Exemplo n.º 1
0
        public PropertySet ToLegacy()
        {
            PropertySet.PropertySetCollider col = null;

            switch (colliderType)
            {
            case ColliderType.Sphere:
                col = new PropertySet.SphereCollider((float)Scale);
                break;

            case ColliderType.Box:
                col = new PropertySet.BoxCollider(new BXDVector3(X, Y, Z));
                break;

            case ColliderType.Mesh:
                col = new PropertySet.MeshCollider(false);
                break;
            }
            if (Dynamic)
            {
                return(new PropertySet(Name, col, (int)Friction, (float)Mass));
            }
            else
            {
                return(new PropertySet(Name, col, (int)Friction));
            }
        }
Exemplo n.º 2
0
    /// <summary>
    /// Write the SphereCollider to an XML file with the given XmlWriter.
    /// </summary>
    /// <param name="writer"></param>
    /// <param name="sphereCollider"></param>
    private static void WriteSphereCollider(XmlWriter writer, PropertySet.SphereCollider sphereCollider)
    {
        writer.WriteStartElement("SphereCollider");

        writer.WriteElementString("Scale", sphereCollider.Scale.ToString("F4"));

        writer.WriteEndElement();
    }
Exemplo n.º 3
0
    /// <summary>
    /// Reads a SphereCollider with the given XmlReader.
    /// </summary>
    /// <param name="reader"></param>
    /// <returns></returns>
    private static PropertySet.SphereCollider ReadSphereCollider_2_2(XmlReader reader)
    {
        // Create the SphereCollider.
        PropertySet.SphereCollider sphereCollider = null;

        foreach (string name in IOUtilities.AllElements(reader))
        {
            switch (name)
            {
            case "Scale":
                // Reads the scale property and initializes the SphereCollider.
                sphereCollider = new PropertySet.SphereCollider(float.Parse(reader.ReadElementContentAsString()));
                break;
            }
        }

        return(sphereCollider);
    }
Exemplo n.º 4
0
        public bool CreateMesh(string filePath, bool multiplayer = false, bool host = false)
        {
            BXDAMesh mesh = new BXDAMesh();

            mesh.ReadFromFile(filePath, null);

            if (!mesh.GUID.Equals(GUID))
            {
                return(false);
            }

            List <FieldNode> remainingNodes = new List <FieldNode>(NodeGroup.EnumerateAllLeafFieldNodes());

            List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > submeshes = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();
            List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > colliders = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();

            // Create all submesh objects
            Auxiliary.ReadMeshSet(mesh.meshes, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
            {
                submeshes.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
            });

            // Create all collider objects
            Auxiliary.ReadMeshSet(mesh.colliders, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
            {
                colliders.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
            });

            //Dictionary<string, NetworkElement> networkElements = new Dictionary<string, NetworkElement>();

            //foreach (NetworkElement ne in Resources.FindObjectsOfTypeAll<NetworkElement>())
            //    networkElements[ne.NodeID] = ne;

            foreach (FieldNode node in NodeGroup.EnumerateAllLeafFieldNodes())
            {
                PropertySet?propertySet = null;

                if (GetPropertySets().ContainsKey(node.PropertySetID))
                {
                    propertySet = GetPropertySets()[node.PropertySetID];
                }

                GameObject subObject;

                //if (multiplayer && propertySet.HasValue && propertySet.Value.Mass != 0)
                //{
                //    if (host)
                //    {
                //        subObject = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("prefabs/NetworkElement"), unityObject.transform);
                //        subObject.GetComponent<NetworkElement>().NodeID = node.NodeID;
                //        subObject.name = node.NodeID;
                //        NetworkServer.Spawn(subObject);
                //    }
                //    else
                //    {
                //        subObject = networkElements[node.NodeID].gameObject;
                //        subObject.name = node.NodeID;
                //    }
                //}
                //else
                //{
                //    subObject = new GameObject(node.NodeID);
                //}

                subObject = new GameObject(node.NodeID);
                subObject.transform.parent = unityObject.transform;

