public override void Initialize(ContentArchive content, Camera camera) { camera.Position = new Vector3(0, 8, -10); camera.Yaw = MathHelper.Pi; Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)), new PositionFirstTimestepper()); DemoMeshHelper.LoadModel(content, BufferPool, @"Content\newt.obj", Vector3.One, out var mesh); new Box(2.5f, 1, 4).ComputeInertia(1, out var approximateInertia); var meshShapeIndex = Simulation.Shapes.Add(mesh); for (int meshIndex = 0; meshIndex < 3; ++meshIndex) { Simulation.Bodies.Add( BodyDescription.CreateDynamic(new Vector3(0, 2 + meshIndex * 2, 0), approximateInertia, new CollidableDescription(meshShapeIndex, 0.1f), new BodyActivityDescription(0.01f))); } var compoundBuilder = new CompoundBuilder(BufferPool, Simulation.Shapes, 12); for (int i = 0; i < mesh.Triangles.Length; ++i) { compoundBuilder.Add(mesh.Triangles[i], RigidPose.Identity, 1); } compoundBuilder.BuildDynamicCompound(out var children, out var compoundInertia); var compound = new BigCompound(children, Simulation.Shapes, BufferPool); var compoundShapeIndex = Simulation.Shapes.Add(compound); compoundBuilder.Dispose(); for (int i = 0; i < 3; ++i) { Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(5, 2 + i * 2, 0), compoundInertia, new CollidableDescription(compoundShapeIndex, 0.1f), new BodyActivityDescription(0.01f))); } var staticShape = new Box(1500, 1, 1500); var staticShapeIndex = Simulation.Shapes.Add(staticShape); Simulation.Statics.Add(new StaticDescription(new Vector3(0, -0.5f, 0), new CollidableDescription(staticShapeIndex, 0.1f))); }
public override void Initialize(ContentArchive content, Camera camera) { camera.Position = new Vector3(0, 5, 10); camera.Yaw = 0; camera.Pitch = 0; bodyProperties = new CollidableProperty <TankDemoBodyProperties>(); //We assign velocities outside of the timestep to fire bullets, so using the PositionLastTimestepper avoids integrating those velocities into positions before the solver has a chance to intervene. //We could have also modified velocities in the PositionFirstTimestepper's BeforeCollisionDetection callback, but it's just a little simpler to do this with very little cost. Simulation = Simulation.Create(BufferPool, new TankCallbacks() { Properties = bodyProperties }, new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)), new PositionLastTimestepper()); var builder = new CompoundBuilder(BufferPool, Simulation.Shapes, 2); builder.Add(new Box(1.85f, 0.7f, 4.73f), RigidPose.Identity, 10); builder.Add(new Box(1.85f, 0.6f, 2.5f), new RigidPose(new Vector3(0, 0.65f, -0.35f)), 0.5f); builder.BuildDynamicCompound(out var children, out var bodyInertia, out _); builder.Dispose(); var bodyShape = new Compound(children); var bodyShapeIndex = Simulation.Shapes.Add(bodyShape); var wheelShape = new Cylinder(0.4f, .18f); wheelShape.ComputeInertia(0.25f, out var wheelInertia); var wheelShapeIndex = Simulation.Shapes.Add(wheelShape); var projectileShape = new Sphere(0.1f); projectileShape.ComputeInertia(0.2f, out var projectileInertia); var tankDescription = new TankDescription { Body = TankPartDescription.Create(10, new Box(4f, 1, 5), RigidPose.Identity, 0.5f, Simulation.Shapes), Turret = TankPartDescription.Create(1, new Box(1.5f, 0.7f, 2f), new RigidPose(new Vector3(0, 0.85f, 0.4f)), 0.5f, Simulation.Shapes), Barrel = TankPartDescription.Create(0.5f, new Box(0.2f, 0.2f, 3f), new RigidPose(new Vector3(0, 0.85f, 0.4f - 1f - 1.5f)), 0.5f, Simulation.Shapes), TurretAnchor = new Vector3(0f, 0.5f, 0.4f), BarrelAnchor = new Vector3(0, 0.5f + 0.35f, 0.4f - 1f), TurretBasis = Quaternion.Identity, TurretServo = new ServoSettings(1f, 0f, 40f), TurretSpring = new SpringSettings(10f, 1f), BarrelServo = new ServoSettings(1f, 0f, 40f), BarrelSpring = new SpringSettings(10f, 1f), ProjectileShape = Simulation.Shapes.Add(projectileShape), ProjectileSpeed = 100f, BarrelLocalProjectileSpawn = new Vector3(0, 0, -1.5f), ProjectileInertia = projectileInertia, LeftTreadOffset = new Vector3(-1.9f, 0f, 0), RightTreadOffset = new Vector3(1.9f, 0f, 0), SuspensionLength = 1f, SuspensionSettings = new SpringSettings(2.5f, 1.5f), WheelShape = wheelShapeIndex, WheelInertia = wheelInertia, WheelFriction = 2f, TreadSpacing = 1f, WheelCountPerTread = 5, WheelOrientation = QuaternionEx.