures = new Texture[texCount];

            this.gameWindow = mGameWindow;
            Scene = this;
            //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024));

            // creating a new collision system and adding it to the new world
            CollisionSystem collisionSystem = new CollisionSystemSAP();
            world = new World(collisionSystem);

            // Create the groundShape and the body.
            Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100));
            RigidBody groundBody = new RigidBody(groundShape);

            // make the body static, so it can't be moved
            groundBody.IsStatic = true;

            // add the ground to the world.
            world.AddBody(groundBody);
        }
コード例 #2
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ファイル: PhysicsManager.cs プロジェクト: AreonDev/NoWayOut
        /// <summary>
        /// Initializes a new instance of the <see cref="FreezingArcher.Core.PhysicsManager"/> class.
        /// </summary>
        /// <param name="collisionSystem">Collision system.</param>
        public PhysicsManager(MessageProvider prov, CollisionSystem collisionSystem = CollisionSystem.SweepAndPrune)
        {
            this.collisionSystem = collisionSystem;

            MessageProvider = prov;

            Jitter.Collision.CollisionSystem system;
            switch (collisionSystem)
            {
                case CollisionSystem.Brute:
                    system = new CollisionSystemBrute();
                    break;
                case CollisionSystem.PersistentSweepAndPrune:
                    system = new CollisionSystemPersistentSAP();
                    break;
                default:
                    system = new CollisionSystemSAP();
                    break;
            }

            MessageProvider += this;

            World = new World(system);

            World.CollisionSystem.CollisionDetected += (Jitter.Dynamics.RigidBody body1, Jitter.Dynamics.RigidBody body2,
                Jitter.LinearMath.JVector point1, Jitter.LinearMath.JVector point2, Jitter.LinearMath.JVector normal, float penetration) => 
            {
                if(MessageCreated != null)
                    MessageCreated(new CollisionDetectedMessage(body1, body2));
            };

            Start();
        }
コード例 #3
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ファイル: JDBaconTheGame.cs プロジェクト: jmdjr/jd-bacon
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public JDBaconTheGame()
        {
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep = false;
            this.Window.AllowUserResizing = true;

            graphics = new GraphicsDeviceManager(this);
            graphics.GraphicsProfile = GraphicsProfile.HiDef;
            graphics.SynchronizeWithVerticalRetrace = false;
            graphics.PreferMultiSampling = true;
            graphics.PreferredBackBufferWidth = 840;
            graphics.PreferredBackBufferHeight = 480;

            // Establishing JDBTG object instances.
            JDBTG.MusicManager = new EasyXnaAudioComponent(this, "Assets/Audio");
            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            Collision = new CollisionSystemPersistentSAP();

            World = new World(Collision);
            World.AllowDeactivation = true;
            World.Gravity = new JVector(0, -10, 0);

            cullMode = new RasterizerState();
            cullMode.CullMode = CullMode.None;

            normal = new RasterizerState();

            Components.Add(screenManager);
        }
コード例 #4
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ファイル: JitterDemo.cs プロジェクト: tpb3d/TPB3D
        public JitterDemo()
        {
            this.IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);

            graphics.GraphicsProfile = GraphicsProfile.HiDef;
            graphics.PreferMultiSampling = true;

            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth = 800;

            this.IsFixedTimeStep = false;
            this.graphics.SynchronizeWithVerticalRetrace = false;

            CollisionSystem collision = new CollisionSystemPersistentSAP();
            World = new World(collision); World.AllowDeactivation = true;

            this.Window.AllowUserResizing = true;

            this.Window.Title = "Jitter Physics Demo - Jitter "
                + Assembly.GetAssembly(typeof(Jitter.World)).GetName().Version.ToString();

            wireframe = new RasterizerState();
            wireframe.FillMode = FillMode.WireFrame;

            cullMode = new RasterizerState();
            cullMode.CullMode = CullMode.None;