                GameObject meshObject = new GameObject(node.NodeID + "-mesh");

                if (node.SubMeshID != -1)
                {
                    KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> currentSubMesh = submeshes[node.SubMeshID];

                    BXDAMesh.BXDASubMesh sub = currentSubMesh.Key;
                    Mesh meshu = currentSubMesh.Value;

                    meshObject.AddComponent <MeshFilter>().mesh = meshu;


                    meshObject.AddComponent <MeshRenderer>();
                    Material[] matls = new Material[meshu.subMeshCount];

                    for (int i = 0; i < matls.Length; i++)
                    {
                        matls[i] = sub.surfaces[i].AsMaterial();
                    }

                    meshObject.GetComponent <MeshRenderer>().materials = matls;
                }

                // Invert the x-axis to compensate for Unity's inverted coordinate system.
                meshObject.transform.localScale = new Vector3(-1f, 1f, 1f);

                // Set the rotation of the object (the x and w properties are inverted to once again compensate for Unity's differences).
                meshObject.transform.localRotation = new Quaternion(-node.Rotation.X, node.Rotation.Y, node.Rotation.Z, -node.Rotation.W);

                // Set the position of the object (scaled by 1/100 to match Unity's scaling correctly).
                meshObject.transform.position = new Vector3(-node.Position.x * 0.01f, node.Position.y * 0.01f, node.Position.z * 0.01f);

                if (GetPropertySets().ContainsKey(node.PropertySetID))
                {
                    PropertySet currentPropertySet             = GetPropertySets()[node.PropertySetID];
                    PropertySet.PropertySetCollider psCollider = currentPropertySet.Collider;

                    switch (psCollider.CollisionType)
                    {
                    case PropertySet.PropertySetCollider.PropertySetCollisionType.BOX:
                        PropertySet.BoxCollider psBoxCollider    = (PropertySet.BoxCollider)psCollider;
                        BoxCollider             dummyBoxCollider = meshObject.AddComponent <BoxCollider>();

                        subObject.transform.localRotation = meshObject.transform.localRotation;
                        subObject.transform.position      = meshObject.transform.TransformPoint(dummyBoxCollider.center);

                        BBoxShape boxShape = subObject.AddComponent <BBoxShape>();
                        boxShape.Extents = new Vector3(
                            dummyBoxCollider.size.x * 0.5f * psBoxCollider.Scale.x,
                            dummyBoxCollider.size.y * 0.5f * psBoxCollider.Scale.y,
                            dummyBoxCollider.size.z * 0.5f * psBoxCollider.Scale.z);

                        //meshObject.AddComponent<MouseListener>();
                        UnityEngine.Object.Destroy(dummyBoxCollider);

                        break;

                    case PropertySet.PropertySetCollider.PropertySetCollisionType.SPHERE:
                        PropertySet.SphereCollider psSphereCollider    = (PropertySet.SphereCollider)psCollider;
                        SphereCollider             dummySphereCollider = meshObject.AddComponent <SphereCollider>();

                        subObject.transform.position = meshObject.transform.TransformPoint(dummySphereCollider.center);

                        BSphereShape sphereShape = subObject.AddComponent <BSphereShape>();
                        sphereShape.Radius = dummySphereCollider.radius * psSphereCollider.Scale;

                        //meshObject.AddComponent<MouseListener>();
                        UnityEngine.Object.Destroy(dummySphereCollider);

                        break;

                    case PropertySet.PropertySetCollider.PropertySetCollisionType.MESH:
                        PropertySet.MeshCollider psMeshCollider = (PropertySet.MeshCollider)psCollider;

                        if (psMeshCollider.Convex || currentPropertySet.Mass != 0)
                        {
                            MeshCollider dummyMeshCollider = subObject.AddComponent <MeshCollider>();
                            dummyMeshCollider.sharedMesh = meshObject.GetComponent <MeshFilter>().mesh;