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * -0.5f), }; playerController = new TankController(Tank.Create(Simulation, bodyProperties, BufferPool, new RigidPose(new Vector3(0, 10, 0), Quaternion.Identity), tankDescription), 20, 5, 2, 1, 3.5f); const int planeWidth = 257; const float terrainScale = 3; const float inverseTerrainScale = 1f / terrainScale; var terrainPosition = new Vector2(1 - planeWidth, 1 - planeWidth) * terrainScale * 0.5f; random = new Random(5); //Add some building-ish landmarks. var landmarkMin = new Vector3(planeWidth * terrainScale * -0.45f, 0, planeWidth * terrainScale * -0.45f); var landmarkMax = new Vector3(planeWidth * terrainScale * 0.45f, 0, planeWidth * terrainScale * 0.45f); var landmarkSpan = landmarkMax - landmarkMin; for (int j = 0; j < 25; ++j) { var buildingShape = new Box(10 + (float)random.NextDouble() * 10, 20 + (float)random.NextDouble() * 20, 10 + (float)random.NextDouble() * 10); var position = landmarkMin + landmarkSpan * new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()); Simulation.Statics.Add(new StaticDescription( new Vector3(0, buildingShape.HalfHeight - 4f + GetHeightForPosition(position.X, position.Z, planeWidth, inverseTerrainScale, terrainPosition), 0) + position, QuaternionEx.CreateFromAxisAngle(Vector3.UnitY, (float)random.NextDouble() * MathF.PI), new CollidableDescription(Simulation.Shapes.Add(buildingShape), 0.1f))); } DemoMeshHelper.CreateDeformedPlane(planeWidth, planeWidth, (int vX, int vY) => { var position2D = new Vector2(vX, vY) * terrainScale + terrainPosition; return(new Vector3(position2D.X, GetHeightForPosition(position2D.X, position2D.Y, planeWidth, inverseTerrainScale, terrainPosition), position2D.Y)); }, new Vector3(1, 1, 1), BufferPool, out var planeMesh); Simulation.Statics.Add(new StaticDescription(new Vector3(0, 0, 0), new CollidableDescription(Simulation.Shapes.Add(planeMesh), 0.1f))); explosions = new QuickList <Explosion>(32, BufferPool); //Create the AI tanks. const int aiTankCount = 100; aiTanks = new QuickList <AITank>(aiTankCount, BufferPool); playAreaMin = new Vector2(landmarkMin.X, landmarkMin.Z); playAreaMax = new Vector2(landmarkMax.X, landmarkMax.Z); var playAreaSpan = playAreaMax - playAreaMin; for (int i = 0; i < aiTankCount; ++i) { var horizontalPosition = playAreaMin + new Vector2((float)random.NextDouble(), (float)random.NextDouble()) * playAreaSpan; aiTanks.AllocateUnsafely() = new AITank { Controller = new TankController( Tank.Create(Simulation, bodyProperties, BufferPool, new RigidPose( new Vector3(horizontalPosition.X, 10, horizontalPosition.Y), QuaternionEx.CreateFromAxisAngle(new Vector3(0, 1, 0), (float)random.NextDouble() * 0.1f)), tankDescription), 20, 5, 2, 1, 3.5f), HitPoints = 5 }; } }
public override void Initialize(ContentArchive content, Camera camera) { camera.Position = new Vector3(0, 5, 10); camera.Yaw = 0; camera.Pitch = 0; var properties = new BodyProperty <CarBodyProperties>(); Simulation = Simulation.Create(BufferPool, new CarCallbacks() { Properties = properties }, new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0))); var builder = new CompoundBuilder(BufferPool, Simulation.Shapes, 2); builder.Add(new Box(1.85f, 0.7f, 4.73f), RigidPose.Identity, 10); builder.Add(new Box(1.85f, 0.6f, 2.5f), new RigidPose(new Vector3(0, 0.65f, -0.35f)), 0.5f); builder.BuildDynamicCompound(out var children, out var bodyInertia, out _); builder.Dispose(); var bodyShape = new Compound(children); var bodyShapeIndex = Simulation.Shapes.Add(bodyShape); var wheelShape = new Cylinder(0.4f, .18f); wheelShape.ComputeInertia(0.25f, out var wheelInertia); var wheelShapeIndex = Simulation.Shapes.Add(wheelShape); const float x = 0.9f; const float y = -0.1f; const float frontZ = 1.7f; const float backZ = -1.7f; playerController = new SimpleCarController(SimpleCar.Create(Simulation, properties, new RigidPose(new Vector3(0, 10, 0), Quaternion.Identity), bodyShapeIndex, bodyInertia, 0.5f, wheelShapeIndex, wheelInertia, 2f, new Vector3(-x, y, frontZ), new Vector3(x, y, frontZ), new Vector3(-x, y, backZ), new Vector3(x, y, backZ), new Vector3(0, -1, 0), 0.25f, new