            normal = new RasterizerState();
        }
コード例 #5
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ファイル: WorldSimulation.cs プロジェクト: jpires/gta2net
 /// <summary>
 /// Creates an instance of WorldSimulation class.
 /// </summary>
 /// <param name="map">The map to use as physic base.</param>
 public WorldSimulation(Map.Map map)
 {
     CollisionSystem collisionSystem = new CollisionSystemSAP();
     collisionSystem.UseTriangleMeshNormal = false;
     world = new World(collisionSystem);
     world.Gravity = new Jitter.LinearMath.JVector(0, 0, -10);
     Initialize(map);
 }
コード例 #6
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        public PhysicsService()
        {
            trigger = c => c is PhysicsComponent;
            World = new World(new CollisionSystemSAP{UseTriangleMeshNormal = false})
	                    {
							Gravity = new JVector(0, 0, -9.81f)
	                    };
			World.ContactSettings.MaterialCoefficientMixing = ContactSettings.MaterialCoefficientMixingType.TakeMinimum;
	        World.CollisionSystem.PassedBroadphase += CheckBroadphase;
        }
コード例 #7
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ファイル: PhysicsObject.cs プロジェクト: DavidMann10k/nyx
        public void AttachToWorld(World world)
        {
            this.CollisionShape = PhysicsUtils.CollisionShapeForModel(this.CollisionShapeType, this.Model, this.Scale);

            this.RigidBody = new RigidBody(this.CollisionShape);
            this.RigidBody.IsStatic = this.IsStatic;
            this.RigidBody.Position = PhysicsUtils.XNAToJitterVector(this.Position);

            world.AddBody(this.RigidBody);
        }
コード例 #8
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ファイル: Physics.cs プロジェクト: jumonb/hideandsneeze
        protected override void OnOwnerSet()
        {
            if (m_World != null)
                m_World.Clear();

            m_World = new World(new CollisionSystemPersistentSAP())
            {
                Gravity = new JVector() { Y = -9.8f }
            };

            base.OnOwnerSet();
        }
コード例 #9
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ファイル: JitterPhysics.cs プロジェクト: whztt07/DeltaEngine
		public JitterPhysics()
		{
			collisionSystem = new CollisionSystemSAP();
			jitterWorld = new World(collisionSystem) { AllowDeactivation = true };
			jitterWorld.SetIterations(100, 100);
			jitterWorld.SetDampingFactors(0.95f, 0.95f);
			jitterWorld.SetInactivityThreshold(0.005f, 0.005f, 10);
			jitterWorld.Gravity = JitterDatatypesMapping.ConvertSlow(DefaultGravity);
			jitterWorld.Events.BodiesBeginCollide += BeginCollision;
			jitterWorld.Events.BodiesEndCollide += EndCollision;
			CreateGroundBody();
		}
コード例 #10
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ファイル: Ball.cs プロジェクト: BCProgramming/Prehender
 public Ball(World physicsWorld,PrehenderGame game,Vector3 pLocation, Vector3 pVelocity, double pRadius = 3)
 {
     _Location = pLocation;
     _Velocity = pVelocity;
     _Radius = pRadius;
     rb = new RigidBody(new SphereShape((float)_Radius));
     rb.Position = new JVector(pLocation.X, pLocation.Y, pLocation.Z);
     rb.LinearVelocity = new JVector(pVelocity.X, pVelocity.Y, pVelocity.Z);
     rb.Mass = 50;
     rb.Tag = this;
     physicsWorld.AddBody(rb);
 }
コード例 #11
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ファイル: CharacterController.cs プロジェクト: rumkex/Game
 public CharacterController(World world, RigidBody body)
     : base(body, null)
 {
     this.world = world;
     JMatrix orient = body.Orientation;
     JVector down = JVector.Forward, ray;
     JVector.TransposedTransform(ref down, ref orient, out down);
     body.Shape.SupportMapping(ref down, out ray);
     FeetPosition = ray * down;
     JumpVelocity = 5f;
     FallVelocity = 5f;
     ClimbVelocity = 1f;
 }
コード例 #12
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ファイル: Program.cs プロジェクト: tpb3d/TPB3D
        public Program()
            : base(800, 600) {
            world = new World(new CollisionSystemSAP());
            world.Gravity = new JVector(0, 0, -10);

            dsSetSphereQuality(2);

            this.VSync = OpenTK.VSyncMode.Off;
            this.Title = title;
            
            Keyboard.KeyDown += new EventHandler<OpenTK.Input.KeyboardKeyEventArgs>(Keyboard_KeyDown);

            BuildScene();
        }
コード例 #13
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        public Game1()
        {
            this.IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);

