public BowlingPin(Game game, Model model, Matrix orientation, Vector3 position) : base(game, model) { body = new Body(); collision = new CollisionSkin(body); // add a capsule for the main corpus Primitive capsule = new Capsule(Vector3.Zero, Matrix.Identity, 0.1f, 1.3f); // add a small box at the buttom Primitive box = new Box(new Vector3(-0.1f,-0.1f,-0.1f), Matrix.Identity, Vector3.One * 0.2f); // add a sphere in the middle Primitive sphere = new Sphere(new Vector3(0.0f, 0.0f, 0.3f), 0.3f); collision.AddPrimitive(capsule, new MaterialProperties(0.1f, 0.5f, 0.5f)); collision.AddPrimitive(box, new MaterialProperties(0.1f, 0.5f, 0.5f)); collision.AddPrimitive(sphere, new MaterialProperties(0.1f, 0.5f, 0.5f)); body.CollisionSkin = this.collision; Vector3 com = SetMass(0.5f); body.MoveTo(position, orientation); collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); body.EnableBody(); this.scale = Vector3.One * 10.0f; }
public Missile(ParentGame game, Model modelObj, Texture2D[] modelTextures, DrawingClass drawClass, GameplayScreen Screen) : base(game, modelObj, modelTextures) { this.drawClass = drawClass; this.Screen = Screen; _body = new Body(); _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(1f,1f,4f)); _skin.AddPrimitive(box, new MaterialProperties(0.8f, 0.8f, 0.7f)); Vector3 com = SetMass(2.0f); _body.MoveTo(position, Matrix.Identity); _skin.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); _body.EnableBody(); Body.ExternalData = this; Vector3 pos = position; Vector3 forwardVec = Body.Orientation.Forward; forwardVec.Normalize(); pos -= forwardVec * 10; // Use the particle emitter helper to output our trail particles. trailEmitter = new ParticleEmitter(drawClass.projectileTrailParticles, trailParticlesPerSecond, position); rgob = new RagdollObject(parentGame, null, null, null, RagdollObject.RagdollType.Simple, 1.0f, 3); rgob.Position = position; //rgob.PutToSleep(); //rgob.limbs[0].PhysicsBody.AngularVelocity = (new Vector3(1, 1, 0) * 2000); RagdollTransforms = new List<Matrix>(); RagdollTransforms = rgob.GetWorldMatrix(); foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs) DisableCollisions(lim.PhysicsBody, Body); foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs) foreach (BuildingPiece pic in Screen.PieceList) DisableCollisions(lim.PhysicsBody, pic.Body); foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs) foreach (Building bld in Screen.Buildings) DisableCollisions(lim.PhysicsBody, bld.Body); foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs) DisableCollisions(lim.PhysicsBody, Screen.terrainActor.Body); foreach (JigLibX.Objects.PhysicObject limb0 in rgob.limbs) foreach (Missile mis in Screen.BulletList) foreach (JigLibX.Objects.PhysicObject limb1 in mis.rgob.limbs) DisableCollisions(limb1.PhysicsBody, limb0.PhysicsBody); }
public SphereObject(Game game, Model model,float radius, Matrix orientation, Vector3 position) : base(game, model) { body = new Body(); collision = new CollisionSkin(body); collision.AddPrimitive(new Sphere(Vector3.Zero * 5.0f,radius), new MaterialProperties(0.5f,0.7f,0.6f)); body.CollisionSkin = this.collision; Vector3 com = SetMass(10.0f); body.MoveTo(position + com, orientation); // collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); body.EnableBody(); this.scale = Vector3.One * radius; }
public BoxObject(Game game,Model model,Vector3 sideLengths, Matrix orientation, Vector3 position) : base(game,model) { body = new Body(); collision = new CollisionSkin(body); collision.AddPrimitive(new Box(- 0.5f * sideLengths, orientation, sideLengths), new MaterialProperties(0.8f, 0.8f, 0.7f)); body.CollisionSkin = this.collision; Vector3 com = SetMass(1.0f); body.MoveTo(position, Matrix.Identity); collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); body.EnableBody(); this.scale = sideLengths; }
