예제 #1
0
        public override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, 4, -6);
            camera.Yaw      = MathHelper.Pi;

            Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, 0, 0)));

            Simulation.Bodies.Add(BodyDescription.CreateConvexKinematic(new Vector3(), Simulation.Shapes, new Box(3, 1, 4)));
            Simulation.Bodies.Add(BodyDescription.CreateConvexDynamic(new Vector3(0, 1.1f, 0), 1, Simulation.Shapes, new Box(2, 1, 3)));
        }
예제 #2
0
        public override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, 2, -5);
            camera.Yaw      = MathHelper.Pi;
            camera.Pitch    = 0;

            //Note the lack of damping- we want the gyroscope to keep spinning.
            Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new GyroscopicIntegratorCallbacks(new Vector3(0, -10, 0), 0f, 0f), new SubsteppingTimestepper(4), 2);

            Simulation.Statics.Add(new StaticDescription(new Vector3(), new CollidableDescription(Simulation.Shapes.Add(new Box(100, 1, 100)), 0.1f)));

            var gyroBaseBody    = Simulation.Bodies.Add(BodyDescription.CreateConvexKinematic(new Vector3(0, 2, 0), Simulation.Shapes, new Box(.1f, 4, .1f)));
            var gyroSpinnerBody = Simulation.Bodies.Add(BodyDescription.CreateConvexDynamic(new Vector3(2, 4, 0), new BodyVelocity(default, new Vector3(300, 0, 0)), 1, Simulation.Shapes, new Box(0.1f, 1f, 1f)));
예제 #3
0
        public override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Yaw      = 0;
            camera.Pitch    = 0;
            camera.Position = new Vector3(0, 0, 5);

            Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, 0, 0)));


            var a                 = new Cylinder(1f, 1f);
            var b                 = new Cylinder(1f, 1f);
            var localOffsetB      = new Vector3(.1f, 1.1f, 0.1f);
            var localOrientationB = Quaternion.CreateFromAxisAngle(Vector3.Normalize(new Vector3(1, 1, 1)), MathHelper.Pi * 1.5f);

            Simulation.Bodies.Add(BodyDescription.CreateConvexKinematic(new Vector3(), Simulation.Shapes, a));
            Simulation.Bodies.Add(BodyDescription.CreateConvexKinematic(new RigidPose(localOffsetB, localOrientationB), Simulation.Shapes, b));


            CylinderWide aWide = default, bWide = default;
예제 #4
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(20, 10, 20);
            camera.Yaw      = MathF.PI;
            camera.Pitch    = 0;
            characters      = new CharacterControllers(BufferPool);
            Simulation      = Simulation.Create(BufferPool, new CharacterNarrowphaseCallbacks(characters), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)));

            CreateCharacter(new Vector3(0, 2, -4));

            //Create a bunch of legos to hurt your feet on.
            var random  = new Random(5);
            var origin  = new Vector3(-3f, 0.5f, 0);
            var spacing = new Vector3(0.5f, 0, -0.5f);

            for (int i = 0; i < 12; ++i)
            {
                for (int j = 0; j < 12; ++j)
                {
                    var position    = origin + new Vector3(i, 0, j) * spacing;
                    var orientation = QuaternionEx.CreateFromAxisAngle(Vector3.Normalize(new Vector3(0.0001f) + new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble())), 10 * (float)random.NextDouble());
                    var shape       = new Box(0.1f + 0.3f * (float)random.NextDouble(), 0.1f + 0.3f * (float)random.NextDouble(), 0.1f + 0.3f * (float)random.NextDouble());
                    var collidable  = new CollidableDescription(Simulation.Shapes.Add(shape), 0.1f);
                    shape.ComputeInertia(1, out var inertia);
                    var choice = (i + j) % 3;
                    switch (choice)
                    {
                    case 0:
                        Simulation.Bodies.Add(BodyDescription.CreateDynamic(new RigidPose(position, orientation), inertia, collidable, new BodyActivityDescription(0.01f)));
                        break;

                    case 1:
                        Simulation.Bodies.Add(BodyDescription.CreateKinematic(new RigidPose(position, orientation), collidable, new BodyActivityDescription(0.01f)));
                        break;

                    case 2:
                        Simulation.Statics.Add(new StaticDescription(position, orientation, collidable));
                        break;
                    }
                }
            }

            //Add some spinning fans to get slapped by.
            var bladeDescription     = BodyDescription.CreateConvexDynamic(new Vector3(), 3, Simulation.Shapes, new Box(10, 0.2f, 2));
            var bladeBaseDescription = BodyDescription.CreateConvexKinematic(new Vector3(), Simulation.Shapes, new Box(0.2f, 1, 0.2f));

            for (int i = 0; i < 3; ++i)
            {
                bladeBaseDescription.Pose.Position = new Vector3(-22, 1, i * 11);
                bladeDescription.Pose.Position     = new Vector3(-22, 1.7f, i * 11);
                var baseHandle  = Simulation.Bodies.Add(bladeBaseDescription);
                var bladeHandle = Simulation.Bodies.Add(bladeDescription);
                Simulation.Solver.Add(baseHandle, bladeHandle,
                                      new Hinge
                {
                    LocalHingeAxisA = Vector3.UnitY,
                    LocalHingeAxisB = Vector3.UnitY,
                    LocalOffsetA    = new Vector3(0, 0.7f, 0),
                    LocalOffsetB    = new Vector3(0, 0, 0),
                    SpringSettings  = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(baseHandle, bladeHandle,
                                      new AngularAxisMotor
                {
                    LocalAxisA     = Vector3.UnitY,
                    TargetVelocity = (i + 1) * (i + 1) * (i + 1) * (i + 1) * 0.2f,
                    Settings       = new MotorSettings(5 * (i + 1), 0.0001f)
                });
            }

            //Include a giant newt to test character-newt behavior and to ensure thematic consistency.
            DemoMeshHelper.LoadModel(content, BufferPool, @"Content\newt.obj", new Vector3(15, 15, 15), out var newtMesh);
            Simulation.Statics.Add(new StaticDescription(new Vector3(0, 0.5f, 0), new CollidableDescription(Simulation.Shapes.Add(newtMesh), 0.1f)));

            //Give the newt a tongue, I guess.
            var tongueBase = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(0, 8.4f, 24), default, default));