示例#1
0
        public void TestPhysicsMeshPoolConvexMesh()
        {
            XNAGame game = new XNAGame();

            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var convex = new MeshCollisionData.Convex();

            convex.Positions = new List <Vector3>();
            Vector3[] pos      = CreatePyramidPositions();
            Vector3[] transpos = new Vector3[pos.Length];
            var       mat      = Matrix.CreateTranslation(20, 5, 20);

            Vector3.Transform(pos, ref mat, transpos);
            convex.Positions.AddRange(transpos);

            data.ConvexMeshes.Add(convex);

            PhysicsEngine           engine        = new PhysicsEngine();
            PhysicsDebugRendererXNA debugRenderer = null;



            game.InitializeEvent += delegate
            {
                engine.Initialize();
                debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene);
                debugRenderer.Initialize(game);

                var pool = new MeshPhysicsPool();

                var tMesh1 = pool.CreateConvexMesh(engine.Scene, mesh.GetCollisionData().ConvexMeshes[0]);
                var tMesh2 = pool.CreateConvexMesh(engine.Scene, mesh.GetCollisionData().ConvexMeshes[0]);
                Assert.AreEqual(tMesh1, tMesh2);


                var actorDesc = new ActorDescription(new ConvexShapeDescription()
                {
                    ConvexMesh = tMesh1
                });
                engine.Scene.CreateActor(actorDesc);
            };

            game.DrawEvent += delegate
            {
                debugRenderer.Render(game);
            };
            int frameNum = 0;

            game.UpdateEvent += delegate
            {
                engine.Update(game.Elapsed);
                //if (frameNum > 2) game.Exit();
                frameNum++;
            };


            game.Run();
        }
示例#2
0
        private void testMeshPhysicsActorBuilder(RAMMesh mesh)
        {
            XNAGame     game        = new XNAGame();
            BoundingBox boundingBox = new BoundingBox();

            PhysicsEngine           engine        = new PhysicsEngine();
            PhysicsDebugRendererXNA debugRenderer = null;

            Matrix mirrorMatrix = Matrix.CreateScale(-1, 1, 1);


            game.InitializeEvent += delegate
            {
                engine.Initialize();
                debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene);
                debugRenderer.Initialize(game);


                var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool());
                builder.CreateActorStatic(engine.Scene, mesh.GetCollisionData(), Matrix.Identity);


                boundingBox = builder.CalculateBoundingBox(mesh.GetCollisionData());

                builder.CreateActorStatic(engine.Scene, mesh.GetCollisionData(), mirrorMatrix);
            };

            game.DrawEvent += delegate
            {
                debugRenderer.Render(game);

                game.LineManager3D.WorldMatrix = Matrix.Identity;
                game.LineManager3D.AddBox(boundingBox, Color.Orange);
                game.LineManager3D.WorldMatrix = mirrorMatrix;
                game.LineManager3D.AddBox(boundingBox, Color.Yellow);
                game.LineManager3D.WorldMatrix = Matrix.Identity;
            };
            game.UpdateEvent += delegate
            {
                engine.Update(game.Elapsed);
                if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F))
                {
                    Actor actor = PhysicsHelper.CreateDynamicSphereActor(engine.Scene, 1, 1);
                    actor.GlobalPosition = game.SpectaterCamera.CameraPosition +
                                           game.SpectaterCamera.CameraDirection * 5;
                    actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 5;
                }
            };


            game.Run();
        }
        private void convertCollisionData(ObjImporter importer, RAMMesh mesh)
        {
            //var boxMaterial = importer.Materials.Find(o => o.Name == "TW-Physics-Box");

            for (int i = 0; i < importer.Groups.Count; i++)
            {
                var group = importer.Groups[i];
                for (int j = 0; j < group.SubObjects.Count; j++)
                {
                    var subObj = group.SubObjects[j];
                    if (subObj.Material.Name == materialNamePhysicsBox)
                    {
                        convertSubObjectPhysicsBox(importer, subObj, mesh);
                    }
                }
            }
            var data = mesh.GetCollisionData();

            if (!meshHasCollisionData(mesh))
            {
                //Load triangle mesh from positions

