public PassiveRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load<ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType<MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); // Uncomment to disable dynamic movement (for debugging during ragdoll creation): //foreach (var body in _ragdoll.Bodies) // if (body != null) // body.MotionType = MotionType.Kinematic; // In this sample we use a passive ragdoll where we need joints to hold the // limbs together and limits to restrict angular movement. _ragdoll.EnableJoints(); _ragdoll.EnableLimits(); // Set all motors to constraint motors that only use damping. This adds a damping // effect to all ragdoll limbs. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Constraint; motor.ConstraintDamping = 5; motor.ConstraintSpring = 0; } } _ragdoll.EnableMotors(); // Add rigid bodies and the constraints of the ragdoll to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }
public AvatarRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { // This sample uses for a DebugRenderer for the rendering rigid bodies. _debugRenderer = new DebugRenderer(GraphicsService, SpriteFont); // Add a custom game object which controls the camera. _cameraObject = new CameraObject(Services); _cameraObject.ResetPose(new Vector3F(0, 1, -3), ConstantsF.Pi, 0); GameObjectService.Objects.Add(_cameraObject); // Add some objects which allow the user to interact with the rigid bodies. _grabObject = new GrabObject(Services); _ballShooterObject = new BallShooterObject(Services) { Speed = 20 }; GameObjectService.Objects.Add(_grabObject); GameObjectService.Objects.Add(_ballShooterObject); // Add some default force effects. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Add a ground plane in the simulation. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(Vector3F.UnitY, 0)) { MotionType = MotionType.Static }); // Create a random avatar. _avatarDescription = AvatarDescription.CreateRandom(); _avatarRenderer = new AvatarRenderer(_avatarDescription); }
public AvatarRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; // This sample uses for a DebugRenderer for the rendering rigid bodies. _debugRenderer = new DebugRenderer(GraphicsService, SpriteFont); // Add a custom game object which controls the camera. _cameraObject = new CameraObject(Services); _cameraObject.ResetPose(new Vector3F(0, 1, -3), ConstantsF.Pi, 0); GameObjectService.Objects.Add(_cameraObject); // Add some objects which allow the user to interact with the rigid bodies. _grabObject = new GrabObject(Services); _ballShooterObject = new BallShooterObject(Services) { Speed = 20 }; GameObjectService.Objects.Add(_grabObject); GameObjectService.Objects.Add(_ballShooterObject); // Add some default force effects. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Add a ground plane in the simulation. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(Vector3F.UnitY, 0)) { MotionType = MotionType.Static }); // Create a random avatar. _avatarDescription = AvatarDescription.CreateRandom(); _avatarRenderer = new AvatarRenderer(_avatarDescription); }
public CollisionDetectionOnlyRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; SetCamera(new Vector3F(0, 1, 6), 0, 0); // Add a game object which allows to shoot balls. _ballShooterObject = new BallShooterObject(Services); GameObjectService.Objects.Add(_ballShooterObject); var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. _ragdoll.Pose = _meshNode.PoseWorld; // And copy the bone poses of the current skeleton pose. _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); foreach (var body in _ragdoll.Bodies) { if (body != null) { // Set all bodies to kinematic - they should not be affected by forces. body.MotionType = MotionType.Kinematic; // Disable collision response. body.CollisionResponseEnabled = false; } } // In this sample, we do not need joints, limits or motors. _ragdoll.DisableJoints(); _ragdoll.DisableLimits(); _ragdoll.DisableMotors(); // Add ragdoll rigid bodies to the simulation. _ragdoll.AddToSimulation(Simulation); }
public CollisionDetectionOnlyRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; SetCamera(new Vector3F(0, 1, 6), 0, 0); // Add a game object which allows to shoot balls. _ballShooterObject = new BallShooterObject(Services); GameObjectService.Objects.Add(_ballShooterObject); var modelNode = ContentManager.Load<ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType<MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip<SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. _ragdoll.Pose = _meshNode.PoseWorld; // And copy the bone poses of the current skeleton pose. _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); foreach (var body in _ragdoll.Bodies) { if (body != null) { // Set all bodies to kinematic - they should not be affected by forces. body.MotionType = MotionType.Kinematic; // Disable collision response. body.CollisionResponseEnabled = false; } } // In this sample, we do not need joints, limits or motors. _ragdoll.DisableJoints(); _ragdoll.DisableLimits(); _ragdoll.DisableMotors(); // Add ragdoll rigid bodies to the simulation. _ragdoll.AddToSimulation(Simulation); }
