public Holodeck() { var gdm = new GraphicsDeviceManager(this); gdm.SynchronizeWithVerticalRetrace = false; #if XBOX gdm.IsFullScreen = true; gdm.PreferredBackBufferHeight = 720; gdm.PreferredBackBufferWidth = 1280; #elif WINDOWS_PHONE gdm.IsFullScreen = true; gdm.PreferredBackBufferHeight = 800; gdm.PreferredBackBufferWidth = 400; #endif this.IsFixedTimeStep = false; TaskManager.IsThreadingEnabled = false; _viewManager = new ViewManager(this); _inputManager = new InputManager(this); _stateManager = new StateManager(this); _physics = new PhysicsManager(this); this.Components.Add(new PhysicsScene(this, _physics)); Content.RootDirectory = "Content"; }
public ImprovedProcessor(Game game, IViewManager viewManager, PhysicsManager physics ) { this._game = game; this._viewManager = viewManager; this._physics = physics; initialize(); }
public InputManager(Game game, IViewManager viewManager, PhysicsManager physics) { this._game = game; this._viewManager = viewManager; this._physics = physics; //_inputProcessor = new DefaultProcessor(game, viewManager, physics); _inputProcessor = new ImprovedProcessor(game, viewManager, physics); }
public Element(Game1 game, PhysicsManager physics) { this.components = new List<SolidComponent>(); this.physics = physics; this.game = game; InitializeComponents(); }
public DefaultProcessor(Game game, IViewManager viewManager, PhysicsManager physics ) { this.game = game; this.viewManager = viewManager; this.physics = physics; Manipulations2D enabledManipulations = Manipulations2D.Rotate | Manipulations2D.Scale | Manipulations2D.Translate; manipulationProcessor = new ManipulationProcessor2D(enabledManipulations); manipulationProcessor.Pivot = new ManipulationPivot2D(); manipulationProcessor.Pivot.Radius = 10; manipulationProcessor.Started += OnManipulationStarted; manipulationProcessor.Delta += OnManipulationDelta; manipulationProcessor.Completed += OnManipulationCompleted; }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = false; graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferWidth = 1280; Content.RootDirectory = "Content"; //Load physics manager; Physics = new PhysicsManager(this); Physics.Enabled = !pause; //create new room; machine = new Room(this, Physics); Physics.Gravity = new Vector3(0f, 0f, -9.8f); }
public Missile(PhysicsManager physicsenabler, float damage) : base(GameState.Get().Game.Content.Load<Model>("missile")) { this.Damage = damage; this.pm = physicsenabler; SetWorld(1f, new Vector3(110, 10, 110), Quaternion.CreateFromAxisAngle(Vector3.UnitY, (float)Math.PI / 5));//* Quaternion.CreateFromAxisAngle(Vector3.UnitZ, (float)Math.PI / 4)); LinearVelocity = Vector3.Zero; AngularVelocity = Vector3.Zero; this.m_dragModule = new LinearDragModule(this, LINEAR_DRAG_COEFFICIENT); this.m_thrustModule = new ThrustModule(this, THRUST_MULTIPLIER, 1f, MAX_FUEL); this.m_angDragModule = new AngularDragModule(this, ANGULAR_DRAG_COEFFICIENT); Capsule capsule = new Capsule(new Vector3(5, 0, 0), Vector3.Zero, 1); Vector3 center = new Vector3(2.5f, 0, 0); MassProperties mp = MassProperties.FromCapsule(0.15f, capsule.P1, capsule.P2, capsule.Radius, out center); this.MassProperties = mp; this.Skin.Add(new CapsulePart(capsule)); }
/// <summary> /// Default constructor. /// </summary> public App1() { this.IsFixedTimeStep = false; TaskManager.IsThreadingEnabled = false; instance = this; Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.SynchronizeWithVerticalRetrace = false; _viewManager = new ViewManager(this); _viewManager.BackgroundColor = backgroundColor; _physics = new PhysicsManager(this); this.Components.Add(new PhysicsScene(this, _physics)); _inputManager = new InputManager(this, _viewManager, _physics); _tangibles = new Tangibles(this, _viewManager, _physics); }
public BodyCollisionFunctor(PhysicsManager manager) { _manager = manager; _taskManager = TaskManager.Current; int threads = TaskManager.ThreadCount; _alloc = new IAllocator<ContactConstraint>[threads]; _items = new List<ContactConstraint>[threads]; _contact = new ContactConstraint[threads]; _a = new Part[threads]; _b = new Part[threads]; for (int i = 0; i < threads; i++) { _alloc[i] = new ContactConstraint.Allocator(manager.Game, manager.ContactPoolCapacity, 2, manager.MaxPointsPerContact); _items[i] = new List<ContactConstraint>(); } _fastSpeedSquared = manager.SweepThresholdSquared; }
public Element2(Game1 game, PhysicsManager physics) : base(game, physics) { }
public Tangibles(Game game, IViewManager viewManager, PhysicsManager physics) { this.game = game; this.viewManager = viewManager; this.physics = physics; }
public Room(Game1 game, PhysicsManager physics) { this.Game = game; this.Physics = physics; this.GameComponents = new List<Interfaces.IComponent>(); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; physicsManager = new PhysicsManager(this); }
public PhysicsScene(Game game, PhysicsManager physics) : base(game) { _physics = physics; }