                MeshCollisionData.TriangleMeshData tm = createTriangleMeshForAllObjects(importer);

                data.TriangleMesh = tm;
            }
        }
        public List <RAMMesh> CreateMeshesFromObjects(ObjImporter importer)
        {
            var meshes = new List <RAMMesh>();
            Dictionary <OBJMaterial, MeshCoreData.Material> materials = convertMaterials(importer);

            for (int i = 0; i < importer.Groups.Count; i++)
            {
                var group = importer.Groups[i];
                var mesh  = new RAMMesh();
                meshes.Add(mesh);

                for (int j = 0; j < group.SubObjects.Count; j++)
                {
                    var sub = group.SubObjects[j];

                    convertSubObject(importer, sub, materials, mesh);
                }

                if (!meshHasCollisionData(mesh))
                {
                    mesh.GetCollisionData().TriangleMesh = createTriangleMeshForGroup(importer, group);
                }
            }

            return(meshes);
        }
示例#5
0
        public void TestMeshPhysicsActorBuilderTriangleMesh()
        {
            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var triangleMesh = new MeshCollisionData.TriangleMeshData();

            Vector3[] pos      = CreatePyramidPositions();
            Vector3[] transpos = new Vector3[pos.Length];
            var       mat      = Matrix.CreateTranslation(20, 5, 20);

            Vector3.Transform(pos, ref mat, transpos);
            triangleMesh.Positions = transpos;

            triangleMesh.Indices = new int[triangleMesh.Positions.Length];
            for (int i = 0; i < triangleMesh.Positions.Length; i++)
            {
                triangleMesh.Indices[i] = i;
            }

            data.TriangleMesh = triangleMesh;



            testMeshPhysicsActorBuilder(mesh);
        }
        private void convertSubObjectPhysicsTriangleMesh(ObjImporter importer, OBJGroup.SubObject sub, RAMMesh mesh)
        {
            if (mesh.GetCollisionData().TriangleMesh != null)
            {
                throw new InvalidOperationException("Multiple Physics triangle meshes found in an object!");
            }
            var positions = new List <Vector3>();

            addPositionsFromSubObject(importer, sub, positions);

            var indices = createIndices(positions.Count * 3);

            var tm = new MeshCollisionData.TriangleMeshData();

            tm.Positions = positions.ToArray();
            tm.Indices   = indices;

            mesh.GetCollisionData().TriangleMesh = tm;
        }
示例#7
0
        public void TestPhysicsMeshPoolTriangleMeshPreload()
        {
            XNAGame game = new XNAGame();

            RAMMesh mesh = createTriangleMesh();

            PhysicsEngine engine = new PhysicsEngine();

            MeshPhysicsPool pool = null;


            game.InitializeEvent += delegate
            {
                engine.Initialize();

                pool = new MeshPhysicsPool();
                pool.PreloadTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh);
            };

            game.DrawEvent += delegate
            {
            };
            int frameNum = 0;

            game.UpdateEvent += delegate
            {
                System.Threading.Thread.Sleep(1000);
                pool.Update(engine.Scene);

                // This should finish instantly
                var tMesh1 = pool.CreateTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh);

                engine.Update(game.Elapsed);
                if (frameNum > 2)
                {
                    game.Exit();
                }
                frameNum++;
            };


            game.Run();
        }
        private void convertSubObjectPhysicsConvexMesh(ObjImporter importer, OBJGroup.SubObject sub, RAMMesh mesh)
        {
            var positions = new List <Vector3>();

            addPositionsFromSubObject(importer, sub, positions);

            var convex = new MeshCollisionData.Convex();

            convex.Positions = positions;

            mesh.GetCollisionData().ConvexMeshes.Add(convex);
        }
示例#9
0
        private RAMMesh createTwoBoxMesh()
        {
            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);
            return(mesh);
        }
示例#10
0
        public void TestMeshPhysicsActorBuilderConvex()
        {
            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var convexMesh = new MeshCollisionData.Convex();

            convexMesh.Positions = new List <Vector3>();
            Vector3[] pos      = CreatePyramidPositions();
            Vector3[] transpos = new Vector3[pos.Length];
            var       mat      = Matrix.CreateTranslation(20, 5, 20);

