public static PhysX.Fluid FluidWithEmitterAndDrain(Scene scene) { const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Matrix.RotationAxis(new Vector3(0, 1, 0), (float)Math.PI) * Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; var fluid = scene.CreateFluid(fluidDesc); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); var drainActorDesc = new ActorDescription() { GlobalPose = Matrix.RotationX(-0.5f) * Matrix.Translation(-40, 5, -52), Shapes = { boxShapeDesc } }; var drianActor = scene.CreateActor(drainActorDesc); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = scene.CreateActor(drainActorDesc); } return(fluid); }
public static PhysX.Fluid FluidWithEmitterAndDrain(Scene scene) { const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Matrix.RotationAxis(new Vector3(0, 1, 0), (float)Math.PI) * Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; var fluid = scene.CreateFluid(fluidDesc); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); var drainActorDesc = new ActorDescription() { GlobalPose = Matrix.RotationX(-0.5f) * Matrix.Translation(-40, 5, -52), Shapes = { boxShapeDesc } }; var drianActor = scene.CreateActor(drainActorDesc); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = scene.CreateActor(drainActorDesc); } return fluid; }
public void ParticleWriteData() { using (CreateCoreAndScene()) { var fluidDesc = new FluidDescription() { Flags = FluidFlag.Enabled }; int numParticles = 1000; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(numParticles); fluidDesc.ParticleWriteData.NumberOfParticles = numParticles; var emitterDesc = new FluidEmitterDescription() { DimensionX = 0.01f, DimensionY = 0.01f, MaximumParticles = numParticles, Shape = EmitterShape.Ellipse, FluidVelocityMagnitude = 0f, RandomPosition = new Vector3(1f / 100f, 1f / 100f, 1f / 100f), }; var fluid = this.Scene.CreateFluid(fluidDesc); fluid.CreateFluidEmitter(emitterDesc); // Advance the scene forward so the emitter has time to emit some particles for (int i = 0; i < 100; i++) { this.Scene.Simulate(1f / 60f); this.Scene.FlushStream(); this.Scene.FetchResults(SimulationStatus.RigidBodyFinished, true); } // Read the particles Vector3[] positions = fluid.ParticleWriteData.PositionBuffer.GetData<Vector3>(); // There should be a handful particles with positions other than 0, 0, 0 Assert.AreNotEqual(Vector3.Zero, positions[0]); Assert.AreNotEqual(Vector3.Zero, positions[1]); Assert.AreNotEqual(Vector3.Zero, positions[2]); Assert.AreNotEqual(Vector3.Zero, positions[3]); Assert.AreNotEqual(Vector3.Zero, positions[4]); } }
public void ParticleWriteData() { using (CreateCoreAndScene()) { var fluidDesc = new FluidDescription() { Flags = FluidFlag.Enabled }; int numParticles = 1000; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(numParticles); fluidDesc.ParticleWriteData.NumberOfParticles = numParticles; var emitterDesc = new FluidEmitterDescription() { DimensionX = 0.01f, DimensionY = 0.01f, MaximumParticles = numParticles, Shape = EmitterShape.Ellipse, FluidVelocityMagnitude = 0f, RandomPosition = new Vector3(1f / 100f, 1f / 100f, 1f / 100f), }; var fluid = this.Scene.CreateFluid(fluidDesc); fluid.CreateFluidEmitter(emitterDesc); // Advance the scene forward so the emitter has time to emit some particles for (int i = 0; i < 100; i++) { this.Scene.Simulate(1f / 60f); this.Scene.FlushStream(); this.Scene.FetchResults(SimulationStatus.RigidBodyFinished, true); } // Read the particles Vector3[] positions = fluid.ParticleWriteData.PositionBuffer.GetData <Vector3>(); // There should be a handful particles with positions other than 0, 0, 0 Assert.AreNotEqual(Vector3.Zero, positions[0]); Assert.AreNotEqual(Vector3.Zero, positions[1]); Assert.AreNotEqual(Vector3.Zero, positions[2]); Assert.AreNotEqual(Vector3.Zero, positions[3]); Assert.AreNotEqual(Vector3.Zero, positions[4]); } }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] {new BilboardInstance() }, maximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader,maximumParticles,new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(),new Vector3(5,0.1f,5)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory,false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