            // creating a new collision system and adding it to the new world
            CollisionSystem collisionSystem = new CollisionSystemSAP();
            world = new World(collisionSystem);

            // build our basic scene
            BuildScene();

            Content.RootDirectory = "Content";
        }
コード例 #14
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ファイル: SceneGraph.cs プロジェクト: kkestell/nyx-1.0
        /// <summary>
        /// Initializes a new instance of the <see cref="SceneGraph" /> class.
        /// </summary>
        public SceneGraph()
        {
            this.root = new SceneNode();

            this.collisionSystem = new CollisionSystemSAP();
            this.world = new World(this.collisionSystem);
            this.world.Gravity = new JVector(0f, -12f, 0f);

            this.directionalLights = new List<DirectionalLight>();
            this.spotLights = new List<SpotLight>();
            this.pointLights = new List<PointLight>();
            this.renderableObjects = new List<RenderableObject>();

            this.camera = new Camera(this.engine);
        }
コード例 #15
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ファイル: Wheel.cs プロジェクト: reidyd/jitterphysics
        /// <summary>
        /// Creates a new instance of the Wheel class.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="car">The RigidBody on which to apply the wheel forces.</param>
        /// <param name="position">The position of the wheel on the body (in body space).</param>
        /// <param name="radius">The wheel radius.</param>
        public Wheel(World world,RigidBody car,JVector position,float radius)
        {
            this.world = world;
            this.car = car;
            this.Position = position;

            raycast = new RaycastCallback(RaycastCallback);

            // set some default values.
            this.SideFriction = 1.5f;
            this.ForwardFriction = 1f;
            this.Radius = radius;
            this.Inertia = 1.0f;
            this.WheelTravel = 0.2f;
            this.MaximumAngularVelocity = 200;
            this.NumberOfRays = 5;
        }
コード例 #16
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        public JitterPhysicsGame()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferMultiSampling = true;
            graphics.PreferredBackBufferWidth = (int)PreferredSize.X;
            graphics.PreferredBackBufferHeight = (int)PreferredSize.Y;

            Content.RootDirectory = "Content";

            // Choose a collision system and create a new world instance.
            var collision = new CollisionSystemSAP();
            world = new World(collision);

            // Call this method which adds some boxes to the
            // empty world.
            CreateInitialScene();
        }
コード例 #17
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ファイル: Player.cs プロジェクト: kkestell/nyx-1.0
        public void AttachToWorld(World world)
        {
            // Create rigid body
            this.RigidBody = new RigidBody(this.CollisionShape);
            this.RigidBody.IsStatic = false;
            this.RigidBody.Position = PhysicsUtils.XNAToJitterVector(this.Position);

            // Create constraints
            this.FixedAngleConstraint = new FixedAngle(this.RigidBody);
            this.ImpulseConstraint = new ImpulseConstraint(world, this.RigidBody);

            // Add constraints to world
            world.AddConstraint(this.FixedAngleConstraint);
            world.AddConstraint(this.ImpulseConstraint);

            // Add rigid body to world
            world.AddBody(this.RigidBody);
        }
コード例 #18
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ファイル: ImpulseConstraint.cs プロジェクト: kkestell/nyx-1.0
        public ImpulseConstraint(World world, RigidBody body)
            : base(body, null)
        {
            this.World = world;

            // determine the position of the feets of the character
            // this can be done by supportmapping in the down direction.
            // (furthest point away in the down direction)
            JVector vec = JVector.Down;
            JVector result = JVector.Zero;

            // Note: the following works just for normal shapes, for multishapes (compound for example)
            // you have to loop through all sub-shapes -> easy.
            body.Shape.SupportMapping(ref vec, out result);

            // feet position is now the distance between body.Position and the feets
            // Note: the following '*' is the dot product.
            this.feetPosition = result * JVector.Down;
        }
コード例 #19
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        //World.WorldStep postStep;

        /// <summary>
        /// Initializes a new instance of the DefaultCar class.
        /// </summary>
        /// <param name="world">The world the car should be in.</param>
        /// <param name="shape">The shape of the car. Recommend is a box shape.</param>
        public DefaultCar(World world,Shape shape) : base(shape)
        {
            this.world = world;
            //postStep = new World.WorldStep(world_PostStep);

