public void Test_Overlaps() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (col1); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1, 1, 1); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); // コリジョン発生 wld.CollisionUpdate (); Assert.AreEqual (1, col1.OverlappingObjectCount); Assert.AreEqual (1, col2.OverlappingObjectCount); // コリジョン消失 node2.Translate (10, 0, 0); wld.CollisionUpdate (); Assert.AreEqual (0, col1.OverlappingObjectCount); Assert.AreEqual (0, col2.OverlappingObjectCount); }
public void Test_BoxShape() { var node = new Node (); var col = new CollisionObject (); col.Shape = new BoxShape (1, 1, 1); col.SetOffset (1, 0, 0); node.Attach (col); node.Translate (1, 0, 0); node.Rotate (45, 0, 0, 1); var wld = new World (); wld.AddChild (node); wld.CollisionUpdate (); // (1+1) - 1*√2 var result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0)).First (); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (0.5858f, 0, 0), result.Point); Assert.AreEqual (new Vector3 (-1, 0, 0), result.Normal); Assert.AreEqual (10.58579f, result.Distance, 0.01f); Assert.AreEqual (0.5245f, result.Fraction, 0.01f); // (1+1) + 1*√2 result = wld.RayCast (new Vector3 (10, 0, 0), new Vector3 (-10, 0, 0)).First (); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (3.4142f, 0, 0), result.Point); Assert.AreEqual (new Vector3 (1, 0, 0), result.Normal); Assert.AreEqual (6.585786f, result.Distance, 0.01f); Assert.AreEqual (0.3225f, result.Fraction, 0.01f); wld.Destroy (); }
public void Test_Distance_Box_to_Box() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); col1.SetOffset (0, 0, 0); node1.Attach (col1); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1,1,1); col2.SetOffset (0, 10, 0); node2.Attach (col2); node1.Translate (0, 0, 0); node2.Translate (10, 0, 0); // 10*√2 var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.CollisionUpdate (); Assert.AreEqual(10*1.4142f - 2*1.4142f, wld.Distance (node1, node2), 0.05f); wld.Destroy (); }
public static void Main(string[] args) { var g2d = DD.Graphics2D.GetInstance (); g2d.CreateWindow (800, 600, "こんにちは、世界"); // ---------------------------------------- var wld = new World (); var node1 = MySender.Create ("Recver1", new Vector3 (100, 250, 0)); var node2 = MyRecver.Create ("Recver1", new Vector3 (600, 150, 0)); var node3 = MyRecver.Create ("Recver2", new Vector3 (600, 250, 0)); var node4 = MyRecver.Create ("Recver3", new Vector3 (600, 350, 0)); var node5 = MyRecver.Create ("All", new Vector3 (600, 500, 0)); var node6 = MyButton.Create ("1", "Recver1", new Vector3 (50, 350, 0)); var node7 = MyButton.Create ("2", "Recver2", new Vector3 (100, 350, 0)); var node8 = MyButton.Create ("3", "Recver3", new Vector3 (150, 350, 0)); var node9 = MyButton.Create ("All", "All", new Vector3 (200, 350, 0)); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); wld.AddChild (node4); wld.AddChild (node5); wld.AddChild (node6); wld.AddChild (node7); wld.AddChild (node8); wld.AddChild (node9); // ---------------------------------------- var active = true; g2d.OnClosed += delegate (object sender, EventArgs eventArgs) { active = false; }; Console.WriteLine ("Start of Main Loop"); g2d.SetFrameRateLimit (60); var watch = new Stopwatch (); watch.Start (); while (active) { var msec = watch.ElapsedMilliseconds; g2d.Dispatch (wld); wld.Animate (msec, 33); wld.CollisionUpdate (); wld.Update (msec); wld.Deliver (); g2d.Draw (wld); } Console.WriteLine ("End of Game"); }