public void LoadPhysics() { Core _core = this.Core; Scene _scene = this.Scene; #region Some Boxes for (int x = 0; x < 5; x++) { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(2, 3, 8); ActorDescription actorDesc = new ActorDescription() { Name = String.Format("Box {0}", x), BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(100, 15 + 3 * x, 20), Shapes = { boxShapeDesc } }; Actor actor = _scene.CreateActor(actorDesc); } #endregion //#region Cloth (Flag) //{ // // Create a Grid of Points // VertexGrid grid = VertexGrid.CreateGrid( 10, 10 ); // ClothMeshDescription clothMeshDesc = new ClothMeshDescription(); // clothMeshDesc.AllocateVertices<Vector3>( grid.Points.Length ); // clothMeshDesc.AllocateTriangles<int>( grid.Indices.Length / 3 ); // clothMeshDesc.VertexCount = grid.Points.Length; // clothMeshDesc.TriangleCount = grid.Indices.Length / 3; // clothMeshDesc.VerticesStream.SetData( grid.Points ); // clothMeshDesc.TriangleStream.SetData( grid.Indices ); // // We are using 32 bit integers, so make sure the 16 bit flag is removed. // // 32 bits are the default, so this isn't technically needed // clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; // // Write the cooked data to memory // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookClothMesh( clothMeshDesc, memoryStream ); // Cooking.CloseCooking(); // // Need to reset the position of the stream to the beginning // memoryStream.Position = 0; // ClothMesh clothMesh = _core.CreateClothMesh( memoryStream ); // // // ClothDescription clothDesc = new ClothDescription() // { // ClothMesh = clothMesh, // Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, // GlobalPose = // Matrix.CreateFromYawPitchRoll( 0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f ) * // Matrix.CreateTranslation( 0, 20, 0 ) // }; // clothDesc.MeshData.AllocatePositions<Vector3>( grid.Points.Length ); // clothDesc.MeshData.AllocateIndices<int>( grid.Indices.Length ); // clothDesc.MeshData.MaximumVertices = grid.Points.Length; // clothDesc.MeshData.MaximumIndices = grid.Indices.Length; // clothDesc.MeshData.NumberOfVertices = grid.Points.Length; // clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; // _flag = _scene.CreateCloth( clothDesc ); // // Flag Pole // ActorDescription flagPoleActorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( 0, 10, 0 ), // Shapes = { new BoxShapeDescription( 1.0f, 20.0f, 1.0f ) } // }; // Actor flagPoleActor = _scene.CreateActor( flagPoleActorDesc ); // _flag.AttachToShape( flagPoleActor.Shapes[ 0 ], 0 ); // _flag.WindAcceleration = new Vector3( 10, 10, 10 ); // _flag.BendingStiffness = 0.1f; //} //#endregion #region Revolute Joint { BoxShapeDescription boxShapeDescA = new BoxShapeDescription(3, 3, 3); BoxShapeDescription boxShapeDescB = new BoxShapeDescription(3, 3, 3); ActorDescription actorDescA = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(75, 1.5f, 55), Shapes = { boxShapeDescA } }; Actor actorA = _scene.CreateActor(actorDescA); ActorDescription actorDescB = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(70, 1.5f, 55), Shapes = { boxShapeDescB } }; Actor actorB = _scene.CreateActor(actorDescB); // RevoluteJointDescription revoluteJointDesc = new RevoluteJointDescription() { Actor1 = actorA, Actor2 = actorB, Motor = new MotorDescription(20, 20.1f, true) }; revoluteJointDesc.Flags |= RevoluteJointFlag.MotorEnabled; revoluteJointDesc.SetGlobalAnchor(new Vector3(73.5f, 1.5f, 55)); revoluteJointDesc.SetGlobalAxis(new Vector3(1, 0, 0)); RevoluteJoint revoluteJoint = _scene.CreateJoint(revoluteJointDesc) as RevoluteJoint; } #endregion #region Prismatic Joint with Limit { Actor actorA, actorB; { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); BodyDescription bodyDesc = new BodyDescription(10.0f); bodyDesc.BodyFlags |= BodyFlag.Kinematic; ActorDescription actorDesc = new ActorDescription() { BodyDescription = bodyDesc, GlobalPose = Matrix.Translation(70, 25, 65), Shapes = { boxShapeDesc } }; actorA = _scene.CreateActor(actorDesc); } { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); ActorDescription actorDesc = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(70, 15, 65), Shapes = { boxShapeDesc } }; actorB = _scene.CreateActor(actorDesc); } PrismaticJointDescription prismaticJointDesc = new PrismaticJointDescription() { Actor1 = actorA, Actor2 = actorB, }; prismaticJointDesc.SetGlobalAnchor(new Vector3(70, 20, 65)); prismaticJointDesc.SetGlobalAxis(new Vector3(0, 1, 0)); PrismaticJoint prismaticJoint = _scene.CreateJoint(prismaticJointDesc) as PrismaticJoint; LimitPlane limitPlane = new LimitPlane(new Vector3(0, 1, 0), new Vector3(-30, 8, -30), 0); prismaticJoint.AddLimitPlane(limitPlane); } #endregion #region Fluid { const int maximumParticles = 1000; FluidEmitterDescription fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Matrix.Translation(-40, 10, 50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); FluidDescription fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; Fluid fluid = _scene.CreateFluid(fluidDesc); // Ledge { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.RotationX(0.5f) * Matrix.Translation(-40, 5, 52), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor(drainActorDesc); } // Drain { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(-40, 0, 55), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor(drainActorDesc); } } #endregion #region Force Field { BoxForceFieldShapeDescription boxForceFieldShapeDesc = new