Exemplo n.º 1
0
        public World(Backend backend, ResourceManager resourceManager)
        {
            var collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP();
            PhysicsWorld = new Jitter.World(collisionSystem);

            DebugDrawer = new DebugDrawer(backend, resourceManager);
        }
Exemplo n.º 2
0
 protected new void Awake()
 {
     base.Awake();
     INSTANCE   = this;
     this.world = new JWorld(new CollisionSystemPersistentSAP());
     this.world.CollisionSystem.CollisionDetected += this.CollisionDetected;
 }
Exemplo n.º 3
0
        public JitterPhysicsComponent(Game game) : base(game)
        {
            m_collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP();

            m_world = new Jitter.World(CollisionSystem);
            World.AllowDeactivation = true;
        }
        public JitterPhysicsComponent(Game game) : base(game)
        {
            m_collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP();

            m_world = new Jitter.World(CollisionSystem); 
            World.AllowDeactivation = true;
        }
Exemplo n.º 5
0
        /// <summary>
        /// Default constructor
        /// </summary>
        public JitterPhysicsHandler(Vector3 gravity)
        {
            Jitter.Collision.CollisionSystem collision = new CollisionSystemSAP();
            world = new Jitter.World(collision);
            world.AllowDeactivation = true;
            world.Gravity = new Jitter.LinearMath.JVector(gravity.X, gravity.Y, gravity.Z);

            RigidBodies = new JitterRigidBodyHandler(world)
            {
                PhysicsHandler = this
            };
        }
Exemplo n.º 6
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 public Grid(Game game, Terrain terrain, int size, Camera camera, GraphicsDevice graphicsDevice, BasicEffect basicEffect, Jitter.World physicsWorld)
     : base(game)
 {
     this.terrain        = terrain;
     this.size           = size;
     this.camera         = camera;
     this.graphicsDevice = graphicsDevice;
     this.basicEffect    = basicEffect;
     InitializeVertices();
     this.gridObjects  = new GridObject[width, height];
     this.physicsWorld = physicsWorld;
 }
        public CharacterControllerConstraint(Jitter.World world, RigidBody body)
            : base(body, null)
        {
            World = world;

            // Determine feet position
            // This is done by supportmapping in the down direction
            // furthest point away from the down direction.
            JVector vec = JVector.Down;
            JVector result = JVector.Zero;

            body.Shape.SupportMapping(ref vec, out result);

            FeetPosition = result * JVector.Down;
        }
Exemplo n.º 8
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        internal static void Init()
        {
            CollisionSystem = new CollisionSystemSAP();
            JWorld          = new JWorld(CollisionSystem);
            CoreECS.SubscribeComponentAdded <RigidBody>(AddRigidBody);
            CoreECS.SubscribeComponentEnabled <RigidBody>(AddRigidBody);
            CoreECS.SubscribeComponentRemoved <RigidBody>(RemoveRigidBody);
            CoreECS.SubscribeComponentDisabled <RigidBody>(RemoveRigidBody);
            CoreECS.SubscribeComponentAdded <EmptyRigidBody>(AddEmptyRigidBody);
            CoreECS.SubscribeComponentEnabled <EmptyRigidBody>(AddEmptyRigidBody);
            CoreECS.SubscribeComponentRemoved <EmptyRigidBody>(RemoveEmptyRigidBody);
            CoreECS.SubscribeComponentDisabled <EmptyRigidBody>(RemoveEmptyRigidBody);

            CollisionSystem.CollisionDetected += CollisionDetected;
        }
Exemplo n.º 9
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 public void Clear()
 {
     world = null;
     RigidBodies.Clear();
     RigidBodies = null;
 }
Exemplo n.º 10
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 private static void InitPhysics3D()
 {
     world3D = new Jitter.World(new CollisionSystemBrute());
     world3D.Gravity = new JVector(0, 0, -G);
     var groundPlaneBody = new RigidBody(new BoxShape(100, 100, 0.1f));
     groundPlaneBody.IsStatic = true;
       world3D.AddBody(groundPlaneBody);
 }
Exemplo n.º 11
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 public World()
 {
     Jitter.Collision.CollisionSystem collision = new Jitter.Collision.CollisionSystemPersistentSAP();
     world = new Jitter.World(collision);
     world.Gravity.Set(0.0f, -10.0f, 0.0f);
 }
Exemplo n.º 12
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 public CollisionSystem(Jitter.World world, Dictionary<RigidBody, Jitter.Dynamics.RigidBody> worldItems)
 {
     World = world;
     WorldItems = worldItems;
 }
Exemplo n.º 13
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 public JitterRigidBodyHandler(Jitter.World world)
 {
     this.world = world;
     items = new Dictionary<string, RigidBody>();
     worldItems = new Dictionary<RigidBody, Jitter.Dynamics.RigidBody>();
 }