            //world.Events.PostStep += postStep;

            // set some default values
            this.AccelerationRate = 5.0f;
            this.SteerAngle = 20.0f;
            this.DriveTorque = 50.0f;
            this.SteerRate = 5.0f;

            // create default wheels
            wheels[(int)WheelPosition.FrontLeft] = new Wheel(world, this, JVector.Left + 1.8f * JVector.Forward + 0.8f * JVector.Down,0.4f);
            wheels[(int)WheelPosition.FrontRight] = new Wheel(world, this, JVector.Right + 1.8f * JVector.Forward + 0.8f * JVector.Down, 0.4f);
            wheels[(int)WheelPosition.BackLeft] = new Wheel(world, this, JVector.Left + 1.8f * JVector.Backward + 0.8f * JVector.Down, 0.4f);
            wheels[(int)WheelPosition.BackRight] = new Wheel(world, this, JVector.Right + 1.8f * JVector.Backward + 0.8f * JVector.Down, 0.4f);

            AdjustWheelValues();
        }
コード例 #20
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        public JitterDemo()
        {
            this.IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);
            
            Content.RootDirectory = "Content";

            this.IsFixedTimeStep = false;
            this.graphics.SynchronizeWithVerticalRetrace = false;

            CollisionSystem collision = new CollisionSystemSAP();
            world = new World(collision); world.AllowDeactivation = false;

            codeForm = new CodeForm(world);

            RigidBody ground = new RigidBody(new BoxShape(new JVector(1000, 10, 1000)));
            ground.Position = new JVector(0, -5, 0); ground.Tag = true;
            ground.IsStatic = true; world.AddBody(ground);

            this.Window.Title = "Jitter Demo (Preview) - Jitter © by Thorben Linneweber";
        }
コード例 #21
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ファイル: Ball.cs プロジェクト: BCProgramming/Prehender
 public void AddToWorld(World Target)
 {
     Target.AddBody(this.PhysicsElement);
 }
コード例 #22
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 public PedestrianController(World world, RigidBody body)
     : base(body, null)
 {
 }
コード例 #23
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 public PhysicsWorld(PhysicsDebugDraw debugDraw)
 {
     collisionSystem.UseTriangleMeshNormal = true;
     world = new World(collisionSystem);
     this.debugDraw = debugDraw;
 }
コード例 #24
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ファイル: Scene.cs プロジェクト: Metapyziks/ultraSandbox
        /*
        public Model
            BloomViewboard,
            BloomViewboard2,
            CompositeViewboard,
            AoViewboard,
            AoBlrViewboard;
         */
        public Scene(OpenTkProjectWindow mGameWindow)
        {
            this.gameWindow = mGameWindow;
            Scene = this;

            sunLight = new LightSun(new Vector3(0.1f, 0.125f, 0.2f) * 3f, this);
            sunLight.lightAmbient = new Vector3(0.1f, 0.125f, 0.2f) * 0.5f;//new Vector3(0.2f, 0.125f, 0.1f);//new Vector3(0.1f, 0.14f, 0.3f);
            sunLight.PointingDirection = Vector3.Normalize(new Vector3(674, -674, 1024));
            sunFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false);
            sunInnerFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false);

            //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024));

            // creating a new collision system and adding it to the new world
            CollisionSystem collisionSystem = new CollisionSystemSAP();
            world = new World(collisionSystem);

            // Create the groundShape and the body.
            Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100));
            RigidBody groundBody = new RigidBody(groundShape);

            // make the body static, so it can't be moved
            groundBody.IsStatic = true;

            // add the ground to the world.
            world.AddBody(groundBody);
        }
コード例 #25
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ファイル: Event.cs プロジェクト: YoshihisaMaruya/TARP
 public Event(Game game,World world)
 {
     this.game = game;
     this.world = world;
 }
コード例 #26
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		protected override void shown()
		{
			try
			{
				root = new RootDisposable();

				// video objects
				VideoTypes videoType;
				#if METRO
				VideoTypes createVideoTypes = VideoTypes.D3D11;
				#elif WIN32
				VideoTypes createVideoTypes = VideoTypes.D3D11 | VideoTypes.D3D9 | VideoTypes.OpenGL;
				#elif XNA
				VideoTypes createVideoTypes = VideoTypes.XNA;
				#endif