BoxForceFieldShapeDescription() { Size = new Vector3(10, 10, 10) }; ForceFieldLinearKernelDescription kernelDesc = new ForceFieldLinearKernelDescription() { Constant = new Vector3(0, 100.0f, 0) }; ForceFieldLinearKernel kernel = _scene.CreateForceFieldLinearKernel(kernelDesc); ForceFieldShapeGroupDescription shapeGroupDesc = new ForceFieldShapeGroupDescription() { Shapes = { boxForceFieldShapeDesc } }; ForceFieldShapeGroup shapeGroup = _scene.CreateForceFieldShapeGroup(shapeGroupDesc); BoxForceFieldShape boxForceFieldShape = shapeGroup.CreateShape(boxForceFieldShapeDesc) as BoxForceFieldShape; boxForceFieldShape.Pose = Matrix.Translation(30, 5, 0); ForceFieldDescription forceFieldDesc = new ForceFieldDescription() { Kernel = kernel, ShapeGroups = { shapeGroup } }; ForceField forceField = _scene.CreateForceField(forceFieldDesc); } #endregion #region Heightfield { int rows = 25; int columns = 25; HeightFieldSample[] samples = new HeightFieldSample[rows * columns]; for (int r = 0; r < rows; r++) { for (int c = 0; c < columns; c++) { // Put a z and x curve together double h = Math.Sin(c) * Math.Cos(r) * short.MaxValue; HeightFieldSample sample = new HeightFieldSample() { Height = (short)h, MaterialIndex0 = 0, MaterialIndex1 = 1, TessellationFlag = 0 }; samples[r * columns + c] = sample; } } HeightFieldDescription heightFieldDesc = new HeightFieldDescription() { NumberOfRows = rows, NumberOfColumns = columns }; heightFieldDesc.SetSamples(samples); HeightField heightField = _core.CreateHeightField(heightFieldDesc); // HeightFieldShapeDescription heightFieldShapeDesc = new HeightFieldShapeDescription() { HeightField = heightField, HoleMaterial = 2, // The max height of our samples is short.MaxValue and we want it to be 1 HeightScale = 1.0f / (float)short.MaxValue, RowScale = 3, ColumnScale = 3 }; heightFieldShapeDesc.LocalPosition = new Vector3(-0.5f * rows * 1 * heightFieldShapeDesc.RowScale, 0, -0.5f * columns * 1 * heightFieldShapeDesc.ColumnScale); ActorDescription actorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(100, 0, 0), Shapes = { heightFieldShapeDesc } }; Actor actor = _scene.CreateActor(actorDesc); } #endregion //#region Convex Mesh //{ // ModelMesh mesh = _torusModel.Meshes.First(); // Matrix[] transforms = new Matrix[ _torusModel.Bones.Count ]; // _torusModel.CopyAbsoluteBoneTransformsTo( transforms ); // // Gets the vertices from the mesh // VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[ mesh.MeshParts[ 0 ].NumVertices ]; // mesh.VertexBuffer.GetData<VertexPositionNormalTexture>( vertices ); // // // // Allocate memory for the points and triangles // var convexMeshDesc = new ConvexMeshDescription() // { // PointCount = vertices.Length // }; // convexMeshDesc.Flags |= ConvexFlag.ComputeConvex; // convexMeshDesc.AllocatePoints<Vector3>( vertices.Length ); // // Write in the points and triangles // // We only want the Position component of the vertex. Also scale down the mesh // foreach( VertexPositionNormalTexture vertex in vertices ) // { // Vector3 position = Vector3.Transform( vertex.Position, Matrix.CreateScale( 0.1f, 0.1f, 0.1f ) * transforms[ 0 ] ); // convexMeshDesc.PointsStream.Write( position ); // } // // // // Cook to memory or to a file // MemoryStream stream = new MemoryStream(); // //FileStream stream = new FileStream( @"Convex Mesh.cooked", FileMode.CreateNew ); // Cooking.InitializeCooking( new ConsoleOutputStream() ); // Cooking.CookConvexMesh( convexMeshDesc, stream ); // Cooking.CloseCooking(); // stream.Position = 0; // ConvexMesh convexMesh = _core.CreateConvexMesh( stream ); // ConvexShapeDescription convexShapeDesc = new ConvexShapeDescription( convexMesh ); // ActorDescription actorDesc = new ActorDescription() // { // BodyDescription = new BodyDescription( 10.0f ), // GlobalPose = Matrix.CreateTranslation( 30, 30, 0 ) // }; // actorDesc.Shapes.Add( convexShapeDesc ); // _torusActor = _scene.CreateActor( actorDesc ); //} //#endregion //#region SoftBody //if( false ) // Enable to view soft bodies, they run slowly //{ // XmlDocument doc = new XmlDocument(); // doc.Load( "Teapot.xml" ); // // Not how NxuStream are meant to used but what ever :S // Vector3[] vertices = ReadVertices( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/vertices" ) ); // int[] tetrahedraSingles = ReadTetrahedra( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/tetrahedra" ) ); // var softBodyMeshDesc = new SoftBodyMeshDescription() // { // VertexCount = vertices.Length, // TetrahedraCount = tetrahedraSingles.Length / 4 // Tetrahedras come in quadruples of ints // }; // softBodyMeshDesc.AllocateVertices<Vector3>( softBodyMeshDesc.VertexCount ); // softBodyMeshDesc.AllocateTetrahedra<int>( softBodyMeshDesc.TetrahedraCount ); // Note: T is an int. T is the type of each point // softBodyMeshDesc.VertexStream.SetData( vertices ); // softBodyMeshDesc.TetrahedraStream.SetData( tetrahedraSingles ); // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookSoftBodyMesh( softBodyMeshDesc, memoryStream ); // Cooking.CloseCooking(); // memoryStream.Position = 0; // SoftBodyMesh softBodyMesh = _core.CreateSoftBodyMesh( memoryStream ); // SoftBodyDescription desc = new SoftBodyDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, -30 ), // SoftBodyMesh = softBodyMesh // }; // desc.Flags |= SoftBodyFlag.Visualization; // desc.MeshData.AllocatePositions<Vector3>( vertices.Length ); // desc.MeshData.AllocateIndices<int>( tetrahedraSingles.Length ); // SoftBody softBody = _scene.CreateSoftBody( desc ); //} //#endregion //#region Reports //// Contact report //// When the capsule actor hits the ground make it bounce by using the conact report //{ // CapsuleShapeDescription capsuleShapeDesc = new CapsuleShapeDescription( 1, 5 ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, 0 ), // BodyDescription = new BodyDescription( 10.0f ), // Name = "Report Capsule", // Shapes = { capsuleShapeDesc } // }; // _contactReportActor = _scene.CreateActor( actorDesc ); // _scene.SetActorPairFlags( _contactReportActor, _groundActor, ContactPairFlag.All ); // _scene.UserContactReport = new ContactReport( this ); //} //// Trigger Reports //{ // BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 15, 8, 15 ); // boxShapeDesc.Flags |= ( ShapeFlag.TriggerOnEnter | ShapeFlag.TriggerOnLeave ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 4, 0 ), // Shapes = { boxShapeDesc } // }; // _scene.CreateActor( actorDesc ); // _scene.UserTriggerReport = new TriggerReport( this ); //} //_scene.UserNotify = new Notify( this ); //#endregion //#region Wheel //{ // _basicVehicle = new Vehicle( this ); //} //#endregion #region Controller { ControllerManager manager = _scene.CreateControllerManager(); CapsuleControllerDescription capsuleControllerDesc = new CapsuleControllerDescription(4, 3); CapsuleController capsuleController = manager.CreateController <CapsuleController>(capsuleControllerDesc); capsuleController.Position = new Vector3(0, 1.5f + 2, -15); capsuleController.Actor.Name = "BoxController"; capsuleController.SetCollisionEnabled(true); } #endregion }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } PhysxPhysicObject frame; { var boxShapeDesc = new BoxShapeDescription(3, 10, 3); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); frame = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, Matrix.CreateTranslation(50, 5, 50), new Vector3(3, 10, 3)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, frame); this.World.AddObject(obj); } //Create an attached emitter FluidEmitterDescription emitterDesc = new FluidEmitterDescription(); emitterDesc.MaximumParticles = 0; emitterDesc.DimensionX = 8f; emitterDesc.DimensionY = 8f; emitterDesc.Type = EmitterType.ConstantFlowRate; emitterDesc.Rate = 150.0f; emitterDesc.FluidVelocityMagnitude = 60.0f; emitterDesc.ParticleLifetime = 8.0f; emitterDesc.Shape = EmitterShape.Rectangular; //attach to actor emitterDesc.Flags = FluidEmitterFlag.AddBodyVelocity | FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization; emitterDesc.RepulsionCoefficient = 0.02f; //emitterDesc.RelativePose = Phyx.Matrix.RotationX((float)Math.PI / 2); emitterDesc.RelativePose *= Phyx.Matrix.Translation(0, 20f, 0); emitterDesc.FrameShape = frame.Actor.Shapes[0]; FluidDescription fluidDesc = new FluidDescription(); fluidDesc.MaximumParticles = 2500; fluidDesc.KernelRadiusMultiplier = 5.0f; fluidDesc.RestParticlesPerMeter = 5.0f; fluidDesc.MotionLimitMultiplier = 0.9f; fluidDesc.PacketSizeMultiplier = 16; fluidDesc.CollisionDistanceMultiplier = 0.12f; fluidDesc.Stiffness = 50.0f; fluidDesc.Viscosity = 40.0f; fluidDesc.RestDensity = 1000.0f; fluidDesc.Damping = 0.0f; fluidDesc.RestitutionForStaticShapes = 0.2f; fluidDesc.DynamicFrictionForStaticShapes = 0.05f; fluidDesc.Flags = FluidFlag.Enabled | FluidFlag.Visualization; fluidDesc.SimulationMethod = FluidSimulationMethod.SmoothedParticleHydrodynamics; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Phyx.Vector3>(fluidDesc.MaximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = fluidDesc.MaximumParticles; FluidMOdel FluidMOdel = new PloobsEngine.Modelo.FluidMOdel(factory, "teste", null, fluidDesc.MaximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); FluidShader FluidShader = new FluidShader(); DeferredMaterial ForwardMaterial = new DeferredMaterial(FluidShader); IObject IObject = new IObject(ForwardMaterial, FluidMOdel, PhysxFluidObject); this.World.AddObject(IObject); PhysxFluidObject.Fluid.CreateFluidEmitter(emitterDesc); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc); Texture2D tex = factory.GetTexture2D("Textures/Smoke"); for (int i = 0; i < maximumParticles; i++) { Billboard3D Billboard3D = new Billboard3D(tex,Vector3.Zero,new Vector2(0.002f)); Billboard3D.Enabled = false; CPUSphericalBillboardComponent.Billboards.Add(Billboard3D); } // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(),new Vector3(5,0.1f,5)); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