SpringSettings(5f, 0.7f), Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f)), forwardSpeed: 75, forwardForce: 6, zoomMultiplier: 2, backwardSpeed: 30, backwardForce: 4, idleForce: 0.25f, brakeForce: 7, steeringSpeed: 1.5f, maximumSteeringAngle: MathF.PI * 0.23f); //Create a bunch of AI cars to race against. const int aiCount = 384; BufferPool.Take(aiCount, out aiControllers); const int planeWidth = 257; const float scale = 3; Vector2 terrainPosition = new Vector2(1 - planeWidth, 1 - planeWidth) * scale * 0.5f; raceTrack = new RaceTrack { QuadrantRadius = (planeWidth - 32) * scale * 0.25f, Center = default }; var random = new Random(5); //Add some building-ish landmarks in the middle of each of the four racetrack quadrants. for (int i = 0; i < 4; ++i) { var landmarkCenter = new Vector3((i & 1) * raceTrack.QuadrantRadius * 2 - raceTrack.QuadrantRadius, -20, (i & 2) * raceTrack.QuadrantRadius - raceTrack.QuadrantRadius); var landmarkMin = landmarkCenter - new Vector3(raceTrack.QuadrantRadius * 0.5f, 0, raceTrack.QuadrantRadius * 0.5f); var landmarkSpan = new Vector3(raceTrack.QuadrantRadius, 0, raceTrack.QuadrantRadius); for (int j = 0; j < 25; ++j) { var buildingShape = new Box(10 + (float)random.NextDouble() * 10, 20 + (float)random.NextDouble() * 20, 10 + (float)random.NextDouble() * 10); Simulation.Statics.Add(new StaticDescription( new Vector3(0, buildingShape.HalfHeight, 0) + landmarkMin + landmarkSpan * new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()), Quaternion.CreateFromAxisAngle(Vector3.UnitY, (float)random.NextDouble() * MathF.PI), new CollidableDescription(Simulation.Shapes.Add(buildingShape), 0.1f))); } } Vector3 min = new Vector3(-planeWidth * scale * 0.45f, 10, -planeWidth * scale * 0.45f); Vector3 span = new Vector3(planeWidth * scale * 0.9f, 15, planeWidth * scale * 0.9f); for (int i = 0; i < aiCount; ++i) { //The AI cars are very similar, except... we handicap them a little to make the player good about themselves. var position = min + span * new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()); var orientation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), (float)random.NextDouble() * MathF.PI * 2); aiControllers[i].Controller = new SimpleCarController(SimpleCar.Create(Simulation, properties, new RigidPose(position, orientation), bodyShapeIndex, bodyInertia, 0.5f, wheelShapeIndex, wheelInertia, 2f, new Vector3(-x, y, frontZ), new Vector3(x, y, frontZ), new Vector3(-x, y, backZ), new Vector3(x, y, backZ), new Vector3(0, -1, 0), 0.25f, new SpringSettings(5, 0.7f), Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f)), forwardSpeed: 50, forwardForce: 5, zoomMultiplier: 2, backwardSpeed: 10, backwardForce: 4, idleForce: 0.25f, brakeForce: 7, steeringSpeed: 1.5f, maximumSteeringAngle: MathF.PI * 0.23f); aiControllers[i].LaneOffset = (float)random.NextDouble() * 20 - 10; } DemoMeshHelper.CreateDeformedPlane(planeWidth, planeWidth, (int vX, int vY) => { var octave0 = (MathF.Sin((vX + 5f) * 0.05f) + MathF.Sin((vY + 11) * 0.05f)) * 1.8f; var octave1 = (MathF.Sin((vX + 17) * 0.15f) + MathF.Sin((vY + 19) * 0.15f)) * 0.9f; var octave2 = (MathF.Sin((vX + 37) * 0.35f) + MathF.Sin((vY + 93) * 0.35f)) * 0.4f; var octave3 = (MathF.Sin((vX + 53) * 0.65f) + MathF.Sin((vY + 47) * 0.65f)) * 0.2f; var octave4 = (MathF.Sin((vX + 67) * 1.50f) + MathF.Sin((vY + 13) * 1.5f)) * 0.125f; var distanceToEdge = planeWidth / 2 - Math.Max(Math.Abs(vX - planeWidth / 2), Math.Abs(vY - planeWidth / 2)); var edgeRamp = 25f / (distanceToEdge + 1); var terrainHeight = octave0 + octave1 + octave2 + octave3 + octave4; var vertexPosition = new Vector2(vX * scale, vY * scale) + terrainPosition; var distanceToTrack = raceTrack.GetDistance(vertexPosition); var trackWeight = MathF.Min(1f, 3f / (distanceToTrack * 0.1f + 1f)); var height = trackWeight * -10f + terrainHeight * (1 - trackWeight); return(new Vector3(vertexPosition.X, height + edgeRamp, vertexPosition.Y)); }, new Vector3(1, 1, 1), BufferPool, out var planeMesh); Simulation.Statics.Add(new StaticDescription(new Vector3(0, -15, 0), Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathF.PI / 2), new CollidableDescription(Simulation.Shapes.Add(planeMesh), 0.1f))); }