public static void Main(string[] args) { var g2d = DD.Graphics2D.GetInstance (); g2d.CreateWindow (800, 600, "こんにちは、世界"); // ---------------------------------------- var wld = new World (); var node1 = MyCharacter.Create (new Vector3 (200, 200, 0), 16); // GroupID = 1<<4 var node2 = MyBlock.Create (new Vector3 (100, 300, 0), -1); // CollideWith = All var node3 = MyBlock.Create (new Vector3 (300, 300, 0), 16); // CollideWith = 1<<4 var node4 = MyBlock.Create (new Vector3 (500, 300, 0), 0); // CollideWith = None var node5 = MyHUD.Create (new Vector3 (10, 10, 0)); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); wld.AddChild (node4); wld.AddChild (node5); // ---------------------------------------- var active = true; g2d.OnClosed += delegate (object sender, EventArgs eventArgs) { active = false; }; Console.WriteLine ("Start of Main Loop"); g2d.SetFrameRateLimit (60); var watch = new Stopwatch (); watch.Start (); while (active) { var msec = watch.ElapsedMilliseconds; g2d.Dispatch (wld); wld.Animate (msec, 33); wld.Deliver (); wld.CollisionUpdate (); wld.Update (msec); g2d.Draw (wld); } wld.Destroy (); Console.WriteLine ("End of Game"); }
public void Test_BoxShape() { var node1 = new Node ("Sweeper"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); col1.SetOffset (0, 1, 0); node1.Attach (col1); var node2 = new Node ("Target1"); var col2 = new CollisionObject (); col2.Shape = new SphereShape (1); col2.SetOffset (0, 1, 0); node2.Attach (col2); var node3 = new Node ("Target2"); var col3 = new CollisionObject (); col3.Shape = new SphereShape (1); col3.SetOffset (0, 1, 0); node1.Translate (0, 0, 0); node2.Translate (10, 0, 0); node3.Translate (20, 0, 0); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); wld.CollisionUpdate (); var result = wld.Sweep (node1, new Vector3 (100, 0, 0)); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (9, 1, 0), result.Point); Assert.AreEqual (new Vector3 (-1, 0, 0), result.Normal); Assert.AreEqual (8, result.Distance, 0.01f); Assert.AreEqual (0.08f, result.Fraction, 0.01f); result = wld.Sweep (node1, new Vector3 (0, 100, 0)); Assert.AreEqual (false, result.Hit); result = wld.Sweep (node1, new Vector3 (-100, 100, 0)); Assert.AreEqual (false, result.Hit); wld.Destroy (); }
public void Test_Distance_Invalid_Objects() { var node1 = new Node ("Node1"); var node2 = new Node ("Node2"); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.CollisionUpdate (); var d = wld.Distance (node1, node2); Assert.AreEqual (Single.NaN, d); wld.Destroy (); }
public static void Main(string[] args) { var g2d = DD.Graphics2D.GetInstance (); g2d.CreateWindow (800, 600, "こんにちは、世界"); Resource.SetTextureDirectory ("DatabaseSample/Textures/"); // ---------------------------------------- var node1 = MyCharacterHolder.Create (); var node2 = MyCharacterViewer.Create (new Vector3 (0, 0, 0)); var node3 = MyCharacterSelector.Create (new Vector3 (0,0,0)); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); // ---------------------------------------- var active = true; g2d.OnClosed += delegate (object sender, EventArgs eventArgs) { active = false; }; Console.WriteLine ("Start of Main Loop"); g2d.SetFrameRateLimit (60); var watch = new Stopwatch (); watch.Start (); while (active) { var msec = watch.ElapsedMilliseconds; g2d.Dispatch (wld); wld.Animate (msec, 33); wld.Deliver (); wld.CollisionUpdate (); wld.Update (msec); wld.Purge (); g2d.Draw (wld); } Console.WriteLine ("End of Game"); wld.Destroy (); }
