private void addSimple1_AddBody(object sender, AddBodyArgs e) { try { #region WPF Model (plus collision hull) // Material MaterialGroup materials = new MaterialGroup(); materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.GetRandomColor(64, 192)))); materials.Children.Add(new SpecularMaterial(Brushes.White, 100d)); // Geometry Model GeometryModel3D geometry = new GeometryModel3D(); geometry.Material = materials; geometry.BackMaterial = materials; CollisionHull hull = null; switch (e.CollisionShape) { case CollisionShapeType.Box: Vector3D halfSize = e.Size / 2d; geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-halfSize.X, -halfSize.Y, -halfSize.Z), new Point3D(halfSize.X, halfSize.Y, halfSize.Z)); hull = CollisionHull.CreateBox(_world, 0, e.Size, null); break; case CollisionShapeType.Sphere: geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, e.Size.X, e.Size.Y, e.Size.Z); hull = CollisionHull.CreateSphere(_world, 0, e.Size, null); break; case CollisionShapeType.Cylinder: geometry.Geometry = UtilityWPF.GetCylinder_AlongX(20, e.Radius, e.Height); hull = CollisionHull.CreateCylinder(_world, 0, e.Radius, e.Height, null); break; case CollisionShapeType.Cone: geometry.Geometry = UtilityWPF.GetCone_AlongX(20, e.Radius, e.Height); hull = CollisionHull.CreateCone(_world, 0, e.Radius, e.Height, null); break; case CollisionShapeType.Capsule: case CollisionShapeType.ChamferCylinder: MessageBox.Show("finish this"); return; default: throw new ApplicationException("Unknown ConvexBody3D.CollisionShape: " + e.CollisionShape.ToString()); } // Transform Transform3DGroup transform = new Transform3DGroup(); // rotate needs to be added before translate transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(Math3D.GetRandomVector_Spherical(10), Math1D.GetNearZeroValue(360d)))); transform.Children.Add(new TranslateTransform3D(Math3D.GetRandomVector_Spherical(CREATEOBJECTBOUNDRY))); // Model Visual ModelVisual3D model = new ModelVisual3D(); model.Content = geometry; model.Transform = transform; // Add to the viewport _viewport.Children.Add(model); #endregion #region Physics Body // Make a physics body that represents this shape Body body = new Body(hull, transform.Value, e.Mass, new Visual3D[] { model }); hull.Dispose(); body.Velocity = Math3D.GetRandomVector_Circular(1d); //body.LinearDamping = .01f; //body.AngularDamping = new Vector3D(.01f, .01f, .01f); body.ApplyForceAndTorque += new EventHandler <BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque); Body[] bodySet = new Body[] { body }; _bodySets.Add(bodySet); #endregion BodiesAdded(bodySet); } catch (Exception ex) { MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error); } }
private Body GetJointBodyPairSprtBody(CollisionShapeType bodyType, Point3D centerPoint, RotateTransform3D rotation, Color color) { #region WPF Model (plus collision hull) // Material MaterialGroup materials = new MaterialGroup(); materials.Children.Add(new DiffuseMaterial(new SolidColorBrush(color))); materials.Children.Add(new SpecularMaterial(Brushes.White, 100d)); // Geometry Model GeometryModel3D geometry = new GeometryModel3D(); geometry.Material = materials; geometry.BackMaterial = materials; CollisionHull hull = null; switch (bodyType) { case CollisionShapeType.Box: geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-1, -1, -1d), new Point3D(1d, 1d, 1d)); hull = CollisionHull.CreateBox(_world, 0, new Vector3D(2d, 2d, 2d), null); break; case CollisionShapeType.Sphere: geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, 1d, 1d, 1d); hull = CollisionHull.CreateSphere(_world, 0, new Vector3D(1d, 1d, 1d), null); break; case CollisionShapeType.Cylinder: geometry.Geometry = UtilityWPF.GetCylinder_AlongX(20, 1d, 2d); hull = CollisionHull.CreateCylinder(_world, 0, 1d, 2d, null); break; case CollisionShapeType.Cone: geometry.Geometry = UtilityWPF.GetCone_AlongX(20, 1d, 2d); hull = CollisionHull.CreateCone(_world, 0, 1d, 2d, null); break; case CollisionShapeType.Capsule: case CollisionShapeType.ChamferCylinder: throw new ApplicationException("finish this"); default: throw new ApplicationException("Unknown ConvexBody3D.CollisionShape: " + bodyType.ToString()); } // Transform Transform3DGroup transform = new Transform3DGroup(); // rotate needs to be added before translate transform.Children.Add(rotation); transform.Children.Add(new TranslateTransform3D(centerPoint.ToVector())); // Model Visual ModelVisual3D model = new ModelVisual3D(); model.Content = geometry; model.Transform = transform; // Add to the viewport _viewport.Children.Add(model); #endregion #region Physics Body // Make a physics body that represents this shape Body body = new Body(hull, transform.Value, 1d, new Visual3D[] { model }); // being lazy with mass, but since size is fixed, it won't be too noticable hull.Dispose(); body.Velocity = Math3D.GetRandomVector_Circular(1d); //body.LinearDamping = .01f; //body.AngularDamping = new Vector3D(.01f, .01f, .01f); body.ApplyForceAndTorque += new EventHandler <BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque); // This will be done later //_bodySets.Add(body); #endregion // Exit Function return(body); }