public void LoadPhysics() { Core _core = this.Core; Scene _scene = this.Scene; #region Some Boxes for( int x = 0; x < 5; x++ ) { BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 2, 3, 8 ); ActorDescription actorDesc = new ActorDescription() { Name = String.Format( "Box {0}", x ), BodyDescription = new BodyDescription( 10.0f ), GlobalPose = Matrix.Translation( 100, 15 + 3 * x, 20 ), Shapes = { boxShapeDesc } }; Actor actor = _scene.CreateActor( actorDesc ); } #endregion //#region Cloth (Flag) //{ // // Create a Grid of Points // VertexGrid grid = VertexGrid.CreateGrid( 10, 10 ); // ClothMeshDescription clothMeshDesc = new ClothMeshDescription(); // clothMeshDesc.AllocateVertices<Vector3>( grid.Points.Length ); // clothMeshDesc.AllocateTriangles<int>( grid.Indices.Length / 3 ); // clothMeshDesc.VertexCount = grid.Points.Length; // clothMeshDesc.TriangleCount = grid.Indices.Length / 3; // clothMeshDesc.VerticesStream.SetData( grid.Points ); // clothMeshDesc.TriangleStream.SetData( grid.Indices ); // // We are using 32 bit integers, so make sure the 16 bit flag is removed. // // 32 bits are the default, so this isn't technically needed // clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; // // Write the cooked data to memory // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookClothMesh( clothMeshDesc, memoryStream ); // Cooking.CloseCooking(); // // Need to reset the position of the stream to the beginning // memoryStream.Position = 0; // ClothMesh clothMesh = _core.CreateClothMesh( memoryStream ); // // // ClothDescription clothDesc = new ClothDescription() // { // ClothMesh = clothMesh, // Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, // GlobalPose = // Matrix.CreateFromYawPitchRoll( 0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f ) * // Matrix.CreateTranslation( 0, 20, 0 ) // }; // clothDesc.MeshData.AllocatePositions<Vector3>( grid.Points.Length ); // clothDesc.MeshData.AllocateIndices<int>( grid.Indices.Length ); // clothDesc.MeshData.MaximumVertices = grid.Points.Length; // clothDesc.MeshData.MaximumIndices = grid.Indices.Length; // clothDesc.MeshData.NumberOfVertices = grid.Points.Length; // clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; // _flag = _scene.CreateCloth( clothDesc ); // // Flag Pole // ActorDescription flagPoleActorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( 0, 10, 0 ), // Shapes = { new BoxShapeDescription( 1.0f, 20.0f, 1.0f ) } // }; // Actor flagPoleActor = _scene.CreateActor( flagPoleActorDesc ); // _flag.AttachToShape( flagPoleActor.Shapes[ 0 ], 0 ); // _flag.WindAcceleration = new Vector3( 10, 10, 10 ); // _flag.BendingStiffness = 0.1f; //} //#endregion #region Revolute Joint { BoxShapeDescription boxShapeDescA = new BoxShapeDescription( 3, 3, 3 ); BoxShapeDescription boxShapeDescB = new BoxShapeDescription( 3, 3, 3 ); ActorDescription actorDescA = new ActorDescription() { BodyDescription = new BodyDescription( 10.0f ), GlobalPose = Matrix.Translation( 75, 1.5f, 55 ), Shapes = { boxShapeDescA } }; Actor actorA = _scene.CreateActor( actorDescA ); ActorDescription actorDescB = new ActorDescription() { BodyDescription = new BodyDescription( 10.0f ), GlobalPose = Matrix.Translation( 70, 1.5f, 55 ), Shapes = { boxShapeDescB } }; Actor actorB = _scene.CreateActor( actorDescB ); // RevoluteJointDescription revoluteJointDesc = new RevoluteJointDescription() { Actor1 = actorA, Actor2 = actorB, Motor = new MotorDescription( 20, 20.1f, true ) }; revoluteJointDesc.Flags |= RevoluteJointFlag.MotorEnabled; revoluteJointDesc.SetGlobalAnchor( new Vector3( 73.5f, 1.5f, 55 ) ); revoluteJointDesc.SetGlobalAxis( new Vector3( 1, 0, 0 ) ); RevoluteJoint revoluteJoint = _scene.CreateJoint( revoluteJointDesc ) as RevoluteJoint; } #endregion #region Prismatic Joint with Limit { Actor actorA, actorB; { BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 3, 3, 3 ); BodyDescription bodyDesc = new BodyDescription( 10.0f ); bodyDesc.BodyFlags |= BodyFlag.Kinematic; ActorDescription actorDesc = new ActorDescription() { BodyDescription = bodyDesc, GlobalPose = Matrix.Translation( 70, 25, 65 ), Shapes = { boxShapeDesc } }; actorA = _scene.CreateActor( actorDesc ); } { BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 3, 3, 3 ); ActorDescription actorDesc = new ActorDescription() { BodyDescription = new BodyDescription( 10.0f ), GlobalPose = Matrix.Translation( 70, 15, 65 ), Shapes = { boxShapeDesc } }; actorB = _scene.CreateActor( actorDesc ); } PrismaticJointDescription prismaticJointDesc = new PrismaticJointDescription() { Actor1 = actorA, Actor2 = actorB, }; prismaticJointDesc.SetGlobalAnchor( new Vector3( 70, 20, 65 ) ); prismaticJointDesc.SetGlobalAxis( new Vector3( 0, 1, 0 ) ); PrismaticJoint prismaticJoint = _scene.CreateJoint( prismaticJointDesc ) as PrismaticJoint; LimitPlane limitPlane = new LimitPlane( new Vector3( 0, 1, 0 ), new Vector3( -30, 8, -30 ), 0 ); prismaticJoint.AddLimitPlane( limitPlane ); } #endregion #region Fluid { const int maximumParticles = 1000; FluidEmitterDescription fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Matrix.Translation( -40, 10, 50 ), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= ( FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization ); FluidDescription fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>( maximumParticles ); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; Fluid fluid = _scene.CreateFluid( fluidDesc ); // Ledge { BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 5, 0.1f, 5 ); ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.RotationX( 0.5f ) * Matrix.Translation( -40, 5, 52 ), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor( drainActorDesc ); } // Drain { BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 5, 0.1f, 5 ); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation( -40, 0, 55 ), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor( drainActorDesc ); } } #endregion #region Force Field { BoxForceFieldShapeDescription boxForceFieldShapeDesc = new BoxForceFieldShapeDescription() { Size = new Vector3( 10, 10, 10 ) }; ForceFieldLinearKernelDescription kernelDesc = new ForceFieldLinearKernelDescription() { Constant = new Vector3( 0, 100.0f, 0 ) }; ForceFieldLinearKernel kernel = _scene.CreateForceFieldLinearKernel( kernelDesc ); ForceFieldShapeGroupDescription shapeGroupDesc = new ForceFieldShapeGroupDescription() { Shapes = { boxForceFieldShapeDesc } }; ForceFieldShapeGroup shapeGroup = _scene.CreateForceFieldShapeGroup( shapeGroupDesc ); BoxForceFieldShape boxForceFieldShape = shapeGroup.CreateShape( boxForceFieldShapeDesc ) as BoxForceFieldShape; boxForceFieldShape.Pose = Matrix.Translation( 30, 5, 0 ); ForceFieldDescription forceFieldDesc = new ForceFieldDescription() { Kernel = kernel, ShapeGroups = { shapeGroup } }; ForceField forceField = _scene.CreateForceField( forceFieldDesc ); } #endregion #region Heightfield { int rows = 25; int columns = 25; HeightFieldSample[] samples = new HeightFieldSample[ rows * columns ]; for( int r = 0; r < rows; r++ ) { for( int c = 0; c < columns; c++ ) { // Put a z and x curve together double h = Math.Sin( c ) * Math.Cos( r ) * short.MaxValue; HeightFieldSample sample = new HeightFieldSample() { Height = (short)h, MaterialIndex0 = 0, MaterialIndex1 = 1, TessellationFlag = 0 }; samples[ r * columns + c ] = sample; } } HeightFieldDescription heightFieldDesc = new HeightFieldDescription() { NumberOfRows = rows, NumberOfColumns = columns }; heightFieldDesc.SetSamples( samples ); HeightField heightField = _core.CreateHeightField( heightFieldDesc ); // HeightFieldShapeDescription heightFieldShapeDesc = new HeightFieldShapeDescription() { HeightField = heightField, HoleMaterial = 2, // The max height of our samples is short.MaxValue and we want it to be 1 HeightScale = 1.0f / (float)short.MaxValue, RowScale = 3, ColumnScale = 3 }; heightFieldShapeDesc.LocalPosition = new Vector3( -0.5f * rows * 1 * heightFieldShapeDesc.RowScale, 0, -0.5f * columns * 1 * heightFieldShapeDesc.ColumnScale ); ActorDescription actorDesc = new ActorDescription() { GlobalPose = Matrix.Translation( 100, 0, 0 ), Shapes = { heightFieldShapeDesc } }; Actor actor = _scene.CreateActor( actorDesc ); } #endregion //#region Convex Mesh //{ // ModelMesh mesh = _torusModel.Meshes.First(); // Matrix[] transforms = new Matrix[ _torusModel.Bones.Count ]; // _torusModel.CopyAbsoluteBoneTransformsTo( transforms ); // // Gets the vertices from the mesh // VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[ mesh.MeshParts[ 0 ].NumVertices ]; // mesh.VertexBuffer.GetData<VertexPositionNormalTexture>( vertices ); // // // // Allocate memory for the points and triangles // var convexMeshDesc = new ConvexMeshDescription() // { // PointCount = vertices.Length // }; // convexMeshDesc.Flags |= ConvexFlag.ComputeConvex; // convexMeshDesc.AllocatePoints<Vector3>( vertices.Length ); // // Write in the points and triangles // // We only want the Position component of the vertex. Also scale down the mesh // foreach( VertexPositionNormalTexture vertex in vertices ) // { // Vector3 position = Vector3.Transform( vertex.Position, Matrix.CreateScale( 0.1f, 0.1f, 0.1f ) * transforms[ 0 ] ); // convexMeshDesc.PointsStream.Write( position ); // } // // // // Cook to memory or to a file // MemoryStream stream = new MemoryStream(); // //FileStream stream = new FileStream( @"Convex