                            subObject.transform.position = meshObject.transform.TransformPoint(dummyMeshCollider.bounds.center);
                            subObject.transform.rotation = meshObject.transform.rotation;

                            BConvexHullShape hullshape = subObject.AddComponent <BConvexHullShape>();
                            hullshape.HullMesh = Auxiliary.GenerateCollisionMesh(meshObject.GetComponent <MeshFilter>().mesh, dummyMeshCollider.sharedMesh.bounds.center, 0f /*CollisionMargin*/);
                            hullshape.GetCollisionShape().Margin = CollisionMargin;

                            //subObject.AddComponent<MouseListener>();
                            UnityEngine.Object.Destroy(dummyMeshCollider);
                        }
                        else
                        {
                            subObject.transform.position = meshObject.transform.position;
                            subObject.transform.rotation = meshObject.transform.rotation;

                            BBvhTriangleMeshShape meshShape = subObject.AddComponent <BBvhTriangleMeshShape>();
                            meshShape.HullMesh = meshObject.GetComponent <MeshFilter>().mesh.GetScaledCopy(-1f, 1f, 1f);
                            meshShape.GetCollisionShape().Margin = CollisionMargin;
                        }
                        break;
                    }

                    BRigidBody rb = subObject.AddComponent <BRigidBody>();
                    rb.friction        = currentPropertySet.Friction * FrictionScale;
                    rb.rollingFriction = currentPropertySet.Friction * RollingFrictionScale;
                    rb.mass            = currentPropertySet.Mass;

                    if (currentPropertySet.Mass == 0)
                    {
                        rb.collisionFlags = BulletSharp.CollisionFlags.StaticObject;
                    }
                    else
                    {
                        subObject.AddComponent <Tracker>();
                        subObject.name = currentPropertySet.PropertySetID; //sets game elements to the same name as the property set - used to identify proper colliders
                    }

                    meshObject.transform.parent = subObject.transform;
                }
                else
                {
                    meshObject.transform.parent = unityObject.transform;
                }
            }

            //if (!host)
            //    foreach (NetworkElement ne in networkElements.Values)
            //        ne.gameObject.AddComponent<NetworkMesh>();

            #region Free mesh
            foreach (var list in new List <BXDAMesh.BXDASubMesh>[] { mesh.meshes, mesh.colliders })
            {
                foreach (BXDAMesh.BXDASubMesh sub in list)
                {
                    sub.verts = null;
                    sub.norms = null;
                    foreach (BXDAMesh.BXDASurface surf in sub.surfaces)
                    {
                        surf.indicies = null;
                    }
                }
                for (int i = 0; i < list.Count; i++)
                {
                    list[i] = null;
                }
            }
            mesh = null;
            GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
            #endregion

            return(true);
        }
Exemplo n.º 5
0
    public bool CreateMesh(string filePath)
    {
        BXDAMesh mesh = new BXDAMesh();

        mesh.ReadFromFile(filePath, null);

        if (!mesh.GUID.Equals(GUID))
        {
            return(false);
        }

        List <FieldNode> remainingNodes = new List <FieldNode>(NodeGroup.EnumerateAllLeafFieldNodes());

        List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > submeshes = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();
        List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > colliders = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();

        // Create all submesh objects
        auxFunctions.ReadMeshSet(mesh.meshes, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
        {
            submeshes.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
        });

        // Create all collider objects
        auxFunctions.ReadMeshSet(mesh.colliders, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
        {
            colliders.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
        });

        foreach (FieldNode node in NodeGroup.EnumerateAllLeafFieldNodes())
        {
            GameObject subObject = new GameObject(node.NodeID);
            //subObject.transform.parent = unityObject.transform;

            if (node.SubMeshID != -1)
            {
                KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> currentSubMesh = submeshes[node.SubMeshID];

