This class brings 'dynamics' and 'collisions' together. It handles all bodies and constraints.
예제 #1
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        Jitter.Collision.CollisionSystem collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP(); // SAP = Scan and Prune (good for large scenes, bruteforce might be fine for small scenes too)

        public PhysicsSystem(Project2Game game)
            : base(game)
        {
            this.game = game;

            World = new JitterWorld(collisionSystem); // whole_new_world.wav
            // gravity defaults to -9.8 m.s^-2
            // World.Gravity = new JVector(0f, -20, 0);
            accuracy = PersistentStateManager.physicsAccuracy;   // lower this for higher FPS (accuracy = 1 still seems to work okay, it's just not ideal)
        }
        public PhysicsCharacterController(JitterWorld world, RigidBody body)
            : base(body, null)
        {
            this.World = world;
            this.JumpVelocity = 0.5f;
            this.Stiffness = 0.02f;

            // determine the position of the feets of the character
            // this can be done by supportmapping in the down direction.
            // (furthest point away in the down direction)
            JVector vec = JVector.Down;
            JVector result = JVector.Zero;

            // Note: the following works just for normal shapes, for multishapes (compound for example)
            // you have to loop through all sub-shapes -> easy.
            body.Shape.SupportMapping(ref vec, out result);

            // feet position is now the distance between body.Position and the feets
            // Note: the following '*' is the dot product.
            feetPosition = result * JVector.Down;
        }
예제 #3
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 public void UpdateWorld(JitterWorld world, IGameContext gameContext, IUpdateContext updateContext)
 {
     world.Step((float)gameContext.GameTime.ElapsedGameTime.TotalSeconds, true);
 }
        public void Update(ComponentizedEntity entity, IGameContext gameContext, IUpdateContext updateContext)
        {
            if (!Enabled)
            {
                return;
            }

            if (_jitterWorld != _physicsEngine.GetInternalPhysicsWorld())
            {
                // TODO: Deregister rigid bodies from old world.
                if (_jitterWorld != null && _physicsControllerConstraint != null)
                {
                    _jitterWorld.RemoveConstraint(_physicsControllerConstraint);
                    _physicsControllerConstraint = null;
                }
                _jitterWorld = _physicsEngine.GetInternalPhysicsWorld();
            }

            if (_physicalComponent.RigidBodies.Length > 0 && _physicalComponent.RigidBodies[0] != _rigidBody)
            {
                if (_physicsControllerConstraint != null)
                {
                    _jitterWorld.RemoveConstraint(_physicsControllerConstraint);
                    _physicsControllerConstraint = null;
                }
            }

            if (_physicalComponent.RigidBodies.Length > 0)
            {
                if (_physicsControllerConstraint == null)
                {
                    _physicsControllerConstraint = new PhysicsControllerConstraint(
                        _jitterWorld,
                        _physicalComponent.RigidBodies[0]);
                    _jitterWorld.AddConstraint(_physicsControllerConstraint);
                }

                _physicsControllerConstraint.TargetVelocity = TargetVelocity.ToJitterVector();
                _physicsControllerConstraint.TryJump = TryJump;
                _physicsControllerConstraint.JumpVelocity = JumpVelocity;
                _physicsControllerConstraint.Stiffness = Stiffness;

                if (TargetVelocity.LengthSquared() > 0f)
                {
                    // Wake up the rigid body.
                    _physicalComponent.RigidBodies[0].IsActive = true;
                }
            }
        }
            public PhysicsControllerConstraint(JitterWorld world, RigidBody body) : base(body, null)
            {
                _world = world;

                var vec = JVector.Down;
                var result = JVector.Zero;
                body.Shape.SupportMapping(ref vec, out result);

                _feetPosition = result*JVector.Down;
            }
예제 #6
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파일: RoomObject.cs 프로젝트: gusmanb/Mir
        protected void RecalculateObject(IGameContext gameContext, IRenderContext renderContext)
        {
            // Recalculate vertex caches.
            this.m_CachedHitTestVertexPositionNormalTextures =
                this.CalculateVertexPositionNormalTextures(true).Select(x => x.Position).ToArray();
            this.m_CachedNoHitTestVertexPositionNormalTextures = this.CalculateVertexPositionNormalTextures(false);

