Пример #1
0
        public override CollisionShape Clone()
        {
            CollisionSphere rv = new CollisionSphere(center, radius);

            rv.handle    = this.handle;
            rv.timeStamp = this.timeStamp;
            return(rv);
        }
        private void FourCollisionsButton_Click(object sender, EventArgs e)
        {
            CollisionAPI API = new CollisionAPI();
            // Create some obstacles, at 4 corners of a square
            List<CollisionShape> shapes = new List<CollisionShape>();

            CollisionSphere sphere = new CollisionSphere(new Vector3(0f, 0f, 2f), 1f);
            shapes.Add(sphere);
            API.AddCollisionShape(sphere, 1);

            CollisionCapsule capsule = new CollisionCapsule(new Vector3(10f,0f,0f),
                                                            new Vector3(10f,0f,4f),
                                                            1f);
            shapes.Add(capsule);
            API.AddCollisionShape(capsule, 2);

            // Now, an AABB
            CollisionAABB aabb = new CollisionAABB(new Vector3(9.5f,9.5f,0f),
                                                   new Vector3(10.5f,10.5f,4f));
            shapes.Add(aabb);
            API.AddCollisionShape(aabb, 3);

            CollisionOBB obb = new CollisionOBB(new Vector3(0f,10f,2),
                                                   new Vector3[3] {
                                                       new Vector3(1f,0f,0f),
                                                       new Vector3(0f,1f,0f),
                                                       new Vector3(0f,0f,1f)},
                                                new Vector3(1f, 1f, 1f));
            shapes.Add(obb);
            API.AddCollisionShape(obb, 4);

            FileStream f = new FileStream("C:\\Junk\\DumpSphereTree.txt", FileMode.Create, FileAccess.Write);
            StreamWriter writer = new StreamWriter(f);

            API.DumpSphereTree(writer);
            API.SphereTreeRoot.VerifySphereTree();

            // Now a moving object capsule in the center of the square
            CollisionCapsule moCap = new CollisionCapsule(new Vector3(5f,5f,0f),
                                                          new Vector3(5f,5f,4f),
                                                          1f);

            // Remember where the moving object started
            Vector3 start = moCap.center;

            // Move the moving object toward each of the obstacles
            foreach (CollisionShape s in shapes) {
                moCap.AddDisplacement(start - moCap.center);
                MoveToObject(writer, API, s, moCap);
            }

            writer.Close();
        }
        // This method is the callback by which the forests controlled
        // by the scene manager tell us about SpeedTrees.
        private void AddTreeObstacles(SpeedTreeWrapper tree)
        {
            // If this tree didn't use to be in range but now is
            V3 vp = tree.TreePosition;
            Vector3 p = new Vector3(vp.x, vp.y, vp.z);
            // Find the tile in question
            int tileX, tileZ;
            WorldToTileCoords(p, out tileX, out tileZ);
            bool oir = InRange(tileXCenter, tileZCenter, tileX, tileZ);
            bool nir = InRange(newTileXCenter, newTileZCenter, tileX, tileZ);
            //             if (MO.DoLog)
            //                 MO.Log(String.Format("For tree at {0}, testing !InRange({1},{2},{3},{4}) = {5} && InRange({6},{7},{8},{9}) = {10}",
            //                                      MO.MeterString(p),tileXCenter, tileZCenter, tileX, tileZ, MO.Bool(!oir),
            //                                      newTileXCenter, newTileZCenter, tileX, tileZ, MO.Bool(nir)));
            if (!oir && nir) {
                int tX = TileToArrayIndex(tileX, newTileXCenter);
                int tZ = TileToArrayIndex(tileZ, newTileZCenter);
                uint count = tree.CollisionObjectCount;
                long handle = ComposeHandle(tileX, tileZ);
                CollisionShape shape = null;
                if (MO.DoLog) {
                    MO.Log(string.Format("Adding tree at {0}, tiles[{1},{2}] = {3}, tile coords[{4},{5}], obj. new count {6}",
                                      MO.MeterString(p), tX, tZ, tiles[tX,tZ], tileX, tileZ, count));
                    MO.Log(string.Format("Handle {0}, oldcenter {1}, newcenter {2}",
                                         MO.HandleString(handle), MO.MeterString(tileWorldCenter), MO.MeterString(newTileWorldCenter)));
                }
                float size = 0f;
                float variance = 0f;
                tree.GetTreeSize(ref size, ref variance);
                float scaleFactor = size / tree.OriginalSize;
                for (uint i=0; i<count; i++) {
                    TreeCollisionObject tco = tree.CollisionObject(i);
                    Vector3 cp = new Vector3(tco.position.x, tco.position.y, tco.position.z) * scaleFactor + p;
                    Vector3 cd = new Vector3(tco.dimensions.x, tco.dimensions.y, tco.dimensions.z) * scaleFactor;
                    switch ((CollisionObjectType)tco.type) {
                    case CollisionObjectType.ColSphere:
                        shape = new CollisionSphere(cp, cd.x);
                        break;
                    case CollisionObjectType.ColCylinder:
                        // We treat it as a capsule, but we raise the
                        // capsule up by the capRadius, and shorten
                        // the segment by the double the capRadius
                        Vector3 top = cp;
                        top.y += cd.y - cd.x * 2f;
                        cp.y += cd.x;
                        shape = new CollisionCapsule(cp, top, cd.x);
                        break;
                    case CollisionObjectType.ColBox:
                        Vector3 tp = cp;
                        tp.x -= cd.x * .5f;
                        tp.y -= cd.y * .5f;
                        shape = new CollisionAABB(tp, tp + cd);
                        break;
                    }
                    collisionAPI.AddCollisionShape(shape, handle);
                    tiles[tX, tZ]++;
                    objectsAdded++;