                BXDAMesh.BXDASubMesh sub = currentSubMesh.Key;
                Mesh meshu = currentSubMesh.Value;

                subObject.AddComponent <MeshFilter>().mesh = meshu;
                subObject.AddComponent <MeshRenderer>();
                Material[] matls = new Material[meshu.subMeshCount];

                for (int i = 0; i < matls.Length; i++)
                {
                    matls[i] = sub.surfaces[i].AsMaterial();
                }

                subObject.GetComponent <MeshRenderer>().materials = matls;
            }

            if (GetPropertySets().ContainsKey(node.PropertySetID))
            {
                PropertySet currentPropertySet             = GetPropertySets()[node.PropertySetID];
                PropertySet.PropertySetCollider psCollider = currentPropertySet.Collider;
                Collider unityCollider = null;

                Debug.Log(psCollider == null);

                switch (psCollider.CollisionType)
                {
                case PropertySet.PropertySetCollider.PropertySetCollisionType.BOX:
                    PropertySet.BoxCollider psBoxCollider    = (PropertySet.BoxCollider)psCollider;
                    BoxCollider             unityBoxCollider = subObject.AddComponent <BoxCollider>();

                    //unityBoxCollider.size.Scale(new Vector3(psBoxCollider.Scale.x, psBoxCollider.Scale.y, psBoxCollider.Scale.z));
                    unityBoxCollider.size = new Vector3(
                        unityBoxCollider.size.x * psBoxCollider.Scale.x,
                        unityBoxCollider.size.y * psBoxCollider.Scale.y,
                        unityBoxCollider.size.z * psBoxCollider.Scale.z);

                    unityCollider = unityBoxCollider;
                    break;

                case PropertySet.PropertySetCollider.PropertySetCollisionType.SPHERE:
                    PropertySet.SphereCollider psSphereCollider    = (PropertySet.SphereCollider)psCollider;
                    SphereCollider             unitySphereCollider = subObject.AddComponent <SphereCollider>();

                    unitySphereCollider.radius *= psSphereCollider.Scale;

                    unityCollider = unitySphereCollider;
                    break;

                case PropertySet.PropertySetCollider.PropertySetCollisionType.MESH:
                    if (node.CollisionMeshID != -1)
                    {
                        KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> currentSubMesh = colliders[node.CollisionMeshID];

                        BXDAMesh.BXDASubMesh sub = currentSubMesh.Key;
                        Mesh meshu = currentSubMesh.Value;

                        MeshCollider unityMeshCollider = subObject.AddComponent <MeshCollider>();
                        unityMeshCollider.sharedMesh = meshu;
                        unityMeshCollider.convex     = true;

                        unityCollider = unityMeshCollider;
                    }
                    break;
                }

                if (unityCollider != null)
                {
                    unityCollider.material.dynamicFriction = unityCollider.material.staticFriction = currentPropertySet.Friction / 100f;
                    unityCollider.material.frictionCombine = PhysicMaterialCombine.Minimum;

                    Rigidbody rb = unityCollider.gameObject.AddComponent <Rigidbody>();

                    if (currentPropertySet.Mass > 0)
                    {
                        rb.mass = (float)currentPropertySet.Mass * Init.PHYSICS_MASS_MULTIPLIER;
                    }
                    else
                    {
                        rb.constraints = RigidbodyConstraints.FreezeAll;
                        rb.isKinematic = true;
                    }
                }
            }

            // Invert the x-axis to compensate for Unity's inverted coordinate system.
            subObject.transform.localScale = new Vector3(-1f, 1f, 1f);

            // Set the position of the object (scaled by 1/100 to match Unity's scaling correctly).
            subObject.transform.position = new Vector3(-node.Position.x * 0.01f, node.Position.y * 0.01f, node.Position.z * 0.01f);

            // Set the rotation of the object (the x and w properties are inverted to once again compensate for Unity's differences).
            subObject.transform.rotation = new Quaternion(-node.Rotation.X, node.Rotation.Y, node.Rotation.Z, -node.Rotation.W);
        }

