Пример #1
0
        //public event JumpEventHandler JumpEvent;

        public BulletMobState(KinematicCharacterController mobController, Vector3 mobNodePositionUpdate)
        {
            this.mobController = mobController;
            this.mobNodePositionUpdate = mobNodePositionUpdate;
        }
Пример #2
0
        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            IndexedVector3 worldMin = new IndexedVector3 (-1000,-1000,-1000);
	        IndexedVector3 worldMax = -worldMin;
            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);
            m_dynamicsWorld.GetDispatchInfo().SetAllowedCcdPenetration(0.0001f);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);
            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;
            LocalCreateRigidBody(mass, ref groundTransform, groundShape);



            #region CharacterController
	        IndexedMatrix startTransform = IndexedMatrix.Identity;
	        //startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
	        startTransform._origin = new IndexedVector3(10.210098f,-1.6433364f,16.453260f);
	        
            m_ghostObject = new PairCachingGhostObject();
	        m_ghostObject.SetWorldTransform(startTransform);
	        m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
	        float characterHeight=1.75f;
	        float characterWidth =1.75f;
	        ConvexShape capsule = new CapsuleShape(characterWidth,characterHeight);
	        m_ghostObject.SetCollisionShape (capsule);
	        m_ghostObject.SetCollisionFlags (CollisionFlags.CF_CHARACTER_OBJECT);

	        float stepHeight = 0.35f;
            int upAxis = 1;
	        m_character = new KinematicCharacterController (m_ghostObject,capsule,stepHeight,upAxis);

            m_dynamicsWorld.AddCollisionObject(m_ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter);
	        m_dynamicsWorld.AddAction(m_character);

            #endregion














        }
Пример #3
0
        public virtual void LoadPlayerController(Entity playerEntity, SceneNode characterNode, object userData, Vector3 mobNodePositionUpdate)
        {
            //if (!initialized)
            //{
            //    characterToLoad = characterNode;
            //    characterEntityToLoad = playerEntity;
            //    JumpHandlerToLoad = jumpHandler;
            //    MobNodePositionUpdateToLoad = mobNodePositionUpdate;
            //    userDataToLoad = userData;
            //    return;
            //}
            if (playerController != null)
                return;
            float modelHeight = 2f;// (playerEntity.BoundingBox.Max.Y) / scaleFactor; // AJ: used to subtract minimum from maximum- playerEntity.BoundingBox.Minimum.y
            System.Console.WriteLine("Player capsule info: modelheight '{0}', boundingbox max '{1}', bounding box min '{2}' and playerPosition '{3}'",
                modelHeight, playerEntity.BoundingBox.Max.Y, playerEntity.BoundingBox.Min.Y, characterNode.Position);
            float radius = 1.75f;
            float height = 1.75f;



            ConvexShape capsule = new CapsuleShape(radius, height);
            //ConvexShape capsule = new SphereShape(radius);
            ghostObject = new PairCachingGhostObject();
            Vector3 position = new Vector3(0, 0, 0);//new Vector3(characterNode.Position.X / scaleFactor, (characterNode.Position.Y + 1500) / scaleFactor, characterNode.Position.Z / scaleFactor);
            //IndexedMatrix worldTransform = IndexedMatrix.CreateTranslation(characterNode.Position.X / scaleFactor,
            //    (characterNode.Position.Y + 1500) / scaleFactor, characterNode.Position.Z / scaleFactor);

            IndexedMatrix worldTransform = IndexedMatrix.CreateTranslation(position);

            ghostObject.SetWorldTransform(worldTransform);
            //broadphase.OverlappingPairCache.SetInternalGhostPairCallback(new GhostPairCallback());


            ghostObject.SetCollisionShape(capsule);
            ghostObject.SetCollisionFlags(CollisionFlags.CF_CHARACTER_OBJECT);
            float stepHeight = 0.35f;
            playerController = new KinematicCharacterController(ghostObject, capsule, stepHeight, 1);
            //characterToLoad = null;
            BulletMobState mobMovementState = new BulletMobState(playerController, mobNodePositionUpdate);
            //mobMovementState.JumpEvent += jumpHandler;
            mobControllers.Add(characterNode, mobMovementState);
            //m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter);
            m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.CharacterFilter, CollisionFilterGroups.StaticFilter | CollisionFilterGroups.DefaultFilter);
            //m_dynamicsWorld.AddCollisionObject(ghostObject, CollisionFilterGroups.DefaultFilter, CollisionFilterGroups.AllFilter);
            m_dynamicsWorld.AddAction(playerController);
            //collisionShapes.Add(capsule);
            //frozenTime = 0;
        }