                    if (MO.DoLog) {
                        MO.Log(string.Format(" tiles[{0},{1}] = {2}, tile at [{3},{4}] after adding shape {5}",
                                          tX, tZ, tiles[tX, tZ], tileX, tileZ, shape.ToString()));
                    }
                }
            }
        }
 // Returns true if sphere s intersects OBB b, false otherwise.
 // The point p on the OBB closest to the sphere center is also returned
 public static bool TestSphereOBB(CollisionSphere s, CollisionOBB b, out Vector3 p)
 {
     return (SqDistPointOBB(s.center, b, out p) < s.radius * s.radius);
 }
Пример #5
0
        private static void TestPhysics( string srcDir, string dstDir, string name )
        {
            float OneMeter = 1000;
            PhysicsData pd = new PhysicsData();
            Vector3 center = new Vector3( 10 * OneMeter, 1 * OneMeter, 1 * OneMeter );
            Vector3[] obbAxes = new Vector3[ 3 ];
            obbAxes[ 0 ] = new Vector3( 1, 0, -1 );
            obbAxes[ 0 ].Normalize();
            obbAxes[ 1 ] = Vector3.UnitY;
            obbAxes[ 2 ] = new Vector3( 1, 0, 1 );
            obbAxes[ 2 ].Normalize();
            Vector3 obbExtents = new Vector3( 2.5f * OneMeter, 1 * OneMeter, 1 * OneMeter );
            CollisionOBB obb = new CollisionOBB( center, obbAxes, obbExtents );
            pd.AddCollisionShape( "submesh01", obb );
            CollisionAABB aabb = new CollisionAABB( center - obbExtents, center + obbExtents );
            pd.AddCollisionShape( "submesh01", aabb );
            CollisionSphere sphere = new CollisionSphere( center, 2 * OneMeter );
            pd.AddCollisionShape( "submesh01", sphere );
            Vector3 capExtents = new Vector3( -1 * OneMeter, 0, 0 );
            CollisionCapsule capsule = new CollisionCapsule( center + capExtents, center - capExtents, .5f * OneMeter );
            pd.AddCollisionShape( "submesh01", capsule );
            PhysicsSerializer ps = new PhysicsSerializer();
            ps.ExportPhysics( pd, name );

            pd = new PhysicsData();
            ps.ImportPhysics( pd, name );
            foreach( string objectId in pd.GetCollisionObjects() )
            {
                log.InfoFormat( "Collision shapes for: {0}", objectId );
                List<CollisionShape> collisionShapes = pd.GetCollisionShapes( objectId );
                foreach( CollisionShape shape in collisionShapes )
                    log.InfoFormat( "Shape: {0}", shape );
            }
        }
Пример #6
0
        // This method is the callback by which the forests controlled
        // by the scene manager tell us about SpeedTrees.
        private void AddTreeObstacles(SpeedTreeWrapper tree)
        {
            // If this tree didn't use to be in range but now is
            V3      vp = tree.TreePosition;
            Vector3 p  = new Vector3(vp.x, vp.y, vp.z);
            // Find the tile in question
            int tileX, tileZ;

