public void TestQuadtreeSplitMerge() { TestQuadTreeNode root = new TestQuadTreeNode(); root.NodeData = new QuadTreeNodeData <TestQuadTreeNode>( new BoundingBox(new Vector3(-100, -5, -100), new Vector3(100, 5, 100)).dx() ); QuadTree.Split(root, 4); QuadTree.Merge(root.NodeData.LowerRight.NodeData.LowerRight.NodeData.UpperLeft); QuadTree.MergeRecursive(root.NodeData.LowerLeft.NodeData.UpperRight); QuadTree.MergeRecursive(root.NodeData.UpperRight); QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); XNAGame game = new XNAGame(); game.DrawEvent += delegate { visualizer.RenderNodeGroundBoundig(game, root); visualizer.RenderNodeBoundingBox(game, root); }; game.Run(); }
public void TestTestSphereShooter() { var game = new XNAGame(); game.IsFixedTimeStep = false; //game.DrawFps = true; PhysicsEngine engine = new PhysicsEngine(); engine.Initialize(); var debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); game.AddXNAObject(debugRenderer); game.AddXNAObject(engine); ClientPhysicsQuadTreeNode root; int numNodes = 20; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-numNodes * numNodes / 2f, -100, -numNodes * numNodes / 2f), new Vector3(numNodes * numNodes / 2f, 100, numNodes * numNodes / 2f))); QuadTree.Split(root, 5); var shooter = new TestSphereShooter(game, engine, root, game.SpectaterCamera); game.AddXNAObject(shooter); var visualizer = new QuadTreeVisualizerXNA(); game.DrawEvent += delegate { visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); }; game.Run(); }
public void TestQuadtreeVisualizer() { TestQuadTreeNode root = createSimpleQuadtree(); QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); XNAGame game = new XNAGame(); game.DrawEvent += delegate { visualizer.RenderNodeGroundBoundig(game, root); }; game.Run(); }
public void TestRendererFrustumCulling() { XNAGame game = new XNAGame(); Vector3 radius = new Vector3(100, 1000, 100); FrustumCullerSimple culler = new FrustumCullerSimple(new BoundingBox(-radius, radius).dx(), 5); SimpleRenderer renderer = new SimpleRenderer(game, culler); game.AddXNAObject(renderer); game.DrawFps = true; game.IsFixedTimeStep = false; QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); List <TestCullObject> cullObjects = new List <TestCullObject>(); SpectaterCamera cullCam = new SpectaterCamera(game, 10f, 80); cullCam.Positie = new Vector3(8, 10, 8); cullCam.EnableUserInput = false; SpectaterCamera renderCam = game.SpectaterCamera; renderer.CullCamera = cullCam; renderer.RenderCamera = renderCam; bool rotate = true; int selectedNode = -1; Seeder seeder = new Seeder(2); for (int i = 0; i < 1000; i++) { Vector3 pos; pos.X = seeder.NextFloat(-90, 90); pos.Y = seeder.NextFloat(9, 11); pos.Z = seeder.NextFloat(-90, 90); float iRadius = seeder.NextFloat(0.3f, 2); if (seeder.NextInt(0, 2) == 0) { SimpleBoxMesh mesh = renderer.CreateBoxMesh(); mesh.WorldMatrix = Matrix.CreateTranslation(pos); mesh.Dimensions = Vector3.One * iRadius; renderer.UpdateRenderable(mesh); } else { SimpleSphereMesh mesh = renderer.CreateSphereMesh(); mesh.WorldMatrix = Matrix.CreateTranslation(pos); mesh.Radius = iRadius; renderer.UpdateRenderable(mesh); } } game.UpdateEvent += delegate { if (rotate) { cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f); } if (game.Keyboard.IsKeyPressed(Keys.Add)) { selectedNode++; } if (game.Keyboard.IsKeyPressed(Keys.Subtract)) { selectedNode--; } if (game.Keyboard.IsKeyPressed(Keys.Enter)) { int count = -1; visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color col) { col = Color.Red; count++; if (count == selectedNode) { node.Tag = "SELECTED!"; } return(count == selectedNode); }); } if (game.Keyboard.IsKeyPressed(Keys.NumPad0)) { rotate = !rotate; } }; game.DrawEvent += delegate { game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), Color.Black); for (int i = 0; i < cullObjects.Count; i++) { game.LineManager3D.AddBox(cullObjects[i].BoundingBox.xna(), Color.Red); } visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color col) { if (culler.View.IsNodeVisible(node)) { col = Color.Orange; } else { col = Color.Green; } return(true); }); /*int count = -1; * visualizer.RenderNodeGroundBoundig(game, culler.RootNode, * delegate(Culler.CullNode node, out Color col) * { * col = Color.Red; * count++; * return count == selectedNode; * });*/ }; game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisual() { var c = new OBJToRAMMeshConverter(new RAMTextureFactory()); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream(TestFiles.TownMtl, FileMode.Open)); importer.ImportObjFile(TestFiles.TownObj); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); TheWizards.Client.ClientPhysicsQuadTreeNode root; int numNodes = 20; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-numNodes * numNodes / 2f, -100, -numNodes * numNodes / 2f), new Vector3(numNodes * numNodes / 2f, 100, numNodes * numNodes / 2f))); QuadTree.Split(root, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var iSphere = new ClientPhysicsTestSphere(engine.Scene, game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection , 0.3f); iSphere.InitDynamic(); iSphere.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(iSphere); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root, game); } }; game.Run(); }