public static void Main(string[] args) { var g2d = DD.Graphics2D.GetInstance (); g2d.CreateWindow (800, 600, "こんにちは、世界"); // ---------------------------------------- var wld = new World (); var node1 = MyComponent.Create (new Vector3(100,100,0)); wld.AddChild (node1); // ---------------------------------------- var active = true; g2d.OnClosed += delegate (object sender, EventArgs eventArgs) { active = false; }; Console.WriteLine ("Start of Main Loop"); g2d.SetFrameRateLimit (60); var watch = new Stopwatch (); watch.Start (); while (active) { var msec = watch.ElapsedMilliseconds; g2d.Dispatch (wld); wld.Animate (msec, 16); wld.CollisionUpdate (); wld.Update (msec); g2d.Draw (wld); } Console.WriteLine ("End of Game"); wld.Destroy (); }
public void Test_AllNodes() { var wld = new World (); for (var i = 0; i < 10; i++) { var node = new Node ("" + i); var col = new CollisionObject (); col.Shape = new SphereShape (1); node.Attach (col); node.Translate (i, 0, 0); wld.AddChild (node); } wld.CollisionUpdate (); var results = wld.RayCast (new Vector3 (-10, 10, 0), new Vector3 (10, 10, 0)); Assert.AreEqual (0, results.Count ()); results = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0)); Assert.AreEqual (10, results.Count ()); Assert.AreEqual ("0", results.ElementAt (0).Node.Name); Assert.AreEqual ("1", results.ElementAt (1).Node.Name); Assert.AreEqual ("2", results.ElementAt (2).Node.Name); Assert.AreEqual ("3", results.ElementAt (3).Node.Name); Assert.AreEqual ("4", results.ElementAt (4).Node.Name); Assert.AreEqual ("5", results.ElementAt (5).Node.Name); Assert.AreEqual ("6", results.ElementAt (6).Node.Name); Assert.AreEqual ("7", results.ElementAt (7).Node.Name); Assert.AreEqual ("8", results.ElementAt (8).Node.Name); Assert.AreEqual ("9", results.ElementAt (9).Node.Name); wld.Destroy (); }
public void Test_Pick() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (col1); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1, 1, 1); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); node1.Translate (1, 0, 0); node2.Translate (-1, 0, 0); wld.CollisionUpdate (); Assert.AreEqual (null, wld.Pick (new Vector3 (3, -10, 0), new Vector3 (3, 10, 0))); Assert.AreEqual (node1, wld.Pick (new Vector3 (2, -10, 0), new Vector3 (2, 10, 0))); Assert.AreEqual (node1, wld.Pick (new Vector3 (1, -10, 0), new Vector3 (1, 10, 0))); Assert.AreEqual (node1, wld.Pick (new Vector3 (0, -10, 0), new Vector3 (0, 10, 0))); Assert.AreEqual (node2, wld.Pick (new Vector3 (-1, -10, 0), new Vector3 (-1, 10, 0))); Assert.AreEqual (node2, wld.Pick (new Vector3 (-2, -10, 0), new Vector3 (-2, 10, 0))); Assert.AreEqual (null, wld.Pick (new Vector3 (-3, -10, 0), new Vector3 (-3, 10, 0))); }
public void Test_OnColisionEnter() { var node1 = new Node ("Node1"); var cmp1 = new MyComponent (); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (cmp1); node1.Attach (col1); var node2 = new Node ("Node2"); var cmp2 = new MyComponent (); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1, 1, 1); node2.Attach (cmp2); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); node1.Translate (1, 0, 0); // ここでコリジョン発生 wld.CollisionUpdate (); Assert.AreEqual (true, cmp1.IsCollisionEnterCalled); Assert.AreEqual (true, cmp2.IsCollisionEnterCalled); // 離れる node2.Translate (10, 0, 0); // ここでコリジョン消失 wld.CollisionUpdate (); Assert.AreEqual (true, cmp1.IsCollisionExitCalled); Assert.AreEqual (true, cmp2.IsCollisionExitCalled); }
