コード例 #1
0
ファイル: DemosGame.cs プロジェクト: robert0329/mmo-server
        protected override void Initialize()
        {
            ModelDrawer = new InstancedModelDrawer(this);

            ConstraintDrawer = new LineDrawer(this);
            ConstraintDrawer.DisplayTypes.Add(typeof(GrabSpring), typeof(DisplayGrabSpring));
            ConstraintDrawer.DisplayTypes.Add(typeof(MotorizedGrabSpring), typeof(DisplayMotorizedGrabSpring));

            ContactDrawer          = new ContactDrawer(this);
            BoundingBoxDrawer      = new BoundingBoxDrawer(this);
            SimulationIslandDrawer = new SimulationIslandDrawer(this);

            base.Initialize();
        }
コード例 #2
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        /// <summary>
        /// Constructs the front end and the internal physics representation of the Vehicle.
        /// </summary>
        /// <param name="position">Position of the Vehicle.</param>
        /// <param name="space">Space to add the Vehicle to.</param>
        /// <param name="camera">Camera to attach to the Vehicle.</param>
        /// <param name="game">The running game.</param>
        /// <param name="drawer">Drawer used to draw the Vehicle.</param>
        /// <param name="wheelModel">Model of the wheels.</param>
        /// <param name="wheelTexture">Texture to use for the wheels.</param>
        public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Microsoft.Xna.Framework.Graphics.Model wheelModel, Microsoft.Xna.Framework.Graphics.Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>
            {
                new CompoundShapeEntry(new BoxShape(2.5f, .75f, 4.5f), new Vector3(0, 0, 0), 60),
                new CompoundShapeEntry(new BoxShape(2.5f, .3f, 2f), new Vector3(0, .75f / 2 + .3f / 2, .5f), 1)
            };
            var body = new CompoundBody(bodies, 61);

            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = position; //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2);

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));


            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                //However, because the suspension and friction are not really rigid,
                //the lowered accuracy is not so much of a problem.
                wheel.Suspension.SolverSettings.MaximumIterationCount      = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount    = 1;
            }

            Space = space;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;

            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < 4; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);
        }
コード例 #3
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 /// <summary>
 /// Creates the display object for the entity.
 /// </summary>
 /// <param name="drawer">Drawer managing this display object.</param>
 /// <param name="displayedObject">Entity to draw.</param>
 public DisplayTriangleMesh(ModelDrawer drawer, TriangleMesh displayedObject)
     : base(drawer, displayedObject)
 {
 }
コード例 #4
0
ファイル: DisplayFluid.cs プロジェクト: robert0329/mmo-server
 /// <summary>
 /// Creates the display object for the entity.
 /// </summary>
 /// <param name="drawer">Drawer managing this display object.</param>
 /// <param name="displayedObject">Entity to draw.</param>
 public DisplayFluid(ModelDrawer drawer, FluidVolume displayedObject)
     : base(drawer, displayedObject)
 {
 }
コード例 #5
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 /// <summary>
 /// Creates the display object for the entity.
 /// </summary>
 /// <param name="drawer">Drawer managing this display object.</param>
 /// <param name="displayedObject">Entity to draw.</param>
 public DisplayInstancedMesh(ModelDrawer drawer, InstancedMesh displayedObject)
     : base(drawer, displayedObject)
 {
 }
コード例 #6
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 /// <summary>
 /// Creates the display object for the entity.
 /// </summary>
 /// <param name="drawer">Drawer managing this display object.</param>
 /// <param name="displayedObject">Entity to draw.</param>
 public DisplayTerrain(ModelDrawer drawer, Terrain displayedObject)
     : base(drawer, displayedObject)
 {
 }
コード例 #7
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 protected ModelDisplayObject(ModelDrawer drawer)
 {
     Drawer           = drawer;
     BatchInformation = new BatchInformation();
     TextureIndex     = Random.Next(8);
 }
コード例 #8
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ファイル: DisplayModel.cs プロジェクト: robert0329/mmo-server
 /// <summary>
 /// Constructs a new display model.
 /// </summary>
 /// <param name="model">Model to draw on the entity.</param>
 /// <param name="modelDrawer">Model drawer to use.</param>
 public DisplayModel(Model model, ModelDrawer modelDrawer)
     : base(modelDrawer)
 {
     Model = model;
 }
コード例 #9
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 /// <summary>
 /// Constructs a new display entity.
 /// </summary>
 /// <param name="drawer">Drawer to use.</param>
 /// <param name="entityCollidable">EntityCollidable to draw.</param>
 public DisplayEntityCollidable(ModelDrawer drawer, EntityCollidable entityCollidable)
     : base(drawer, entityCollidable)
 {
 }
コード例 #10
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 /// <summary>
 /// Creates the display object for the object.
 /// </summary>
 /// <param name="drawer">Drawer managing this display object.</param>
 /// <param name="displayedObject">Object to draw.</param>
 public DisplayStaticMesh(ModelDrawer drawer, StaticMesh displayedObject)
     : base(drawer, displayedObject)
 {
 }
コード例 #11
0
ファイル: TankInput.cs プロジェクト: robert0329/mmo-server
        /// <summary>
        /// Constructs the front end and the internal physics representation of the vehicle.
        /// </summary>
        /// <param name="position">Position of the tank.</param>
        /// <param name="owningSpace">Space to add the vehicle to.</param>
        /// <param name="camera">Camera to attach to the vehicle.</param>
        /// <param name="game">Running game.</param>
        /// <param name="drawer">Drawer used to draw the tank.</param>
        /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param>
        /// <param name="wheelTexture">Texture of the wheels on the tank.</param>
        public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500),
                new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1)
            };
            var body = new CompoundBody(bodies, 501);

            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            MaximumDriveForce   = 1800;
            BaseSlidingFriction = 3;

            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender            = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender  = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                leftTrack.Add(toAdd);
            }
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, 2000, 1000),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender            = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender  = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                rightTrack.Add(toAdd);
            }

            #endregion

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                wheel.Suspension.SolverSettings.MaximumIterationCount      = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount    = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < Vehicle.Wheels.Count; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);
        }