				#if WIN32 || METRO
				video = Video.Init(createVideoTypes, out videoType, root, this, true);
				#elif XNA
				video = Video.Create(createVideoTypes, out videoType, root, this);
				#endif

				// shaders
				DiffuseTextureMaterial.Init(video, "Data/", video.FileTag, ShaderVersions.Max, null);
				DiffuseTextureMaterial.ApplyInstanceConstantsCallback = applyDiffuseCallbackMethod;
				QuickDraw3ColorMaterial.Init(video, "Data/", video.FileTag, ShaderVersions.Max, null);
				material = new QuickDraw3ColorMaterial();
				texture = Texture2DAPI.New(video, "Data/Rocks.dds", null);
				qd = QuickDrawAPI.New(video, QuickDraw3ColorMaterial.BufferLayoutDesc);

				var frame = FrameSize;
				viewPort = ViewPortAPI.New(video, 0, 0, frame.Width, frame.Height);
				float camDis = 50;
				camera = new Camera(viewPort, new Vector3(0, 5, camDis), new Vector3(), new Vector3(0, 5+1, camDis));

				// states
				rasterizerState = RasterizerStateAPI.New(video, RasterizerStateDescAPI.New(RasterizerStateTypes.Solid_CullCW));
				samplerState = SamplerStateAPI.New(video, SamplerStateDescAPI.New(SamplerStateTypes.Linear_Wrap));
				blendState = BlendStateAPI.New(video, BlendStateDescAPI.New(BlendStateTypes.None));
				depthStencilState = DepthStencilStateAPI.New(video, DepthStencilStateDescAPI.New(DepthStencilStateTypes.ReadWrite_Less));

				// models
				var materialTypes = new Dictionary<string,Type>();
				materialTypes.Add("Material", typeof(DiffuseTextureMaterial));

				var materialFieldTypes = new List<MaterialFieldBinder>();
				materialFieldTypes.Add(new MaterialFieldBinder("Material", "Paint_dds", "Diffuse"));

				var extOverrides = new Dictionary<string,string>();
				var emptyBinders = new List<MaterialFieldBinder>();
				sphereModel = new Model(video, "Data/sphere.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				//capsuleModel = Model.Create(videoType, video, "Data/capsule.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides);
				boxModel = new Model(video, "Data/box.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				monkeyModel = new Model(video, "Data/monkeyFlat.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				
				// physics
				collisionSystem = new CollisionSystemPersistentSAP();
				world = new World(collisionSystem);
				world.Gravity = new JVector(0, -9.81f, 0);
				
				spheres = new RigidBody[35];
				for (int i = 0; i != spheres.Length; ++i)
				{
					spheres[i] = new RigidBody(new SphereShape(1));
					spheres[i].Position = new JVector(spheres.Length/(float)(i+1), (i*3)+5, 0);
					world.AddBody(spheres[i]);
				}
				floorBox = new RigidBody(new BoxShape(30, 1, 30));
				floorBox.Shape.TransformScale = new Vector3(30, 1, 30) * .5f;
				floorBox.Position = new JVector(0, -7, 0);
				floorBox.IsStatic = true;
				//floorBox.Orientation = JMatrix.CreateFromYawPitchRoll(0, -.25f, 0);
				world.AddBody(floorBox);
				triangleMesh = new TriangleMesh("Data/monkeyFlat.rtmm", loadTiangleMesh);

				loaded = true;
			}
			catch (Exception e)
			{
				Message.Show("Error", e.Message);
				dispose();
			}
		}
コード例 #27
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ファイル: PhysicsSystem.cs プロジェクト: coryleeio/SPShared
 public PhysicsSystem()
     : base(TimeSpan.FromSeconds(TICKS_PER_SECOND), Aspect.All(typeof(ECS.Components.PhysicsBody)))
 {
     collisionSystem = new CollisionSystemSAP();
     world = new World(collisionSystem);
 }
コード例 #28
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ファイル: Ball.cs プロジェクト: BCProgramming/Prehender
 public void RemoveFromWorld(World Target)
 {
     Target.RemoveBody(PhysicsElement);
 }
コード例 #29
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ファイル: Ragdoll.cs プロジェクト: RainsSoft/jitterphysics
        public void BuildRagdoll(World world, JVector position)
        {
            // the torso
            RigidBody torso = new RigidBody(new BoxShape(1.5f, 3, 0.5f));
            torso.Position = position;