            // Recalculate vertex and index buffers.
            if (this.m_IndexBuffer != null)
            {
                this.m_IndexBuffer.Dispose();
            }

            if (this.m_VertexBuffer != null)
            {
                this.m_VertexBuffer.Dispose();
            }

            this.m_IndexBuffer = new IndexBuffer(
                renderContext.GraphicsDevice,
                typeof(short),
                this.MeshIndicies.Length,
                BufferUsage.None);
            this.m_IndexBuffer.SetData(this.MeshIndicies);

            var vertexes = this.m_CachedNoHitTestVertexPositionNormalTextures;
            this.m_VertexBuffer = new VertexBuffer(
                renderContext.GraphicsDevice,
                typeof(VertexPositionNormalTexture),
                vertexes.Length,
                BufferUsage.None);
            this.m_VertexBuffer.SetData(vertexes);

            // Recalculate physics object.
            var world = gameContext.World as RoomEditorWorld;
            if (world != null)
            {
                if (this.m_RigidBody != null)
                {
                    this.m_JitterWorld.RemoveBody(this.m_RigidBody);
                }

                var shape = new ConvexHullShape(this.GetVertexes().Select(x => x.ToJitterVector()).ToList());
                this.m_JitterWorld = world.JitterWorld;
                this.m_RigidBody = new RigidBody(shape)
                {
                    IsStatic = true,
                    Position = new JVector(0, 0, 0) - shape.Shift
                };

                // The shape vertexes include X, Y, Z position offset, so
                // the shift moves the object completely into the correct
                // position.
                this.m_JitterWorld.AddBody(this.m_RigidBody);

                this.m_PendRecalculation = false;
            }
            else
            {
                // We can't update the physics entity, so pend until we can.
                this.m_PendRecalculation = true;
            }
        }
예제 #7
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파일: RoomObject.cs 프로젝트: gusmanb/Mir
        public void OnDelete()
        {
            if (this.m_JitterWorld != null && this.m_RigidBody != null)
            {
                this.m_JitterWorld.RemoveBody(this.m_RigidBody);
                this.m_JitterWorld = null;
                this.m_RigidBody = null;
            }

            if (this.Deleted != null)
            {
                this.Deleted(this, new EventArgs());
            }
        }
예제 #8
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        public RoomEditorWorld(
            IFactory factory, 
            I2DRenderUtilities twoDRenderUtilities, 
            IAssetManagerProvider assetManagerProvider, 
            IPhysicsEngine physicsEngine, 
            IRoomTool[] roomTools,
            ShipEditorWorld previousWorld,
            Room room)
        {
            this.PreviousWorld = previousWorld;
            this.Entities = new List<IEntity>();

            this.m_2DRenderUtilities = twoDRenderUtilities;
            this.m_AssetManager = assetManagerProvider.GetAssetManager();
            this.m_RoomTools = roomTools;
            this.m_DefaultFont = this.m_AssetManager.Get<FontAsset>("font.Default");
            this.m_LightingEffect = this.m_AssetManager.Get<EffectAsset>("effect.Light");

            this.m_LightingEffect.Effect.Parameters["Ambient"].SetValue(new Vector3(0.2f, 0.2f, 0.2f));
            this.m_LightingEffect.Effect.Parameters["AmbientRemaining"].SetValue(new Vector3(0.8f, 0.8f, 0.8f));

            var ship = factory.CreateShipEntity();
            var player = factory.CreatePlayerEntity();
            player.ParentArea = ship;
            player.X = 5;
            player.Z = 5;

            this.m_Room = room;
            foreach (var obj in this.m_Room.Objects)
            {
                obj.Reinitalize();
            }

            this.m_RoomEditorEntity = factory.CreateRoomEditorEntity(this.m_Room);

            this.Entities.Add(ship);
            this.Entities.Add(player);

            this.Entities.Add(this.m_RoomEditorEntity);

            this.m_PhysicsEngine = physicsEngine;

            this.m_JitterWorld = new JitterWorld(
                new CollisionSystemSAP
                {
                    EnableSpeculativeContacts = true
                })
            {
                Gravity = new JVector(0, -50, 0)
            };

            this.m_JitterWorld.ContactSettings.MaterialCoefficientMixing =
                ContactSettings.MaterialCoefficientMixingType.TakeMinimum;

            var shape = new BoxShape(new JVector(2, 2, 2));
            var body = new RigidBody(shape);
            this.m_JitterWorld.AddBody(body);
            body.Position = new JVector(20, 10, 20);
            body.IsActive = true;
            this.m_RigidBody = body;

            this.SetupRoomPhysics();
        }