            WorldToTileCoords(p, out tileX, out tileZ);
            bool oir = InRange(tileXCenter, tileZCenter, tileX, tileZ);
            bool nir = InRange(newTileXCenter, newTileZCenter, tileX, tileZ);

//             if (MO.DoLog)
//                 MO.Log(String.Format("For tree at {0}, testing !InRange({1},{2},{3},{4}) = {5} && InRange({6},{7},{8},{9}) = {10}",
//                                      MO.MeterString(p),tileXCenter, tileZCenter, tileX, tileZ, MO.Bool(!oir),
//                                      newTileXCenter, newTileZCenter, tileX, tileZ, MO.Bool(nir)));
            if (!oir && nir)
            {
                int            tX     = TileToArrayIndex(tileX, newTileXCenter);
                int            tZ     = TileToArrayIndex(tileZ, newTileZCenter);
                uint           count  = tree.CollisionObjectCount;
                long           handle = ComposeHandle(tileX, tileZ);
                CollisionShape shape  = null;
                if (MO.DoLog)
                {
                    MO.Log(string.Format("Adding tree at {0}, tiles[{1},{2}] = {3}, tile coords[{4},{5}], obj. new count {6}",
                                         MO.MeterString(p), tX, tZ, tiles[tX, tZ], tileX, tileZ, count));
                    MO.Log(string.Format("Handle {0}, oldcenter {1}, newcenter {2}",
                                         MO.HandleString(handle), MO.MeterString(tileWorldCenter), MO.MeterString(newTileWorldCenter)));
                }
                float size     = 0f;
                float variance = 0f;
                tree.GetTreeSize(ref size, ref variance);
                float scaleFactor = size / tree.OriginalSize;
                for (uint i = 0; i < count; i++)
                {
                    TreeCollisionObject tco = tree.CollisionObject(i);
                    Vector3             cp  = new Vector3(tco.position.x, tco.position.y, tco.position.z) * scaleFactor + p;
                    Vector3             cd  = new Vector3(tco.dimensions.x, tco.dimensions.y, tco.dimensions.z) * scaleFactor;
                    switch ((CollisionObjectType)tco.type)
                    {
                    case CollisionObjectType.ColSphere:
                        shape = new CollisionSphere(cp, cd.x);
                        break;

                    case CollisionObjectType.ColCylinder:
                        // We treat it as a capsule, but we raise the
                        // capsule up by the capRadius, and shorten
                        // the segment by the double the capRadius
                        Vector3 top = cp;
                        top.y += cd.y - cd.x * 2f;
                        cp.y  += cd.x;
                        shape  = new CollisionCapsule(cp, top, cd.x);
                        break;

                    case CollisionObjectType.ColBox:
                        Vector3 tp = cp;
                        tp.x -= cd.x * .5f;
                        tp.y -= cd.y * .5f;
                        shape = new CollisionAABB(tp, tp + cd);
                        break;
                    }
                    collisionAPI.AddCollisionShape(shape, handle);
                    tiles[tX, tZ]++;
                    objectsAdded++;

                    if (MO.DoLog)
                    {
                        MO.Log(string.Format(" tiles[{0},{1}] = {2}, tile at [{3},{4}] after adding shape {5}",
                                             tX, tZ, tiles[tX, tZ], tileX, tileZ, shape.ToString()));
                    }
                }
            }
        }
Пример #7
0
 public override CollisionShape Clone()
 {
     CollisionSphere rv = new CollisionSphere(center, radius);
     rv.handle = this.handle;
     rv.timeStamp = this.timeStamp;
     return rv;
 }
        public void ReadSphere(string objectId, Matrix4 transform, XmlNode node, PhysicsData physicsData)
        {
            Vector3 scaleDelta = transform.Scale - Vector3.UnitScale;
            if (scaleDelta.Length > PhysicsSerializer.ScaleEpsilon)
                log.Error("Scale is not currently supported for sphere shapes");
            float radius = 0;
            foreach (XmlNode childNode in node.ChildNodes) {
                switch (childNode.Name) {
                    case "radius":
                        radius = float.Parse(childNode.InnerText);
                        break;
                    default:
                        DebugMessage(childNode);
                        break;
                }
            }
            Vector3 center = unitConversion * transform.Translation;
            radius *= unitConversion;

            CollisionShape collisionShape = new CollisionSphere(center, radius);
            physicsData.AddCollisionShape(objectId, collisionShape);
        }