public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, IModelo model,Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
        {
            Microsoft.Xna.Framework.Vector3[] vertices = null;
            int[] indices = null;
            ExtractData(ref vertices, ref indices, model);                                    

            
            TriangleMeshDesc meshDesc = new TriangleMeshDesc();            
            Vector3[] points = new Vector3[vertices.Count()];
            for (int i = 0; i < vertices.Count(); i++)
			{
			    points[i] = vertices[i].AsPhysX();
			}            
            meshDesc.Points = points;            
            meshDesc.SetTriangles<int>(indices);
            //meshDesc.Triangles = indices;
            
            MemoryStream ms = new MemoryStream();
            if(PhysxPhysicWorld.Cooking.CookTriangleMesh(meshDesc,ms)==false)
            {
                PloobsEngine.Engine.Logger.ActiveLogger.LogMessage("Cant Cook Model",Engine.Logger.LogLevel.FatalError);
            }
            
            ms.Position = 0;
            TriangleMesh triangleMesh = PhysxPhysicWorld.Physix.CreateTriangleMesh(ms);
            
            staticActor = PhysxPhysicWorld.Physix.CreateRigidStatic(worldTransformation.AsPhysX());
            TriangleMeshGeometry TriangleMeshGeometry = new TriangleMeshGeometry(triangleMesh,new MeshScale(scale.AsPhysX(),Quaternion.Identity));

            material = PhysxPhysicWorld.Physix.CreateMaterial(MaterialDescription.StaticFriction, MaterialDescription.DynamicFriction, MaterialDescription.Bounciness);
            aTriMeshShape = staticActor.CreateShape(TriangleMeshGeometry, material, localTransformation.AsPhysX());

            this.Scale = scale;
        }
 public PhysxPhysicObject(Scene scene, Geometry geometry, float mass, Matrix localTransformation, Matrix worldTransformation, Vector3 scale, MaterialDescription MaterialDescription)
 {            
     Scale = scale;
     rigidActor = scene.Physics.CreateRigidDynamic(worldTransformation.AsPhysX());            
     material = scene.Physics.CreateMaterial(MaterialDescription.StaticFriction, MaterialDescription.DynamicFriction, MaterialDescription.Bounciness);            
     var boxShape = rigidActor.CreateShape(geometry, material, localTransformation.AsPhysX());                                                
     rigidActor.SetMassAndUpdateInertia(mass);                        
 }
 public static void WriteTrianglemesh(this NetOutgoingMessage mes, String objectName, Vector3 pos, Matrix oro, Vector3 scale, MaterialDescription MaterialDescription)
 {
     mes.Write(objectName);
     mes.Write(pos);
     mes.WriteRotation(Quaternion.CreateFromRotationMatrix(oro));
     mes.Write(scale);
     mes.Write(MaterialDescription.Bounciness);
     mes.Write(MaterialDescription.DynamicFriction);
     mes.Write(MaterialDescription.StaticFriction);
 }
 public static void WriteSphere(this NetOutgoingMessage message, Vector3 pos, float radius, float mass, float scale, MaterialDescription MaterialDescription)
 {            
     message.Write(pos);
     message.Write(radius);
     message.Write(mass);
     message.Write(scale);
     message.Write(MaterialDescription.Bounciness);
     message.Write(MaterialDescription.DynamicFriction);
     message.Write(MaterialDescription.StaticFriction);
     
 }
        public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, FileStream FileStream, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
        {
            TriangleMesh triangleMesh = PhysxPhysicWorld.Physix.CreateTriangleMesh(FileStream);

            staticActor = PhysxPhysicWorld.Physix.CreateRigidStatic(worldTransformation.AsPhysX());
            TriangleMeshGeometry TriangleMeshGeometry = new TriangleMeshGeometry(triangleMesh, new MeshScale(scale.AsPhysX(), Quaternion.Identity));

            material = PhysxPhysicWorld.Physix.CreateMaterial(MaterialDescription.StaticFriction, MaterialDescription.DynamicFriction, MaterialDescription.Bounciness);
            aTriMeshShape = staticActor.CreateShape(TriangleMeshGeometry, material, localTransformation.AsPhysX());

            this.Scale = scale;
        }
 public PhysxStaticActor(PhysxPhysicWorld PhysxPhysicWorld ,Geometry geometry, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
 {            
     staticActor = PhysxPhysicWorld.Physix.CreateRigidStatic(worldTransformation.AsPhysX());
     material = PhysxPhysicWorld.Physix.CreateMaterial(MaterialDescription.StaticFriction, MaterialDescription.DynamicFriction, MaterialDescription.Bounciness);
     Shape aTriMeshShape = staticActor.CreateShape(geometry, material, localTransformation.AsPhysX());
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
 /// For cooked Models
 /// </summary>
 /// <param name="PhysxPhysicWorld">The physx physic world.</param>
 /// <param name="FileStream">The file stream.</param>
 /// <param name="localTransformation">The local transformation.</param>
 /// <param name="worldTransformation">The world transformation.</param>
 /// <param name="scale">The scale.</param>
 /// <param name="MaterialDescription">The material description.</param>
 public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, FileStream FileStream, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
 {            
     TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(FileStream);
     TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();
     bunnyShapeDesc.TriangleMesh = triangleMesh;
     BodyDescription bodyDesc = new BodyDescription();
     ActorDesc.Shapes.Add(bunnyShapeDesc);
     ActorDesc.BodyDescription = bodyDesc;
     this.Scale = scale;
 }
예제 #8
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        /// <summary>
        /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
        /// For cooked Models
        /// </summary>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="FileStream">The file stream.</param>
        /// <param name="localTransformation">The local transformation.</param>
        /// <param name="worldTransformation">The world transformation.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="MaterialDescription">The material description.</param>
        public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, FileStream FileStream, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
        {
            TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(FileStream);
            TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();

            bunnyShapeDesc.TriangleMesh = triangleMesh;
            BodyDescription bodyDesc = new BodyDescription();

            ActorDesc.Shapes.Add(bunnyShapeDesc);
            ActorDesc.BodyDescription = bodyDesc;
            this.Scale = scale;
        }
 /// <summary>
 /// Sets the material description.
 /// </summary>
 /// <param name="materialDescription">The material description.</param>
 public void SetMaterialDescription(MaterialDescription materialDescription)
 {
     this.materialDecription = materialDescription;
     terrain.Material = new BEPUphysics.Materials.Material(materialDescription.StaticFriction, materialDescription.DynamicFriction, materialDescription.Bounciness);
 }
        public TerrainObject(GraphicFactory gfactory, Vector3 translation, Matrix rotation, float[,] heights, MaterialDescription materialDesc,BEPUphysics.CollisionShapes.QuadTriangleOrganization triangleorientation = BEPUphysics.CollisionShapes.QuadTriangleOrganization.BottomLeftUpperRight )
        {
            terrainWidth = heights.GetLength(0);
            terrainHeight = heights.GetLength(1);

            //Create the terrain.
            BEPUphysics.CollisionShapes.TerrainShape shape = new BEPUphysics.CollisionShapes.TerrainShape(heights, triangleorientation);

            terrain = new Terrain(shape, new BEPUphysics.MathExtensions.AffineTransform(Vector3.One, Quaternion.CreateFromRotationMatrix(rotation), translation));
            terrain.ImproveBoundaryBehavior = true;

            SetMaterialDescription(materialDesc);
        }
        /// <summary>
        /// Create a Terrain Physic Object
        /// </summary>
        /// <param name="gfactory">The gfactory.</param>
        /// <param name="heighmapName">Name of the heighmap texture</param>
        /// <param name="translation">The translation.</param>
        /// <param name="rotation">The rotation.</param>
        /// <param name="materialDesc">The material desc.</param>
        /// <param name="XSpacing">The X spacing.</param>
        /// <param name="ZSpacing">The Z spacing.</param>
        /// <param name="heightMultipler">Default 10 - controla a altura, menor mais alto</param>
        public TerrainObject(GraphicFactory gfactory, String heighmapName, Vector3 translation, Matrix? rotation = null, MaterialDescription materialDesc = null, float XSpacing = 1, float ZSpacing = 1, float heightMultipler = 10)
        {
            if (!rotation.HasValue)
                rotation = Matrix.Identity;

            if (materialDecription == null)
                materialDecription = MaterialDescription.DefaultBepuMaterial();


            //Used to calculate ther proportion of the xNormalized in the getHeightFast method
            xScale = XSpacing;
            zScale = ZSpacing;


            this.heightMultipler = heightMultipler;
            this.image = heighmapName;

            sourceImage = gfactory.GetTexture2D(image);
            int xLength = sourceImage.Width;
            int yLength = sourceImage.Height;

            terrainWidth = xLength;
            terrainHeight = yLength;


            this.rotation = rotation.Value;
            //this.scale = scale;

            Color[] colorData = new Color[xLength * yLength];
            sourceImage.GetData<Color>(colorData);

            var heightStore = new float[xLength, yLength];
            for (int i = 0; i < xLength; i++)
            {
                for (int j = 0; j < yLength; j++)
                {
                    Color color = colorData[j * xLength + i];
                    heightStore[i, j] = (color.R) / heightMultipler;

                    if (heightStore[i, j] > maxHeight)
                    {
                        maxHeight = heightStore[i, j];
                    }
                    if (heightStore[i, j] < minHeight)
                    {
                        minHeight = heightStore[i, j];
                    }