public CapsuleObject(Game game, Model model,float radius,float length, Matrix orientation, Vector3 position) : base(game, model) { body = new Body(); collision = new CollisionSkin(body); collision.AddPrimitive(new Capsule(Vector3.Transform(new Vector3(-0.5f,0,0), orientation),orientation,radius,length),(int)MaterialTable.MaterialID.BouncyNormal); body.CollisionSkin = this.collision; Vector3 com = SetMass(10.0f); body.MoveTo(position + com, Matrix.Identity); collision.ApplyLocalTransform(new Transform(-com,Matrix.Identity)); body.EnableBody(); this.scale = new Vector3(radius, radius, length / 2); }
public CylinderObject(Game game, float radius, float length, Vector3 position, Model model) : base(game, model) { body = new Body(); collision = new CollisionSkin(body); if (length - 2.0f * radius < 0.0f) throw new ArgumentException("Radius must be at least half length"); Capsule middle = new Capsule(Vector3.Zero, Matrix.Identity, radius, length - 2.0f * radius); float sideLength = 2.0f * radius / (float) Math.Sqrt(2.0d); Vector3 sides = new Vector3(-0.5f * sideLength, -0.5f * sideLength, -radius); Box supply0 = new Box(sides, Matrix.Identity, new Vector3(sideLength, sideLength, length)); Box supply1 = new Box(Vector3.Transform(sides,Matrix.CreateRotationZ(MathHelper.PiOver4)), Matrix.CreateRotationZ(MathHelper.PiOver4), new Vector3(sideLength, sideLength, length)); collision.AddPrimitive(middle, new MaterialProperties(0.8f, 0.8f, 0.7f)); collision.AddPrimitive(supply0, new MaterialProperties(0.8f, 0.8f, 0.7f)); collision.AddPrimitive(supply1, new MaterialProperties(0.8f, 0.8f, 0.7f)); body.CollisionSkin = this.collision; Vector3 com = SetMass(1.0f); collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); #region Manually set body inertia float cylinderMass = body.Mass; float comOffs = (length - 2.0f * radius) * 0.5f; ; float Ixx = 0.5f * cylinderMass * radius * radius + cylinderMass * comOffs * comOffs; float Iyy = 0.25f * cylinderMass * radius * radius + (1.0f / 12.0f) * cylinderMass * length * length + cylinderMass * comOffs * comOffs; float Izz = Iyy; body.SetBodyInertia(Ixx, Iyy, Izz); #endregion body.MoveTo(position, Matrix.CreateRotationX(MathHelper.PiOver2)); body.EnableBody(); this.scale = new Vector3(radius, radius, length * 0.5f); }
public Cuboid(Vector dimension) { Dimension = dimension; PhysicsBody = new Body(); collisionSkin = new CollisionSkin(PhysicsBody); PhysicsBody.CollisionSkin = collisionSkin; var box = new Box(Vector3.Zero, Microsoft.Xna.Framework.Matrix.Identity, Dimension.ToXna()); collisionSkin.AddPrimitive(box, new MaterialProperties(0.1f, 0.4f, 0.9f)); var com = ApplyMass(1.0f); // PhysicsBody.MoveTo(Utils.VectorBalderToXna(this.Position), Microsoft.Xna.Framework.Matrix.Identity); collisionSkin.ApplyLocalTransform(new JigLibX.Math.Transform(-com, Microsoft.Xna.Framework.Matrix.Identity)); PhysicsBody.EnableBody(); }
public BuildingPiece(ParentGame game, Model modelObj, Texture2D[] modelTextures, DrawingClass drawClass, GameplayScreen Screen, float Length, float Width, float Height) : base(game, modelObj, modelTextures) { // Use the particle emitter helper to output our trail particles. trailEmitter = new ParticleEmitter(drawClass.smokePlumeParticles, 3, position); fireEmitter = new ParticleEmitter(drawClass.fireParticles, 30, position); this.Screen = Screen; this.drawClass = drawClass; _body = new Body(); _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; //Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(10f, 7f, 7f)); Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(Length, Width, Height)); if (Length > Width && Length > Height) boundSphere.Radius = Length; else if (Width > Length && Width > Height) boundSphere.Radius = Width; else boundSphere.Radius = Height; _skin.AddPrimitive(box, new MaterialProperties(0.8f, 0.8f, 0.7f)); Vector3 com = SetMass(3.0f); _body.MoveTo(position, Matrix.Identity); _skin.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); _body.EnableBody(); Body.ExternalData = this; SetBody(rotation); Body.AllowFreezing = true; Body.SetDeactivationTime(1); foreach (BuildingPiece pic in Screen.PieceList) DisableCollisions(this.Body, pic.Body); foreach (Building bld in Screen.Buildings) DisableCollisions(this.Body, bld.Body); }