Mesh.cooked", FileMode.CreateNew ); // Cooking.InitializeCooking( new ConsoleOutputStream() ); // Cooking.CookConvexMesh( convexMeshDesc, stream ); // Cooking.CloseCooking(); // stream.Position = 0; // ConvexMesh convexMesh = _core.CreateConvexMesh( stream ); // ConvexShapeDescription convexShapeDesc = new ConvexShapeDescription( convexMesh ); // ActorDescription actorDesc = new ActorDescription() // { // BodyDescription = new BodyDescription( 10.0f ), // GlobalPose = Matrix.CreateTranslation( 30, 30, 0 ) // }; // actorDesc.Shapes.Add( convexShapeDesc ); // _torusActor = _scene.CreateActor( actorDesc ); //} //#endregion //#region SoftBody //if( false ) // Enable to view soft bodies, they run slowly //{ // XmlDocument doc = new XmlDocument(); // doc.Load( "Teapot.xml" ); // // Not how NxuStream are meant to used but what ever :S // Vector3[] vertices = ReadVertices( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/vertices" ) ); // int[] tetrahedraSingles = ReadTetrahedra( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/tetrahedra" ) ); // var softBodyMeshDesc = new SoftBodyMeshDescription() // { // VertexCount = vertices.Length, // TetrahedraCount = tetrahedraSingles.Length / 4 // Tetrahedras come in quadruples of ints // }; // softBodyMeshDesc.AllocateVertices<Vector3>( softBodyMeshDesc.VertexCount ); // softBodyMeshDesc.AllocateTetrahedra<int>( softBodyMeshDesc.TetrahedraCount ); // Note: T is an int. T is the type of each point // softBodyMeshDesc.VertexStream.SetData( vertices ); // softBodyMeshDesc.TetrahedraStream.SetData( tetrahedraSingles ); // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookSoftBodyMesh( softBodyMeshDesc, memoryStream ); // Cooking.CloseCooking(); // memoryStream.Position = 0; // SoftBodyMesh softBodyMesh = _core.CreateSoftBodyMesh( memoryStream ); // SoftBodyDescription desc = new SoftBodyDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, -30 ), // SoftBodyMesh = softBodyMesh // }; // desc.Flags |= SoftBodyFlag.Visualization; // desc.MeshData.AllocatePositions<Vector3>( vertices.Length ); // desc.MeshData.AllocateIndices<int>( tetrahedraSingles.Length ); // SoftBody softBody = _scene.CreateSoftBody( desc ); //} //#endregion //#region Reports //// Contact report //// When the capsule actor hits the ground make it bounce by using the conact report //{ // CapsuleShapeDescription capsuleShapeDesc = new CapsuleShapeDescription( 1, 5 ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, 0 ), // BodyDescription = new BodyDescription( 10.0f ), // Name = "Report Capsule", // Shapes = { capsuleShapeDesc } // }; // _contactReportActor = _scene.CreateActor( actorDesc ); // _scene.SetActorPairFlags( _contactReportActor, _groundActor, ContactPairFlag.All ); // _scene.UserContactReport = new ContactReport( this ); //} //// Trigger Reports //{ // BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 15, 8, 15 ); // boxShapeDesc.Flags |= ( ShapeFlag.TriggerOnEnter | ShapeFlag.TriggerOnLeave ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 4, 0 ), // Shapes = { boxShapeDesc } // }; // _scene.CreateActor( actorDesc ); // _scene.UserTriggerReport = new TriggerReport( this ); //} //_scene.UserNotify = new Notify( this ); //#endregion //#region Wheel //{ // _basicVehicle = new Vehicle( this ); //} //#endregion #region Controller { ControllerManager manager = _scene.CreateControllerManager(); CapsuleControllerDescription capsuleControllerDesc = new CapsuleControllerDescription( 4, 3 ); CapsuleController capsuleController = manager.CreateController<CapsuleController>( capsuleControllerDesc ); capsuleController.Position = new Vector3( 0, 1.5f + 2, -15 ); capsuleController.Actor.Name = "BoxController"; capsuleController.SetCollisionEnabled( true ); } #endregion }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 3000; ///Remember ///There are 2 math apis (XNA AND PHYSX) ///Sometimes we need to convert between then ///Use the extension methods AsPhysx() in XNA API and AsXNA in Physx APi ///emitter var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 1.5f, DimensionY = 1.5f, Rate = 65, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f, }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); ///fluid var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; ///create and add the fluid to the world fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc); ///Use Billboards to render the fuild particles (dummy way) Texture2D tex = factory.GetTexture2D("Textures/Smoke"); for (int i = 0; i < maximumParticles; i++) { Billboard3D Billboard3D = new Billboard3D(tex,Vector3.Zero,new Vector2(0.001f)); Billboard3D.Enabled = false; CPUSphericalBillboardComponent.Billboards.Add(Billboard3D); } // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(),new Vector3(5,0.1f,5)); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, -20, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); BallThrowBullet.ballSize = 1f; BallThrowBullet.Speed = 25; this.AttachCleanUpAble(BallThrowBullet); CameraFirstPerson CameraFirstPerson = new CameraFirstPerson(GraphicInfo); CameraFirstPerson.Position = new Vector3(-35, 8, -52); CameraFirstPerson.LeftRightRot = MathHelper.ToRadians(125); this.World.CameraManager.AddCamera(CameraFirstPerson); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, maximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, maximumParticles, new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } PhysxPhysicObject frame; { var boxShapeDesc = new BoxShapeDescription(3, 10, 3); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); frame = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, Matrix.CreateTranslation(50, 5, 50), new Vector3(3, 10, 3)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, frame); this.World.AddObject(obj); } //Create an attached emitter FluidEmitterDescription emitterDesc = new FluidEmitterDescription(); emitterDesc.MaximumParticles = 0; emitterDesc.DimensionX = 8f; emitterDesc.DimensionY = 8f; emitterDesc.Type = EmitterType.ConstantFlowRate; emitterDesc.Rate = 150.0f; emitterDesc.FluidVelocityMagnitude = 60.0f; emitterDesc.ParticleLifetime = 8.0f; emitterDesc.Shape = EmitterShape.Rectangular; //attach to actor emitterDesc.Flags = FluidEmitterFlag.AddBodyVelocity | FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization; emitterDesc.RepulsionCoefficient = 0.02f; //emitterDesc.RelativePose = Phyx.Matrix.RotationX((float)Math.PI / 2); emitterDesc.RelativePose *= Phyx.Matrix.Translation(0, 20f, 0); emitterDesc.FrameShape = frame.Actor.Shapes[0]; FluidDescription fluidDesc = new FluidDescription(); fluidDesc.MaximumParticles = 2500; fluidDesc.KernelRadiusMultiplier = 5.0f; fluidDesc.RestParticlesPerMeter = 5.0f; fluidDesc.MotionLimitMultiplier = 0.9f; fluidDesc.PacketSizeMultiplier = 16; fluidDesc.CollisionDistanceMultiplier = 0.12f; fluidDesc.Stiffness = 50.0f; fluidDesc.Viscosity = 40.0f; fluidDesc.RestDensity = 1000.0f; fluidDesc.Damping = 0.0f; fluidDesc.RestitutionForStaticShapes = 0.2f; fluidDesc.DynamicFrictionForStaticShapes = 0.05f; fluidDesc.Flags = FluidFlag.Enabled | FluidFlag.Visualization; fluidDesc.SimulationMethod = FluidSimulationMethod.SmoothedParticleHydrodynamics; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Phyx.Vector3>(fluidDesc.MaximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = fluidDesc.MaximumParticles; FluidMOdel FluidMOdel = new PloobsEngine.Modelo.FluidMOdel(factory, "teste", null, fluidDesc.MaximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); FluidShader FluidShader = new FluidShader(); DeferredMaterial ForwardMaterial = new DeferredMaterial(FluidShader); IObject IObject = new IObject(ForwardMaterial, FluidMOdel, PhysxFluidObject); this.World.AddObject(IObject); PhysxFluidObject.Fluid.CreateFluidEmitter(emitterDesc); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 3000; ///Remember ///There are 2 math apis (XNA AND PHYSX) ///Sometimes we need to convert between then ///Use the extension methods AsPhysx() in XNA API and AsXNA in Physx APi ///emitter var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 1.5f, DimensionY = 1.5f, Rate = 65, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f, }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); ///fluid var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; ///create and add the fluid to the world fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc); ///Use Billboards to render the fuild particles (dummy way) Texture2D tex = factory.GetTexture2D("Textures/Smoke"); for (int i = 0; i < maximumParticles; i++) { Billboard3D Billboard3D = new Billboard3D(tex, Vector3.Zero, new Vector2(0.001f)); Billboard3D.Enabled = false; CPUSphericalBillboardComponent.Billboards.Add(Billboard3D); } // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5)); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, -20, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); BallThrowBullet.ballSize = 1f; BallThrowBullet.Speed = 25; this.AttachCleanUpAble(BallThrowBullet); CameraFirstPerson CameraFirstPerson = new CameraFirstPerson(GraphicInfo); CameraFirstPerson.Position = new Vector3(-35, 8, -52); CameraFirstPerson.LeftRightRot = MathHelper.ToRadians(125); this.World.CameraManager.AddCamera(CameraFirstPerson); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc); Texture2D tex = factory.GetTexture2D("Textures/Smoke"); for (int i = 0; i < maximumParticles; i++) { Billboard3D Billboard3D = new Billboard3D(tex, Vector3.Zero, new Vector2(0.002f)); Billboard3D.Enabled = false; CPUSphericalBillboardComponent.Billboards.Add(Billboard3D); } // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5)); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }