public override void OnAdditionToSpace(Space newSpace) { //Add any supplements to the space too. newSpace.Add(Body); newSpace.Add(HorizontalMotionConstraint); newSpace.Add(VerticalMotionConstraint); //This character controller requires the standard implementation of Space. newSpace.BoundingBoxUpdater.Finishing += ExpandBoundingBox; Body.AngularVelocity = new Vector3(); Body.LinearVelocity = new Vector3(); }
/// <summary> /// Sets up the vehicle's information when being added to the space. /// Called automatically when the space adds the vehicle. /// </summary> /// <param name="newSpace">New owning space.</param> public override void OnAdditionToSpace(Space newSpace) { newSpace.Add(body); foreach (Wheel wheel in Wheels) { wheel.OnAdditionToSpace(newSpace); } }
internal void OnAdditionToSpace(Space space) { detector.CollisionInformation.collisionRules.Specific.Add(wheel.vehicle.Body.CollisionInformation.collisionRules, CollisionRule.NoBroadPhase); detector.CollisionInformation.collisionRules.Personal = CollisionRule.NoNarrowPhaseUpdate; detector.CollisionInformation.collisionRules.group = CollisionRules.DefaultDynamicCollisionGroup; //Need to put the detectors in appropriate locations before adding, or else the broad phase would see objects at (0,0,0) and make things gross. UpdateDetectorPosition(); space.Add(detector); }
public StandardDemo(DemosGame game) : base(game) { freeCameraControlScheme = new FreeCameraControlScheme(10, game.Camera, game); //Creates the player character (C). character = new CharacterControllerInput(Space, game.Camera, game); //Creates the drivable vehicle (V). var wheelModel = game.Content.Load <Model>("carWheel"); var wheelTexture = game.Content.Load <Texture2D>("wheel"); whitePixel = game.Content.Load <Texture2D>("whitePixel"); vehicle = new VehicleInput(new Vector3(10000, 0, 0), Space, game.Camera, game, game.ModelDrawer, wheelModel, wheelTexture); Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0f); //If left unset, the default value is (0,0,0). //Create the tossable ball. kapow = new Sphere(new Vector3(11000, 0, 0), .6f, 20); kapowMaker = new Explosion(Vector3.Zero, 400, 15, Space); //Create the right-click grab spring. grabber = new MotorizedGrabSpring(); grabberGraphic = game.ConstraintDrawer.Add(grabber); grabberGraphic.IsDrawing = false; Space.Add(grabber); Space.Add(kapow); //IMPORTANT PERFORMANCE NOTE: // BEPUphysics uses an iterative system to solve constraints. You can tell it to do more or less iterations. // Less iterations is faster; more iterations makes the result more accurate. // // The amount of iterations needed for a simulation varies. The "Wall" and "Pyramid" simulations are each fairly // solver intensive, but as few as 4 iterations can be used with acceptable results. // The "Jenga" simulation usually needs a few more iterations for stability; 7-9 is a good minimum. // // The Dogbot demo shows how accuracy can smoothly increase with more iterations. // With very few iterations (1-3), it has slightly jaggier movement, as if the parts used to construct it were a little cheap. // As you give it a few more iterations, the motors and constraints get more and more robust. // // Many simulations can work perfectly fine with very few iterations, // and using a low number of iterations can substantially improve performance. // // To change the number of iterations used, uncomment and change the following line (10 iterations is the default): //Space.Solver.IterationLimit = 10; rayCastFilter = RayCastFilter; }
/// <summary> /// Adds the motors to the solver. Called automatically. /// </summary> public override void OnAdditionToSpace(Space newSpace) { newSpace.Add(AngularMotor); }
/// <summary> /// Constructs the front end and the internal physics representation of the Vehicle. /// </summary> /// <param name="position">Position of the Vehicle.</param> /// <param name="space">Space to add the Vehicle to.</param> /// <param name="camera">Camera to attach to the Vehicle.</param> /// <param name="game">The running game.</param> /// <param name="drawer">Drawer used to draw the Vehicle.</param> /// <param name="wheelModel">Model of the wheels.</param> /// <param name="wheelTexture">Texture to use for the wheels.</param> public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Microsoft.Xna.Framework.Graphics.Model wheelModel, Microsoft.Xna.Framework.Graphics.Texture2D wheelTexture) { var bodies = new List <CompoundShapeEntry> { new CompoundShapeEntry(new BoxShape(2.5f, .75f, 4.5f), new Vector3(0, 0, 0), 60), new CompoundShapeEntry(new BoxShape(2.5f, .3f, 2f), new Vector3(0, .75f / 2 + .3f / 2, .5f), 1) }; var body = new CompoundBody(bodies, 61); body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0); body.Position = position; //At first, just keep it out of the way. Vehicle = new Vehicle(body); var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2); //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them. Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, 1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, -1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, 1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); Vehicle.AddWheel(new Wheel( new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false), new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, -1.8f)), new WheelDrivingMotor(2.5f, 30000, 10000), new WheelBrake(1.5f, 2, .02f), new WheelSlidingFriction(4, 5))); foreach (Wheel wheel in Vehicle.Wheels) { //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes. wheel.Shape.FreezeWheelsWhileBraking = true; //By default, wheels use as many iterations as the space. By lowering it, //performance can be improved at the cost of a little accuracy. //However, because the suspension and friction are not really rigid, //the lowered accuracy is not so much of a problem. wheel.Suspension.SolverSettings.MaximumIterationCount = 1; wheel.Brake.SolverSettings.MaximumIterationCount = 1; wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1; wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1; } Space = space; Space.Add(Vehicle); ModelDrawer = drawer; DisplayModel model; WheelModels = new List <DisplayModel>(); for (int k = 0; k < 4; k++) { Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject"; model = new DisplayModel(wheelModel, ModelDrawer); ModelDrawer.Add(model); WheelModels.Add(model); model.Texture = wheelTexture; } CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game); }
/// <summary> /// Constructs the front end and the internal physics representation of the vehicle. /// </summary> /// <param name="position">Position of the tank.</param> /// <param name="owningSpace">Space to add the vehicle to.</param> /// <param name="camera">Camera to attach to the vehicle.</param> /// <param name="game">Running game.</param> /// <param name="drawer">Drawer used to draw the tank.</param> /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param> /// <param name="wheelTexture">Texture of the wheels on the tank.</param> public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture) { var bodies = new List <CompoundShapeEntry>() { new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500), new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1) }; var body = new CompoundBody(bodies, 501); body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0); body.Position = (position); //At first, just keep it out of the way. Vehicle = new Vehicle(body); #region RaycastWheelShapes //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them. MaximumDriveForce = 1800; BaseSlidingFriction = 3; Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2); for (int i = 0; i < 6; i++) { var toAdd = new Wheel( new RaycastWheelShape(.375f, wheelGraphicRotation), new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)), new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce), new WheelBrake(7, 7, 1.0f), new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction)); toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender; toAdd.Brake.FrictionBlender = FrictionBlender; toAdd.SlidingFriction.FrictionBlender = FrictionBlender; Vehicle.AddWheel(toAdd); leftTrack.Add(toAdd); } for (int i = 0; i < 6; i++) { var toAdd = new Wheel( new RaycastWheelShape(.375f, wheelGraphicRotation), new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)), new WheelDrivingMotor(10, 2000, 1000), new WheelBrake(7, 7, 1.0f), new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction)); toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender; toAdd.Brake.FrictionBlender = FrictionBlender; toAdd.SlidingFriction.FrictionBlender = FrictionBlender; Vehicle.AddWheel(toAdd); rightTrack.Add(toAdd); } #endregion foreach (Wheel wheel in Vehicle.Wheels) { //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes. wheel.Shape.FreezeWheelsWhileBraking = true; //By default, wheels use as many iterations as the space. By lowering it, //performance can be improved at the cost of a little accuracy. wheel.Suspension.SolverSettings.MaximumIterationCount = 1; wheel.Brake.SolverSettings.MaximumIterationCount = 1; wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1; wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1; } Space = owningSpace; Space.Add(Vehicle); ModelDrawer = drawer; DisplayModel model; WheelModels = new List <DisplayModel>(); for (int k = 0; k < Vehicle.Wheels.Count; k++) { Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject"; model = new DisplayModel(wheelModel, ModelDrawer); ModelDrawer.Add(model); WheelModels.Add(model); model.Texture = wheelTexture; } CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game); }