        #region Free mesh
        foreach (var list in new List <BXDAMesh.BXDASubMesh>[] { mesh.meshes, mesh.colliders })
        {
            foreach (BXDAMesh.BXDASubMesh sub in list)
            {
                sub.verts = null;
                sub.norms = null;
                foreach (BXDAMesh.BXDASurface surf in sub.surfaces)
                {
                    surf.indicies = null;
                }
            }
            for (int i = 0; i < list.Count; i++)
            {
                list[i] = null;
            }
        }
        mesh = null;
        GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
        #endregion

        return(true);
    }
Exemplo n.º 6
0
    public bool CreateMesh(string filePath)
    {
        BXDAMesh mesh = new BXDAMesh();

        mesh.ReadFromFile(filePath, null);

        if (!mesh.GUID.Equals(GUID))
        {
            return(false);
        }

        List <FieldNode> remainingNodes = new List <FieldNode>(NodeGroup.EnumerateAllLeafFieldNodes());

        List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > submeshes = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();
        List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> > colliders = new List <KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> >();

        // Create all submesh objects
        AuxFunctions.ReadMeshSet(mesh.meshes, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
        {
            submeshes.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
        });

        // Create all collider objects
        AuxFunctions.ReadMeshSet(mesh.colliders, delegate(int id, BXDAMesh.BXDASubMesh sub, Mesh meshu)
        {
            colliders.Add(new KeyValuePair <BXDAMesh.BXDASubMesh, Mesh>(sub, meshu));
        });

        foreach (FieldNode node in NodeGroup.EnumerateAllLeafFieldNodes())
        {
            GameObject subObject = new GameObject(node.NodeID);
            subObject.transform.parent = unityObject.transform;

            GameObject meshObject = new GameObject(node.NodeID + "-mesh");

            if (node.SubMeshID != -1)
            {
                KeyValuePair <BXDAMesh.BXDASubMesh, Mesh> currentSubMesh = submeshes[node.SubMeshID];

                BXDAMesh.BXDASubMesh sub = currentSubMesh.Key;
                Mesh meshu = currentSubMesh.Value;

                meshObject.AddComponent <MeshFilter>().mesh = meshu;
                meshObject.AddComponent <MeshRenderer>();
                Material[] matls = new Material[meshu.subMeshCount];

                for (int i = 0; i < matls.Length; i++)
                {
                    matls[i] = sub.surfaces[i].AsMaterial();
                }

                meshObject.GetComponent <MeshRenderer>().materials = matls;
            }

            // Invert the x-axis to compensate for Unity's inverted coordinate system.
            meshObject.transform.localScale = new Vector3(-1f, 1f, 1f);

            // Set the rotation of the object (the x and w properties are inverted to once again compensate for Unity's differences).
            meshObject.transform.localRotation = new Quaternion(-node.Rotation.X, node.Rotation.Y, node.Rotation.Z, -node.Rotation.W);

            // Set the position of the object (scaled by 1/100 to match Unity's scaling correctly).
            meshObject.transform.position = new Vector3(-node.Position.x * 0.01f, node.Position.y * 0.01f, node.Position.z * 0.01f);

            if (GetPropertySets().ContainsKey(node.PropertySetID))
            {
                PropertySet currentPropertySet             = GetPropertySets()[node.PropertySetID];
                PropertySet.PropertySetCollider psCollider = currentPropertySet.Collider;

                switch (psCollider.CollisionType)
                {
                case PropertySet.PropertySetCollider.PropertySetCollisionType.BOX:
                    PropertySet.BoxCollider psBoxCollider    = (PropertySet.BoxCollider)psCollider;
                    BoxCollider             dummyBoxCollider = meshObject.AddComponent <BoxCollider>();

                    subObject.transform.localRotation = meshObject.transform.localRotation;
                    subObject.transform.position      = meshObject.transform.TransformPoint(dummyBoxCollider.center);