            Vector3.Transform(pos, ref mat, transpos);
            convexMesh.Positions.AddRange(transpos);

            data.ConvexMeshes.Add(convexMesh);


            testMeshPhysicsActorBuilder(mesh);
        }
        public MeshCollisionData.Box CreateCollisionBox(OBJGroup.SubObject subObj, RAMMesh mesh)
        {
            var data      = mesh.GetCollisionData();
            var positions = new List <Vector3>();

            for (int i = 0; i < subObj.Faces.Count; i++)
            {
                var face = subObj.Faces[i];
                positions.Add(importer.Vertices[face.V1.Position]);
                positions.Add(importer.Vertices[face.V2.Position]);
                positions.Add(importer.Vertices[face.V3.Position]);
            }

            var bb = BoundingBox.CreateFromPoints(positions);

            var box = new MeshCollisionData.Box();

            box.Dimensions  = bb.Max - bb.Min;
            box.Orientation = Matrix.CreateTranslation((bb.Max + bb.Min) * 0.5f);
            return(box);
        }
示例#12
0
        public void TestMeshPhysicsActorBuilderBoxes()
        {
            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var box = new MeshCollisionData.Box();

            box.Dimensions  = Vector3.One;
            box.Orientation = Matrix.Identity;

            data.Boxes.Add(box);


            box             = new MeshCollisionData.Box();
            box.Dimensions  = Vector3.One * 3;
            box.Orientation = Matrix.CreateTranslation(new Vector3(2, 2, 2));

            data.Boxes.Add(box);


            testMeshPhysicsActorBuilder(mesh);
        }
        private bool meshHasCollisionData(RAMMesh mesh)
        {
            var data = mesh.GetCollisionData();

            return(!(data.Boxes.Count == 0 && data.TriangleMesh == null && data.ConvexMeshes.Count == 0));
        }
示例#14
0
        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();
        }
示例#15
0
        public void TestPhysicsMeshPoolTriangleMesh()
        {
            XNAGame game = new XNAGame();

            var mesh = new RAMMesh();
            var data = mesh.GetCollisionData();

            var triangleMesh = new MeshCollisionData.TriangleMeshData();

            Vector3[] pos      = CreatePyramidPositions();
            Vector3[] transpos = new Vector3[pos.Length];
            var       mat      = Matrix.CreateTranslation(20, 5, 20);

            Vector3.Transform(pos, ref mat, transpos);
            triangleMesh.Positions = transpos;
            triangleMesh.Indices   = new int[triangleMesh.Positions.Length];
            for (int i = 0; i < triangleMesh.Positions.Length; i++)
            {
                triangleMesh.Indices[i] = i;
            }


            data.TriangleMesh = triangleMesh;

            PhysicsEngine           engine        = new PhysicsEngine();
            PhysicsDebugRendererXNA debugRenderer = null;



            game.InitializeEvent += delegate
            {
                engine.Initialize();
                debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene);
                debugRenderer.Initialize(game);

                var pool = new MeshPhysicsPool();

                var tMesh1 = pool.CreateTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh);
                var tMesh2 = pool.CreateTriangleMesh(engine.Scene, mesh.GetCollisionData().TriangleMesh);
                Assert.AreEqual(tMesh1, tMesh2);


                var actorDesc = new ActorDescription(new TriangleMeshShapeDescription()
                {
                    TriangleMesh = tMesh1
                });
                engine.Scene.CreateActor(actorDesc);
            };

            game.DrawEvent += delegate
            {
                debugRenderer.Render(game);
            };
            int frameNum = 0;

            game.UpdateEvent += delegate
            {
                engine.Update(game.Elapsed);
                //if (frameNum > 2) game.Exit();
                frameNum++;
            };


            game.Run();
        }