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 TestMeshPhysicsElementFactoryStatic() { 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); ClientPhysicsTestSphere sphere = new ClientPhysicsTestSphere(Vector3.Zero, 2); Curve3D curve1 = ClientTest.CreateTestObject1MovementCurve(); var visualizer = new QuadTreeVisualizerXNA(); float time = 0; var spheres = new List <ClientPhysicsTestSphere>(); var meshes = new List <MeshStaticPhysicsElement>(); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var factory = physicsElementFactoryXNA.Factory; game.AddXNAObject(physicsElementFactoryXNA); var el = factory.CreateStaticElement(mesh, Matrix.CreateTranslation(new Vector3(20, 0, 20))); meshes.Add(el); el = factory.CreateStaticElement(mesh, Matrix.CreateTranslation(new Vector3(-40, 0, 8))); meshes.Add(el); el = factory.CreateStaticElement(mesh, Matrix.CreateTranslation(new Vector3(80, 0, 70))); meshes.Add(el); 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.LineManager3D.AddCenteredBox(sphere.Center, sphere.Radius, Color.Red); 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; 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(); }