                    BBoxShape boxShape = subObject.AddComponent <BBoxShape>();
                    boxShape.Extents = new Vector3(
                        dummyBoxCollider.size.x * 0.5f * psBoxCollider.Scale.x,
                        dummyBoxCollider.size.y * 0.5f * psBoxCollider.Scale.y,
                        dummyBoxCollider.size.z * 0.5f * psBoxCollider.Scale.z);

                    //meshObject.AddComponent<MouseListener>();
                    UnityEngine.Object.Destroy(dummyBoxCollider);

                    break;

                case PropertySet.PropertySetCollider.PropertySetCollisionType.SPHERE:
                    PropertySet.SphereCollider psSphereCollider    = (PropertySet.SphereCollider)psCollider;
                    SphereCollider             dummySphereCollider = meshObject.AddComponent <SphereCollider>();

                    subObject.transform.position = meshObject.transform.TransformPoint(dummySphereCollider.center);

                    BSphereShape sphereShape = subObject.AddComponent <BSphereShape>();
                    sphereShape.Radius = dummySphereCollider.radius * psSphereCollider.Scale;

                    //meshObject.AddComponent<MouseListener>();
                    UnityEngine.Object.Destroy(dummySphereCollider);

                    break;

                case PropertySet.PropertySetCollider.PropertySetCollisionType.MESH:
                    PropertySet.MeshCollider psMeshCollider = (PropertySet.MeshCollider)psCollider;

                    if (psMeshCollider.Convex || currentPropertySet.Mass != 0)
                    {
                        MeshCollider dummyMeshCollider = subObject.AddComponent <MeshCollider>();
                        dummyMeshCollider.sharedMesh = meshObject.GetComponent <MeshFilter>().mesh;

                        subObject.transform.position = meshObject.transform.TransformPoint(dummyMeshCollider.bounds.center);
                        subObject.transform.rotation = meshObject.transform.rotation;

                        BConvexHullShape hullshape = subObject.AddComponent <BConvexHullShape>();
                        hullshape.HullMesh = AuxFunctions.GenerateCollisionMesh(meshObject.GetComponent <MeshFilter>().mesh, dummyMeshCollider.sharedMesh.bounds.center);
                        hullshape.GetCollisionShape().Margin = 0f;

                        //subObject.AddComponent<MouseListener>();
                        UnityEngine.Object.Destroy(dummyMeshCollider);
                    }
                    else
                    {
                        subObject.transform.position = meshObject.transform.position;
                        subObject.transform.rotation = meshObject.transform.rotation;

                        BBvhTriangleMeshShape meshShape = subObject.AddComponent <BBvhTriangleMeshShape>();
                        meshShape.HullMesh = meshObject.GetComponent <MeshFilter>().mesh.GetScaledCopy(-1f, 1f, 1f);
                        meshShape.GetCollisionShape().Margin = 0f;
                    }

                    // TODO: Find a way to implement embedded margins. See https://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=2358
                    break;
                }

                BRigidBody rb = subObject.AddComponent <BRigidBody>();
                rb.friction = currentPropertySet.Friction * FRICTION_SCALE;
                rb.mass     = currentPropertySet.Mass;

                if (currentPropertySet.Mass == 0)
                {
                    rb.collisionFlags = BulletSharp.CollisionFlags.StaticObject;
                }
                else
                {
                    subObject.AddComponent <Tracker>();
                }

                meshObject.transform.parent = subObject.transform;
            }
            else
            {
                meshObject.transform.parent = unityObject.transform;
            }
        }

        #region Free mesh
        foreach (var list in new List <BXDAMesh.BXDASubMesh>[] { mesh.meshes, mesh.colliders })
        {
            foreach (BXDAMesh.BXDASubMesh sub in list)
            {
                sub.verts = null;
                sub.norms = null;
                foreach (BXDAMesh.BXDASurface surf in sub.surfaces)
                {
                    surf.indicies = null;
                }
            }
            for (int i = 0; i < list.Count; i++)
            {
                list[i] = null;
            }
        }
        mesh = null;
        GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
        #endregion

        return(true);
    }
Exemplo n.º 7
0
        private void CreateMesh(string filePath)
        {
            Bodies       = new List <RigidBody>();
            VisualMeshes = new List <Mesh>();