protected PhysicsSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.ClearBackground = true; GraphicsScreen.BackgroundColor = Color.White; GraphicsScreen.DrawReticle = true; SetCamera(new Vector3F(0, 2, 10), 0, 0); // Add game objects which implement simple physics interactions. _grabObject = new GrabObject(Services); _ballShooterObject = new BallShooterObject(Services); _explosionObject = new ExplosionObject(Services); GameObjectService.Objects.Add(_grabObject); GameObjectService.Objects.Add(_ballShooterObject); GameObjectService.Objects.Add(_explosionObject); }
public ActiveRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create a copy of the dude's skeleton. _targetSkeletonPose = SkeletonPose.Create(_meshNode.Mesh.Skeleton); // Animate the _targetSkeletonPose. var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_targetSkeletonPose); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_targetSkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_targetSkeletonPose); // In this sample we use an active ragdoll. We need joints because constraint ragdoll // motors only affect the body rotations. _ragdoll.EnableJoints(); // We disable limits. If limits are enabled, the ragdoll could get unstable if // the animation tries to move a limb beyond an allowed limit. (This happens if // a pose in the animation violates one of our limits.) _ragdoll.DisableLimits(); // Set all motors to constraint motors. Constraint motors are like springs that // rotate the limbs to a target position. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Constraint; motor.ConstraintDamping = 10000; motor.ConstraintSpring = 100000; } } _ragdoll.EnableMotors(); // Add rigid bodies and the constraints of the ragdoll to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }
public AdvancedAvatarRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; // This sample uses for a DebugRenderer to draw text and rigid bodies. _debugRenderer = new DebugRenderer(GraphicsService, SpriteFont) { DefaultColor = Color.Black, DefaultTextPosition = new Vector2F(10), }; // Add a custom game object which controls the camera. _cameraObject = new CameraObject(Services); _cameraObject.ResetPose(new Vector3(0, 1, -3), ConstantsF.Pi, 0); GameObjectService.Objects.Add(_cameraObject); // Add some objects which allow the user to interact with the rigid bodies. _grabObject = new GrabObject(Services); _ballShooterObject = new BallShooterObject(Services) { Speed = 20 }; GameObjectService.Objects.Add(_grabObject); GameObjectService.Objects.Add(_ballShooterObject); // Add some default force effects. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Create a random avatar. _avatarDescription = AvatarDescription.CreateRandom(); _avatarRenderer = new AvatarRenderer(_avatarDescription); // Use the "Wave" animation preset. var avatarAnimation = new AvatarAnimation(AvatarAnimationPreset.Wave); _expressionAnimation = new AnimationClip <AvatarExpression>(new WrappedAvatarExpressionAnimation(avatarAnimation)) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; _skeletonAnimation = new AnimationClip <SkeletonPose>(new WrappedAvatarSkeletonAnimation(avatarAnimation)) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; // Add a ground plane in the simulation. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(Vector3.UnitY, 0)) { MotionType = MotionType.Static }); // Distribute a few dynamic spheres and boxes across the landscape. SphereShape sphereShape = new SphereShape(0.3f); for (int i = 0; i < 10; i++) { Vector3 position = RandomHelper.Random.NextVector3(-10, 10); position.Y = 1; Simulation.RigidBodies.Add(new RigidBody(sphereShape) { Pose = new Pose(position) }); } BoxShape boxShape = new BoxShape(0.6f, 0.6f, 0.6f); for (int i = 0; i < 10; i++) { Vector3 position = RandomHelper.Random.NextVector3(-10, 10); position.Y = 1; Simulation.RigidBodies.Add(new RigidBody(boxShape) { Pose = new Pose(position) }); } }
public AdvancedAvatarRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; // This sample uses for a DebugRenderer to draw text and rigid bodies. _debugRenderer = new DebugRenderer(GraphicsService, SpriteFont) { DefaultColor = Color.Black, DefaultTextPosition = new Vector2F(10), }; // Add a custom game object which controls the camera. _cameraObject = new CameraObject(Services); _cameraObject.ResetPose(new Vector3F(0, 1, -3), ConstantsF.Pi, 0); GameObjectService.Objects.Add(_cameraObject); // Add some objects which allow the user to interact with the rigid bodies. _grabObject = new GrabObject(Services); _ballShooterObject = new BallShooterObject(Services) { Speed = 20 }; GameObjectService.Objects.Add(_grabObject); GameObjectService.Objects.Add(_ballShooterObject); // Add some default force effects. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Create a random avatar. _avatarDescription = AvatarDescription.CreateRandom(); _avatarRenderer = new AvatarRenderer(_avatarDescription); // Use the "Wave" animation preset. var avatarAnimation = new AvatarAnimation(AvatarAnimationPreset.Wave); _expressionAnimation = new AnimationClip<AvatarExpression>(new WrappedAvatarExpressionAnimation(avatarAnimation)) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; _skeletonAnimation = new AnimationClip<SkeletonPose>(new WrappedAvatarSkeletonAnimation(avatarAnimation)) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; // Add a ground plane in the simulation. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(Vector3F.UnitY, 0)) { MotionType = MotionType.Static }); // Distribute a few dynamic spheres and boxes across the landscape. SphereShape sphereShape = new SphereShape(0.3f); for (int i = 0; i < 10; i++) { Vector3F position = RandomHelper.Random.NextVector3F(-10, 10); position.Y = 1; Simulation.RigidBodies.Add(new RigidBody(sphereShape) { Pose = new Pose(position) }); } BoxShape boxShape = new BoxShape(0.6f, 0.6f, 0.6f); for (int i = 0; i < 10; i++) { Vector3F position = RandomHelper.Random.NextVector3F(-10, 10); position.Y = 1; Simulation.RigidBodies.Add(new RigidBody(boxShape) { Pose = new Pose(position) }); } }
public KinematicRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; var animationController = AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); animationController.UpdateAndApply(); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); // Set all bodies to kinematic - they should not be affected by forces. foreach (var body in _ragdoll.Bodies) { if (body != null) { body.MotionType = MotionType.Kinematic; } } // Set all motors to velocity motors. Velocity motors change RigidBody.LinearVelocity // RigidBody.AngularVelocity to move the rigid bodies. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Velocity; } } _ragdoll.EnableMotors(); // In this sample, we do not need joints or limits. _ragdoll.DisableJoints(); _ragdoll.DisableLimits(); // Add ragdoll rigid bodies to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }
public PassiveRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); // Uncomment to disable dynamic movement (for debugging during ragdoll creation): //foreach (var body in _ragdoll.Bodies) // if (body != null) // body.MotionType = MotionType.Kinematic; // In this sample we use a passive ragdoll where we need joints to hold the // limbs together and limits to restrict angular movement. _ragdoll.EnableJoints(); _ragdoll.EnableLimits(); // Set all motors to constraint motors that only use damping. This adds a damping // effect to all ragdoll limbs. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Constraint; motor.ConstraintDamping = 5; motor.ConstraintSpring = 0; } } _ragdoll.EnableMotors(); // Add rigid bodies and the constraints of the ragdoll to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }
public KinematicRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load<ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType<MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip<SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; var animationController = AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); animationController.UpdateAndApply(); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); // Set all bodies to kinematic - they should not be affected by forces. foreach (var body in _ragdoll.Bodies) { if (body != null) { body.MotionType = MotionType.Kinematic; } } // Set all motors to velocity motors. Velocity motors change RigidBody.LinearVelocity // RigidBody.AngularVelocity to move the rigid bodies. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Velocity; } } _ragdoll.EnableMotors(); // In this sample, we do not need joints or limits. _ragdoll.DisableJoints(); _ragdoll.DisableLimits(); // Add ragdoll rigid bodies to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }
public ActiveRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; // Add game objects which allow to shoot balls and grab rigid bodies. _ballShooterObject = new BallShooterObject(Services) { Speed = 10 }; GameObjectService.Objects.Add(_ballShooterObject); _grabObject = new GrabObject(Services); GameObjectService.Objects.Add(_grabObject); var modelNode = ContentManager.Load<ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType<MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create a copy of the dude's skeleton. _targetSkeletonPose = SkeletonPose.Create(_meshNode.Mesh.Skeleton); // Animate the _targetSkeletonPose. var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip<SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_targetSkeletonPose); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_targetSkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_targetSkeletonPose); // In this sample we use an active ragdoll. We need joints because constraint ragdoll // motors only affect the body rotations. _ragdoll.EnableJoints(); // We disable limits. If limits are enabled, the ragdoll could get unstable if // the animation tries to move a limb beyond an allowed limit. (This happens if // a pose in the animation violates one of our limits.) _ragdoll.DisableLimits(); // Set all motors to constraint motors. Constraint motors are like springs that // rotate the limbs to a target position. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Constraint; motor.ConstraintDamping = 10000; motor.ConstraintSpring = 100000; } } _ragdoll.EnableMotors(); // Add rigid bodies and the constraints of the ragdoll to the simulation. _ragdoll.AddToSimulation(Simulation); // Add a rigid body. var box = new RigidBody(new BoxShape(0.4f, 0.4f, 0.4f)) { Name = "Box", Pose = new Pose(new Vector3F(0, 3, 0)), }; Simulation.RigidBodies.Add(box); }