public void TestPhysicsQuadTreeOrdenObjects() { ClientPhysicsQuadTreeNode root = CreateTestClientPhysicsQuadtree(); List <ClientPhysicsTestSphere> spheres = new List <ClientPhysicsTestSphere>(); spheres.Add(new ClientPhysicsTestSphere(new Vector3(3, 0, 3), 1)); spheres.Add(new ClientPhysicsTestSphere(new Vector3(33, 0, -83), 1)); spheres.Add(new ClientPhysicsTestSphere(new Vector3(-25, 0, 40), 1)); spheres.Add(new ClientPhysicsTestSphere(new Vector3(-25, 0, -35), 1)); for (int i = 0; i < spheres.Count; i++) { root.OrdenObject(spheres[i]); } ClientPhysicsTestSphere movingSphere = new ClientPhysicsTestSphere(Vector3.Zero, 2); Curve3D curve = CreateTestObject1MovementCurve(); float time = 0; QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); XNAGame game = new XNAGame(); game.UpdateEvent += delegate { time += game.Elapsed; movingSphere.Center = curve.Evaluate(time * (1 / 4f)); root.OrdenObject(movingSphere); }; game.DrawEvent += delegate { for (int i = 0; i < spheres.Count; i++) { game.LineManager3D.AddCenteredBox(spheres[i].Center, spheres[i].Radius, Color.Red); } game.LineManager3D.AddCenteredBox(movingSphere.Center, movingSphere.Radius, Color.Red); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); }; game.Run(); }
public void TestPhysicsEnableDisable() { List <ClientPhysicsTestSphere> spheres = new List <ClientPhysicsTestSphere>(); ClientPhysicsQuadTreeNode root = CreateTestClientPhysicsQuadtree(); spheres.Add(new ClientPhysicsTestSphere(new Vector3(0, 0, 0), 2)); Curve3D curve1 = CreateTestObject1MovementCurve(); float time = 0; bool progressTime = true; QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); XNAGame game = new XNAGame(); game.UpdateEvent += delegate { if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.P)) { progressTime = !progressTime; } if (progressTime) { time += game.Elapsed; } spheres[0].Move(root, curve1.Evaluate(time * (1 / 4f))); }; game.DrawEvent += delegate { for (int i = 0; i < spheres.Count; i++) { game.LineManager3D.AddCenteredBox(spheres[i].Center, spheres[i].Radius, Color.Red); } visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.DynamicObjectsCount == 0 && !node.PhysicsEnabled); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Red; return(node.DynamicObjectsCount == 0 && node.PhysicsEnabled); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Yellow; if (node.DynamicObjectsCount == 1) { col = Color.Orange; } return(node.DynamicObjectsCount > 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Purple; return(node.DynamicObjectsCount < 0); }); }; game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisualCool() { var textureFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(textureFactory); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../GameData/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../GameData/Town/OBJ03/Town001.obj"); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(20, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var barrelMesh = OBJParserTest.GetBarrelMesh(c); var crateMesh = OBJParserTest.GetCrateMesh(c); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); for (int i = 0; i < meshes.Count; i++) { var mesh = meshes[i]; var data = mesh.GetCollisionData(); /*if (data.TriangleMesh != null) * physicsElementFactory.MeshPhysicsPool.PreloadTriangleMesh(engine.Scene, data.TriangleMesh);*/ } }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } /*visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Green; * * return node.PhysicsObjects.Count == 0; * }); * * visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Orange; * * return node.PhysicsObjects.Count > 0; * });*/ for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(crateMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(crateMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.E)) { var pEl = physicsElementFactory.CreateDynamicElement(barrelMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(barrelMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
public void TestThrowBarrels() { var texFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(texFactory); RAMMesh mesh = OBJParserTest.GetBarrelMesh(c); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(16, 4); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(mesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(mesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