public void Test_SyncWithCollisionWorld() { var node1 = new Node ("Node1"); node1.Attach (new CollisionObject ()); node1.CollisionObject.Shape = new BoxShape (1, 1, 1); node1.CollisionObject.Offset = new Vector3 (1, 2, 3); var node2 = new Node ("Node2"); node2.Attach (new CollisionObject ()); node2.CollisionObject.Shape = new BoxShape (1, 1, 1); node2.Translate (4, 5, 6); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); // コリジョン ワールドと同期 wld.CollisionUpdate (); // BulletPhysics側ではオフセット込みの座標 Assert.AreEqual (new Vector3 (1, 2, 3), node1.CollisionObject.Data.WorldTransform.Origin.ToDD()); Assert.AreEqual (new Vector3 (4, 5, 6), node2.CollisionObject.Data.WorldTransform.Origin.ToDD ()); }
public void Test_RegisterCollisionObject() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (col1); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1, 1, 1); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); // ここで登録される wld.CollisionUpdate (); Assert.AreEqual (2, wld.CollisionAnalyzer.CollisionObjectCount); Assert.AreEqual (2, wld.CollisionAnalyzer.CollisionObjects.Count ()); wld.Destroy (); }
public void Test_SphereShape() { var node = new Node (); var col = new CollisionObject (); col.Shape = new SphereShape (1); col.SetOffset (1, 0, 0); node.Attach (col); node.Translate (1, 0, 0); node.Rotate (45, 0, 0, 1); var wld = new World (); wld.AddChild (node); wld.CollisionUpdate (); // (1+1) - 1 var result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0)).First (); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (1, 0, 0), result.Point); Assert.AreEqual (new Vector3 (-1, 0, 0), result.Normal); Assert.AreEqual (11, result.Distance, 0.01f); Assert.AreEqual (0.55f, result.Fraction, 0.01f); // (1+1) + 1 result = wld.RayCast (new Vector3 (10, 0, 0), new Vector3 (-10, 0, 0)).First (); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (3, 0, 0), result.Point); Assert.AreEqual (new Vector3 (1, 0, 0), result.Normal); Assert.AreEqual (7, result.Distance, 0.01f); Assert.AreEqual (0.35f, result.Fraction, 0.01f); wld.Destroy (); }
public void Test_CollideWith() { var node = new Node (); var col = new CollisionObject (); col.Shape = new SphereShape (1); node.Attach (col); node.GroupID = 1 << 1; var wld = new World (); wld.AddChild (node); wld.CollisionUpdate (); // 1<<0 var result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0), 1 << 0).FirstOrDefault (); Assert.AreEqual (false, result.Hit); // 1<<1 result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0), 1 << 1).FirstOrDefault (); Assert.AreEqual (true, result.Hit); // 1<<2 result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0), 1 << 2).FirstOrDefault (); Assert.AreEqual (false, result.Hit); // 0 result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0), 0).FirstOrDefault (); Assert.AreEqual (false, result.Hit); // -1 result = wld.RayCast (new Vector3 (-10, 0, 0), new Vector3 (10, 0, 0), -1).FirstOrDefault (); Assert.AreEqual (true, result.Hit); wld.Destroy (); }
public void Test_RayCast() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (col1); var node2 = new Node ("Node1"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1, 1, 1); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); node1.Translate (1, 0, 0); node2.Translate (-1, 0, 0); wld.CollisionUpdate (); var start = new Vector3 (10, 0, 0); var end = new Vector3 (-10, 0, 0); var results = wld.RayCast (start, end).ToArray (); Assert.AreEqual (2, results.Count ()); var result1 = results[0]; var result2 = results[1]; Assert.AreEqual (node1, result1.Node); Assert.AreEqual (0.39394f, result1.Fraction, 0.01f); Assert.AreEqual (new Vector3 (2, 0, 0), result1.Point); Assert.AreEqual (node2, result2.Node); Assert.AreEqual (0.49495f, result2.Fraction, 0.01f); Assert.AreEqual (new Vector3 (0, 0, 0), result2.Point); }