                }
            }
            //Create the terrain.
            BEPUphysics.CollisionShapes.TerrainShape shape = new BEPUphysics.CollisionShapes.TerrainShape(heightStore, BEPUphysics.CollisionShapes.QuadTriangleOrganization.BottomLeftUpperRight);

            terrain = new Terrain(shape, new BEPUphysics.MathExtensions.AffineTransform(new Vector3(XSpacing, 1, ZSpacing), Quaternion.CreateFromRotationMatrix(rotation.Value), new Vector3(-xLength * XSpacing / 2, 0, -yLength * ZSpacing / 2) + translation));
            terrain.ImproveBoundaryBehavior = true;

            SetMaterialDescription(materialDesc);

        }
예제 #12
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        public static IObject[] CreateOBJ(IWorld world, GraphicFactory factory, GraphicInfo ginfo, ObjectInformation[] mi)
        {            

            IModelo model = new CustomModel(factory, mi);            

            MaterialDescription material;
            if (mi[0].staticfriction == -1 || mi[0].dinamicfriction == -1 || mi[0].ellasticity == -1)
            {
                material = MaterialDescription.DefaultBepuMaterial();
            }
            else
            {
                material = new MaterialDescription(mi[0].staticfriction, mi[0].dinamicfriction, mi[0].ellasticity);
            }

            IPhysicObject po;

            bool massflag = false;
            if (mi[0].mass == 0)
            {
                massflag = true;
                mi[0].mass = 0.5f;
            }

            BatchInformation binf = model.GetBatchInformation(0)[0];            

            BoundingBox bb;

            switch (mi[0].collisionType)
            {

                case "Ghost":

                   
                    po = new GhostObject(mi[0].position,Matrix.CreateFromQuaternion(mi[0].rotation), mi[0].scale);

                    break;
                case "Cylinder":

                    binf.ModelLocalTransformation = Matrix.Identity;
                    bb = ModelBuilderHelper.CreateBoundingBoxFromModel(binf);
                    Vector3 len = bb.Max - bb.Min;

                    po = new CylinderObject(mi[0].position, len.Y, len.X / 2,Vector3.Up ,mi[0].mass, Matrix.CreateFromQuaternion(mi[0].rotation), material);
                    
                    break;


                case "Sphere":
                    binf.ModelLocalTransformation = Matrix.Identity;
                    po = new SphereObject(mi[0].position, model.GetModelRadius(), mi[0].mass, mi[0].scale.X, material);
                    po.Rotation = Matrix.CreateFromQuaternion(mi[0].rotation);

                    break;


                case "Box":

                    bb = ModelBuilderHelper.CreateBoundingBoxFromModel(binf);

                    len = bb.Max - bb.Min;

                    po = new BoxObject(mi[0].position, len.X, len.Y, len.Z, mi[0].mass, mi[0].scale, Matrix.CreateFromQuaternion(mi[0].rotation), material);

                    break;

                case "Water":
                    po = new GhostObject(mi[0].position, Matrix.CreateFromQuaternion(mi[0].rotation), mi[0].scale);
                    break;
                case "TriangleMesh":
                default:
                    po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, new Vector3(1), material);
                    break;
            }

            po.isMotionLess = massflag;

            IShader shader = null;
#if !REACH && !WINDOWS_PHONE
            
            if (mi[0].HasTexture(TextureType.ENVIRONMENT))
            {
                shader = new DeferredEMReflectiveShader();
                (shader as DeferredEMReflectiveShader).TextureCube = mi[0].textureInformation.getCubeTexture(TextureType.ENVIRONMENT);
                
            }
            else if (mi[0].collisionType != null && mi[0].collisionType.Contains("Water"))
            {
                Vector3 position = (Vector3)(mi[0].extra["position"]);
                var width = (mi[0].extra["width"]);
                var height = (mi[0].extra["length"]);
                shader = new DeferredWaterCompleteShader((int)width,(int)height, new Plane(position.X, position.Y, position.Z, 1),10.0f);
            }
            
            else
            {
                shader = new DeferredCustomShader(mi[0].HasTexture(TextureType.GLOW), mi[0].HasTexture(TextureType.BUMP), mi[0].HasTexture(TextureType.SPECULAR), mi[0].HasTexture(TextureType.PARALAX)); 
            }
          
            DeferredMaterial dm = new DeferredMaterial(shader);
#else
            shader = new ForwardXNABasicShader();
            ForwardMaterial dm = new ForwardMaterial(shader);

#endif
            IObject ob = new IObject(dm, model, po);

            ob.Name = mi[0].modelName;

            return new IObject[] { ob };
        }
 public static MaterialDescription DefaultPhysxMaterial()
 {
     MaterialDescription md = new MaterialDescription(0.7f,0.7f,0.1f);
     return md;
 }
 /// <summary>
 /// Defaults the bepu material.
 /// </summary>
 /// <returns></returns>
 public static MaterialDescription DefaultBepuMaterial()
 {
     MaterialDescription md = new MaterialDescription(BEPUphysics.Materials.MaterialManager.DefaultStaticFriction, BEPUphysics.Materials.MaterialManager.DefaultKineticFriction, BEPUphysics.Materials.MaterialManager.DefaultBounciness);
     return md;           
 }