            // the head
            RigidBody head = new RigidBody(new SphereShape(0.5f));
            head.Position = position + new JVector(0, 2.1f, 0);

            // connect head and torso
            PointPointDistance headTorso = new PointPointDistance(head, torso,
                position + new JVector(0, 1.6f, 0), position + new JVector(0, 1.5f, 0));

            RigidBody arm1 = new RigidBody(new CapsuleShape(0.8f, 0.2f));
            arm1.Position = position + new JVector(1.0f, 0.75f, 0);

            RigidBody arm2 = new RigidBody(new CapsuleShape(0.8f, 0.2f));
            arm2.Position = position + new JVector(-1.0f, 0.75f, 0);

            RigidBody lowerarm1 = new RigidBody(new CapsuleShape(0.6f, 0.2f));
            lowerarm1.Position = position + new JVector(1.0f, -0.45f, 0);

            RigidBody lowerarm2 = new RigidBody(new CapsuleShape(0.6f, 0.2f));
            lowerarm2.Position = position + new JVector(-1.0f, -0.45f, 0);

            PointOnPoint arm1torso = new PointOnPoint(arm1, torso, position + new JVector(0.9f, 1.4f, 0));
            PointOnPoint arm2torso = new PointOnPoint(arm2, torso, position + new JVector(-0.9f, 1.4f, 0));

            HingeJoint arm1Hinge = new HingeJoint(world, arm1, lowerarm1, position + new JVector(1.0f, 0.05f, 0), JVector.Right);
            HingeJoint arm2Hinge = new HingeJoint(world, arm2, lowerarm2, position + new JVector(-1.0f, 0.05f, 0), JVector.Right);

            RigidBody leg1 = new RigidBody(new CapsuleShape(1.0f, 0.3f));
            leg1.Position = position + new JVector(-0.5f, -2.4f, 0);

            RigidBody leg2 = new RigidBody(new CapsuleShape(1.0f, 0.3f));
            leg2.Position = position + new JVector(0.5f, -2.4f, 0);

            PointOnPoint leg1torso = new PointOnPoint(leg1, torso, position + new JVector(-0.5f, -1.6f, 0));
            PointOnPoint leg2torso = new PointOnPoint(leg2, torso, position + new JVector(+0.5f, -1.6f, 0));

            RigidBody lowerleg1 = new RigidBody(new CapsuleShape(0.8f, 0.3f));
            lowerleg1.Position = position + new JVector(-0.5f, -4.0f, 0);

            RigidBody lowerleg2 = new RigidBody(new CapsuleShape(0.8f, 0.3f));
            lowerleg2.Position = position + new JVector(+0.5f, -4.0f, 0);

            HingeJoint leg1Hinge = new HingeJoint(world, leg1, lowerleg1, position + new JVector(-0.5f, -3.35f, 0), JVector.Right);
            HingeJoint leg2Hinge = new HingeJoint(world, leg2, lowerleg2, position + new JVector(0.5f, -3.35f, 0), JVector.Right);

            lowerleg1.IsActive = false;
            lowerleg2.IsActive = false;
            leg1.IsActive = false;
            leg2.IsActive = false;
            head.IsActive = false;
            torso.IsActive = false;
            arm1.IsActive = false;
            arm2.IsActive = false;
            lowerarm1.IsActive = false;
            lowerarm2.IsActive = false;

            world.AddBody(head); world.AddBody(torso);
            world.AddBody(arm1); world.AddBody(arm2);
            world.AddBody(lowerarm1); world.AddBody(lowerarm2);
            world.AddBody(leg1); world.AddBody(leg2);
            world.AddBody(lowerleg1); world.AddBody(lowerleg2);

            arm1Hinge.Activate(); arm2Hinge.Activate();
            leg1Hinge.Activate(); leg2Hinge.Activate();

            world.AddConstraint(headTorso);
            world.AddConstraint(arm1torso);
            world.AddConstraint(arm2torso);
            world.AddConstraint(leg1torso);
            world.AddConstraint(leg2torso);
        }
コード例 #30
0
 public Scenes(World world){ this.world = world;}