public void Test_OverlappingObejcts() { var node1 = new Node ("Node1"); var node2 = new Node ("Node2"); var node3 = new Node ("Node3"); node1.Attach (new CollisionObject ()); node2.Attach (new CollisionObject ()); node3.Attach (new CollisionObject ()); node1.CollisionObject.Shape = new BoxShape (1, 1, 1); node2.CollisionObject.Shape = new BoxShape (1, 1, 1); node3.CollisionObject.Shape = new BoxShape (1, 1, 1); node1.SetTranslation (1, 0, 0); node2.SetTranslation (3, 0, 0); node3.SetTranslation (5, 0, 0); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); // ここで登録される // コリジョンの解析とオーバーラップの判定 wld.CollisionUpdate (); Assert.AreEqual (2, wld.CollisionAnalyzer.OverlapppingPairCount); Assert.AreEqual (2, wld.CollisionAnalyzer.OverlappingPairs.Count ()); Assert.AreEqual (new OverlappingPair(node1, node2), wld.CollisionAnalyzer.OverlappingPairs.ElementAt (0)); Assert.AreEqual (new OverlappingPair (node2, node3), wld.CollisionAnalyzer.OverlappingPairs.ElementAt (1)); Assert.AreEqual (1, node1.CollisionObject.OverlappingObjectCount); Assert.AreEqual (2, node2.CollisionObject.OverlappingObjectCount); Assert.AreEqual (1, node3.CollisionObject.OverlappingObjectCount); Assert.AreEqual (node2, node1.CollisionObject.GetOverlappingObject (0)); Assert.AreEqual (node1, node2.CollisionObject.GetOverlappingObject (0)); Assert.AreEqual (node3, node2.CollisionObject.GetOverlappingObject (1)); Assert.AreEqual (node2, node3.CollisionObject.GetOverlappingObject (0)); }
public void Test_Sweep() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1, 1, 1); node1.Attach (col1); node1.Rotate (45, 0, 0, 1); node1.Rotate (45, 1, 0, 0); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (2, 2, 2); col2.Offset = new Vector3 (2, 0, 0); node2.Attach (col2); var node3 = new Node ("Node3"); var col3 = new CollisionObject (); col3.Shape = new BoxShape (1, 1, 1); col3.SetOffset (-1, 0, 0); node3.Attach (col3); var wld = new World ("World"); wld.AddChild (node1); wld.AddChild (node2); wld.AddChild (node3); node1.Translate (0, 0, 0); node2.Translate (10, 0, 0); node3.Translate (-10, 0, 0); wld.CollisionUpdate (); var result = wld.Sweep (node1, new Vector3 (100, 0, 0)); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (10, 0, 0), result.Point); Assert.AreEqual (new Vector3 (-1, 0, 0), result.Normal); Assert.AreEqual (8.602f, result.Distance, 0.01f); Assert.AreEqual (0.09f, result.Fraction, 0.01f); result = wld.Sweep (node1, new Vector3 (-100, 0, 0)); Assert.AreEqual (true, result.Hit); Assert.AreEqual (new Vector3 (-10, 0.2812f, -0.2812f), result.Point); Assert.AreEqual (new Vector3 (1, 0, 0), result.Normal); Assert.AreEqual (8.602f, result.Distance, 0.01f); Assert.AreEqual (0.09f, result.Fraction, 0.01f); }
public void Test_Distance_Overlapped_Objects() { var node1 = new Node ("Node1"); var col1 = new CollisionObject (); col1.Shape = new BoxShape (1,1,1); node1.Attach (col1); var node2 = new Node ("Node2"); var col2 = new CollisionObject (); col2.Shape = new BoxShape (1,1,1); node2.Attach (col2); var wld = new World (); wld.AddChild (node1); wld.AddChild (node2); wld.CollisionUpdate (); node2.Translation = new Vector3 (3, 0, 0); node2.Rotation = new Quaternion (45, 0, 0, 1); var d = wld.Distance (node1, node2); Assert.AreEqual (3 - 1 - 1 * 1.4142f, d, 0.5f); node2.Translation = new Vector3 (2.1f, 0, 0); d = wld.Distance (node1, node2); Assert.AreEqual (0, d); node2.Translation = new Vector3 (0, 0, 0); d = wld.Distance (node1, node2); Assert.AreEqual (0, d); wld.Destroy (); }