public void TestEntityClientPhysis() { XNAGame game = new XNAGame(); Database.Database database = loadDatabaseServices(); EntityManagerService ems = new EntityManagerService(database); BoundingBox bb = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; TheWizards.Client.ClientPhysicsQuadTreeNode root; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-16 * 16 / 2f, -100, -16 * 16 / 2f), new Vector3(16 * 16 / 2f, 100, 16 * 16 / 2f))); QuadTree.Split(root, 4); ClientPhysicsTestSphere sphere = new ClientPhysicsTestSphere(Vector3.Zero, 2); Curve3D curve1 = ClientTest.CreateTestObject1MovementCurve(); QuadTreeVisualizerXNA visualizer = new QuadTreeVisualizerXNA(); float time = 0; List <ClientPhysicsTestSphere> spheres = new List <ClientPhysicsTestSphere>(); List <EntityClientPhysics> entities = new List <EntityClientPhysics>(); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); EntityFullData entityData; EntityClientPhysics entPhysics; entityData = CreatePyramidEntity(ems, 5); entityData.Transform = new Transformation( Vector3.One, Quaternion.Identity, new Vector3(10, 2, 20)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); entityData = CreatePyramidEntity(ems, 20); entityData.Transform = new Transformation( Vector3.One, Quaternion.Identity, new Vector3(-32, 0, -40)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); entityData = CreateTwoPyramidEntity(ems, 5, 3); entityData.ObjectFullData.Models[0].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(-3, 0, 3)); entityData.ObjectFullData.Models[1].ObjectMatrix *= Matrix.CreateTranslation(new Vector3(3, 1, 2)); entityData.Transform = new Transformation( Vector3.One * 2, Quaternion.Identity, new Vector3(80, 0, -45)); entPhysics = new EntityClientPhysics(entityData); entPhysics.LoadInClientPhysics(engine.Scene, root); entities.Add(entPhysics); }; game.DrawEvent += delegate { debugRenderer.Render(game); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); game.LineManager3D.AddCenteredBox(sphere.Center, sphere.Radius, Color.Red); for (int i = 0; i < entities.Count; i++) { game.LineManager3D.AddCenteredBox(entities[i].BoundingSphere.Center, entities[i].BoundingSphere.Radius * 2, Color.Black); } }; game.UpdateEvent += delegate { time += game.Elapsed; sphere.Move(root, curve1.Evaluate(time * (1 / 4f))); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { ClientPhysicsTestSphere iSphere = new ClientPhysicsTestSphere(engine.Scene, game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection , 1); iSphere.InitDynamic(); iSphere.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(iSphere); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root, game); } engine.Update(game.Elapsed); }; game.Run(); }
public void TestMeshDynamicPhysicsElement() { XNAGame game = new XNAGame(); var mesh = new RAMMesh(); var data = mesh.GetCollisionData(); var box = new MeshCollisionData.Box(); box.Dimensions = Vector3.One * 2; box.Orientation = Matrix.Identity; data.Boxes.Add(box); box = new MeshCollisionData.Box(); box.Dimensions = Vector3.One * 4; box.Orientation = Matrix.CreateTranslation(new Vector3(2, 2, 2)); data.Boxes.Add(box); BoundingBox bb = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; TheWizards.Client.ClientPhysicsQuadTreeNode root; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-16 * 16 / 2f, -100, -16 * 16 / 2f), new Vector3(16 * 16 / 2f, 100, 16 * 16 / 2f))); QuadTree.Split(root, 4); var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); var visualizer = new QuadTreeVisualizerXNA(); float time = 0; var spheres = new List <MeshDynamicPhysicsElement>(); var meshes = new List <MeshStaticPhysicsElement>(); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var factory = physicsElementFactoryXNA.Factory; game.AddXNAObject(physicsElementFactoryXNA); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; game.DrawEvent += delegate { debugRenderer.Render(game); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); for (int i = 0; i < meshes.Count; i++) { game.LineManager3D.AddCenteredBox(meshes[i].BoundingSphere.Center, meshes[i].BoundingSphere.Radius * 2, Color.Black); } }; game.UpdateEvent += delegate { time += game.Elapsed; if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var dEl = new MeshDynamicPhysicsElement(mesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection), builder); dEl.InitDynamic(engine.Scene); dEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(dEl); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root); } engine.Update(game.Elapsed); }; game.Run(); }
public void TestMeshPhysicsElementFactoryDynamic() { XNAGame game = new XNAGame(); RAMMesh mesh = createTwoBoxMesh(); BoundingBox bb = new BoundingBox(); PhysicsEngine engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; ClientPhysicsQuadTreeNode root = CreatePhysicsQuadtree(16, 4); var visualizer = new QuadTreeVisualizerXNA(); var meshes = new List <MeshDynamicPhysicsElement>(); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var factory = physicsElementFactoryXNA.Factory; game.AddXNAObject(physicsElementFactoryXNA); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; game.DrawEvent += delegate { debugRenderer.Render(game); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); }; game.UpdateEvent += delegate { if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var el = factory.CreateDynamicElement(mesh, Matrix.CreateTranslation(game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); el.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; meshes.Add(el); } engine.Update(game.Elapsed); }; game.Run(); }