public BoxActor(Game game, Vector3 position, Vector3 scale) : base(game) { this.position = position; this.scale = scale; _body = new Body(); _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; Box box = new Box(Vector3.Zero, Matrix.Identity, scale); _skin.AddPrimitive(box, new MaterialProperties(0.8f, 0.8f, 0.7f)); Vector3 com = SetMass(1.0f); _body.MoveTo(position, Matrix.Identity); _skin.ApplyLocalTransform(new JigLibX.Math.Transform(-com, Matrix.Identity)); _body.EnableBody(); }
public GameObject(Game game, Vector3 pos, Vector3 rot, Model model, bool textured, Matrix[] transforms, float scale , bool immovable) : base(game) { m_GOPos = pos; m_GORot = rot; m_GOModel = model; m_GOModelTransforms = transforms; m_GOScale = scale; m_textured = textured; m_body = new Body(); m_body.Immovable = immovable; m_body.Position = pos; this.m_skin = new CollisionSkin(m_body); this.m_body.CollisionSkin = this.m_skin; this.m_body.MoveTo(this.m_GOPos, Matrix.Identity); m_body.EnableBody(); }
public GameObject(Game game) : base(game) { m_GOPos = new Vector3(0, 0, 0); m_GOModel = null; m_GOModelTransforms = null; m_GOScale = 1; m_textured = false; m_body = new Body(); m_body.Immovable = true; m_body.Position = new Vector3(0, 0, 0); this.m_skin = new CollisionSkin(m_body); this.m_body.CollisionSkin = this.m_skin; this.m_body.MoveTo(this.m_GOPos, Matrix.Identity); m_body.EnableBody(); ResetSkinAndMass(); }
public TestObject(Game game,Model model) : base(game,model) { body = new Body(); collision = new CollisionSkin(body); Box boxMiddle = new Box(new Vector3(-3, 0 ,-0.5f), Matrix.Identity, new Vector3(6,1,1)); Box boxLeft = new Box(new Vector3(-3, -3f, -0.5f), Matrix.Identity, new Vector3(1, 4, 1)); Box boxRight = new Box(new Vector3(2, -3f, -0.5f), Matrix.Identity, new Vector3(1, 4, 1)); collision.AddPrimitive(boxMiddle, new MaterialProperties(0.2f, 0.7f, 0.6f)); collision.AddPrimitive(boxLeft, new MaterialProperties(0.2f, 0.7f, 0.6f)); collision.AddPrimitive(boxRight, new MaterialProperties(0.2f, 0.7f, 0.6f)); body.CollisionSkin = this.collision; Vector3 com = SetMass(1.0f); // collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); body.MoveTo(Vector3.Up * 10, Matrix.Identity); //body.Immovable = true; body.EnableBody(); }
/// <summary> /// The body needs to initialization for it to have physical properties. /// </summary> protected void InitializeBody() { Body = new Body(); CollisionSkin = new CollisionSkin(Body); Body.CollisionSkin = this.CollisionSkin; Body.EnableBody(); // Enable the body such that it can have a physical reaction to things. }
public override void Initialize() { Body = new Body(); Skin = new CollisionSkin(Body); Body.CollisionSkin = Skin; radius = 12; float length = 3; //Capsule middle = new Capsule(Vector3.Zero, Matrix.Identity, radius, length - 2.0f * radius); float sideLength = 2.0f * radius / (float)Math.Sqrt(2.0d); Vector3 sides = new Vector3(-0.5f * sideLength, -0.5f * sideLength, -radius); Box supply0 = new Box(sides, Matrix.Identity, new Vector3(sideLength, sideLength, length)); Box supply1 = new Box(Vector3.Transform(sides, Matrix.CreateRotationZ(MathHelper.PiOver4)), Matrix.CreateRotationZ(MathHelper.PiOver4), new Vector3(sideLength, sideLength, length)); Box supply2 = new Box(Vector3.Transform(sides, Matrix.CreateRotationZ( (MathHelper.PiOver4 * 0.5f) )), Matrix.CreateRotationZ( (MathHelper.PiOver4 * 0.5f) ), new Vector3(sideLength, sideLength, length)); Box supply3 = new Box(Vector3.Transform(sides, Matrix.CreateRotationZ((MathHelper.PiOver4 * 1.5f))), Matrix.CreateRotationZ((MathHelper.PiOver4 * 1.5f)), new Vector3(sideLength, sideLength, length)); //Skin.AddPrimitive(middle, new MaterialProperties(0.8f, 0.8f, 0.7f)); Skin.AddPrimitive(supply0, new MaterialProperties(0.8f, 0.8f, 0.7f)); Skin.AddPrimitive(supply1, new MaterialProperties(0.8f, 0.8f, 0.7f)); Skin.AddPrimitive(supply2, new MaterialProperties(0.8f, 0.8f, 0.7f)); Skin.AddPrimitive(supply3, new MaterialProperties(0.8f, 0.8f, 0.7f)); Vector3 com = SetMass(1.0f); Body.MoveTo(position, Matrix.Identity); Skin.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); #region Manually set body inertia float cylinderMass = Body.Mass; float comOffs = (length - 2.0f * radius) * 0.5f; ; float Ixx = 0.5f * cylinderMass * radius * radius + cylinderMass * comOffs * comOffs; float Iyy = 0.25f * cylinderMass * radius * radius + (1.0f / 12.0f) * cylinderMass * length * length + cylinderMass * comOffs * comOffs; float Izz = Iyy; Body.SetBodyInertia(Ixx, Iyy, Izz); #endregion Body.EnableBody(); Body.ExternalData = this; SetBody(rotation); }
public PlayerPhysicsObject(Vector3 size, Matrix orientation, Vector3 pos) { body = new Body(); collision = new CollisionSkin(body); collision.AddPrimitive(new Sphere(pos, size.Y), (int)MaterialTable.MaterialID.NotBouncyNormal); body.CollisionSkin = this.collision; Vector3 com = SetMass(1.0f); body.MoveTo(pos, Matrix.Identity); collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); body.EnableBody(); //body.SetBodyInvInertia(0.0f, 0.0f, 0.0f); body.AllowFreezing = false; }
public virtual void Initialize() { _body = new Body(); _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; // l w h //Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(9f, 9f, 39f)); //if (Type == "DEPOT") // box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(20, 15, 11f)); Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(9f, 39f, 9f)); boundSphere.Radius = 39; if (Type == "DEPOT") { box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(20, 11, 15f)); boundSphere.Radius = 20; } _skin.AddPrimitive(box, new MaterialProperties(1, 1, 1)); Vector3 com = SetMass(1); //_body.MoveTo(position, Matrix.Identity); _skin.ApplyLocalTransform(new Transform(-com, Matrix.Identity)); _body.EnableBody(); Body.ExternalData = this; SetBody(rotation); DisableCollisions(Screen.terrainActor.Body, Body); }
public IPhysicsObject CreateHeightmap(IHeightMap heightMapInfo, float scale, float shiftx, float shifty, float heightscale) { CollisionSkin collision = new CollisionSkin(null); Body _body = new Body(); Array2D field = new Array2D(heightMapInfo.Size.X, heightMapInfo.Size.Y); for (int x = 0; x < field.Nx; x++) { for (int z = 0; z < field.Nz; z++) { field.SetAt(x, z, heightscale * heightMapInfo.GetHeight(x,z)); } } // move the body. The body (because its not connected to the collision // skin) is just a dummy. But the base class shoudl know where to // draw the model. _body.MoveTo(new Vector3(shiftx, 0, shifty), Matrix4.Identity); //collision.AddPrimitive(new Heightmap(field, shift.X, shift.Y, heightMapInfo.terrainScale, heightMapInfo.terrainScale), new MaterialProperties(0.7f, 0.7f, 0.6f)); collision.AddPrimitive(new Heightmap(field, shiftx, shifty, scale, scale), new MaterialProperties(0.7f, 0.7f, 0.6f)); _body.CollisionSkin = collision; _body.Immovable = true; _body.EnableBody(); return new JigLibObject(_body); }
// Sets up body and collision skin protected virtual void InitializeBody() { Body = new Body(); CollisionSkin = new CollisionSkin(Body); Body.CollisionSkin = this.CollisionSkin; Body.EnableBody(); }
static Body CreateCube(Vector3 pos, Vector3 size) { Body _body = new Body(); CollisionSkin _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; Box box = new Box(pos, Matrix4.Identity, size); _skin.AddPrimitive(box, new MaterialProperties(0.8f, 0.8f, 0.7f)); Vector3 com = SetMass(1.0f, _skin, _body); _body.MoveTo(pos, Matrix4.Identity); _skin.ApplyLocalTransform(new Transform(-com, Matrix4.Identity)); _body.EnableBody(); return _body; }
public void setBody(Vector3 position) { scale = new Vector3(1f, 1f, 1f); _body = new Body(); _skin = new CollisionSkin(_body); _body.CollisionSkin = _skin; Box box = new Box(position, Matrix.Identity, scale); _skin.AddPrimitive(box, (int)MaterialTable.MaterialID.BouncySmooth); Vector3 com = SetMass(1.0f); _body.MoveTo(position, Matrix.Identity); _skin.ApplyLocalTransform(new JigLibX.Math.Transform(-com, Matrix.Identity)); _body.EnableBody(); }