            BXDAMesh mesh = new BXDAMesh();

            mesh.ReadFromFile(filePath);

            foreach (FieldNode node in NodeGroup.EnumerateAllLeafFieldNodes())
            {
                if (!GetPropertySets().ContainsKey(node.PropertySetID))
                {
                    return;
                }

                PropertySet    current  = GetPropertySets()[node.PropertySetID];
                CollisionShape subShape = null;
                switch (current.Collider.CollisionType)
                {
                case PropertySet.PropertySetCollider.PropertySetCollisionType.BOX:
                {
                    //Create a box shape
                    //This is a mess, though I was told that this is how it works
                    Vector3[]             vertices = MeshUtilities.DataToVector(mesh.meshes[node.SubMeshID].verts);
                    StridingMeshInterface temp = MeshUtilities.BulletShapeFromSubMesh(mesh.meshes[node.SubMeshID]);
                    Vector3 min, max;
                    temp.CalculateAabbBruteForce(out min, out max);

                    PropertySet.BoxCollider colliderInfo = (PropertySet.BoxCollider)current.Collider;
                    subShape = new BoxShape((max - min) * colliderInfo.Scale.Convert() * 0.5f);
                    if (debug)
                    {
                        Console.WriteLine("Created Box");
                    }
                    break;
                }

                case PropertySet.PropertySetCollider.PropertySetCollisionType.SPHERE:
                {
                    //Create a sphere shape
                    PropertySet.SphereCollider colliderInfo = (PropertySet.SphereCollider)current.Collider;
                    subShape = new SphereShape(colliderInfo.Scale);
                    if (debug)
                    {
                        Console.WriteLine("Created Sphere");
                    }
                    break;
                }

                case PropertySet.PropertySetCollider.PropertySetCollisionType.MESH:
                {
                    //Create a mesh shape
                    if (node.CollisionMeshID == -1)
                    {
                        break;
                    }

                    PropertySet.MeshCollider colliderInfo = (PropertySet.MeshCollider)current.Collider;

                    Vector3[] vertices = MeshUtilities.DataToVector(mesh.colliders[node.CollisionMeshID].verts);

                    if (colliderInfo.Convex)
                    {
                        subShape = new ConvexHullShape(vertices);
                        if (debug)
                        {
                            Console.WriteLine("Created Convex Mesh");
                        }
                    }
                    else
                    {
                        StridingMeshInterface sMesh = MeshUtilities.BulletShapeFromSubMesh(mesh.colliders[node.CollisionMeshID]);
                        subShape = new ConvexTriangleMeshShape(sMesh, true);         //still not really concave
                        if (debug)
                        {
                            Console.WriteLine("Created Concave Mesh");
                        }
                    }
                    break;
                }
                }

                if (null == subShape)
                {
                    return;
                }

                //set sub shape local position/rotation and add it to the compound shape
                Vector3    Translation = node.Position.Convert();
                Quaternion rotation    = node.Rotation.Convert();

                DefaultMotionState motion = new DefaultMotionState(Matrix4.CreateFromQuaternion(rotation) * Matrix4.CreateTranslation(Translation));
                motion.CenterOfMassOffset = Matrix4.CreateTranslation(mesh.physics.centerOfMass.Convert());

                RigidBodyConstructionInfo info = new RigidBodyConstructionInfo(current.Mass, motion, subShape, subShape.CalculateLocalInertia(current.Mass));
                info.Friction = current.Friction;
                Bodies.Add(new RigidBody(info));

                VisualMeshes.Add(new Mesh(mesh.meshes[node.SubMeshID], Translation));
                if (debug)
                {
                    Console.WriteLine("Created " + node.PropertySetID);
                }
            }
        }