/// <summary> /// Set the properties, then call create /// NOTE: This adds itself to the viewport and world. In the future, that should be handled by the caller /// </summary> public void CreateShip(MaterialManager materialManager, SharedVisuals sharedVisuals, Map map, ProgressBarGame progressBarCargo, ProgressBarGame progressBarFuel) { const double THRUSTLINELENGTH = .5d; const double THRUSTLINELENGTH_EXTRA = .75d; const double THRUSTLINELENGTH_TURN = .3; _sharedVisuals = sharedVisuals; _map = map; _progressBarCargo = progressBarCargo; _progressBarFuel = progressBarFuel; #region Thrusters // These need to be definded before the visuals are created double radians = Math1D.DegreesToRadians(225); _thrusterOffset_BottomLeft = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0); radians = Math1D.DegreesToRadians(135); _thrusterOffset_TopLeft = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0); radians = Math1D.DegreesToRadians(315); _thrusterOffset_BottomRight = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0); radians = Math1D.DegreesToRadians(45); _thrusterOffset_TopRight = new Vector3D(this.RadiusX * Math.Cos(radians), this.RadiusY * Math.Sin(radians), 0); _thrustForce = 100d; _torqueballLeftRightThrusterForce = -10d; #region Define ThrustLines //NOTE: The ThrustLine class will add/remove visuals directly from the viewport. There's no need for the map to get involved // The reference to the fuel tank will be made when I create the tank ThrustLine thrustLine; // Up _thrustLines.Add(Key.Up, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _thrustForce, _thrusterOffset_BottomRight); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.Up].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _thrustForce, _thrusterOffset_BottomLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.Up].Add(thrustLine); // W _thrustLines.Add(Key.W, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * (_thrustForce * 2d), _thrusterOffset_BottomRight); thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA; _thrustLines[Key.W].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * (_thrustForce * 2d), _thrusterOffset_BottomLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA; _thrustLines[Key.W].Add(thrustLine); // Down _thrustLines.Add(Key.Down, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _thrustForce, _thrusterOffset_TopRight); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.Down].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _thrustForce, _thrusterOffset_TopLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.Down].Add(thrustLine); // S _thrustLines.Add(Key.S, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * (_thrustForce * 2d), _thrusterOffset_TopRight); thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA; _thrustLines[Key.S].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * (_thrustForce * 2d), _thrusterOffset_TopLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH_EXTRA; _thrustLines[Key.S].Add(thrustLine); // Left _thrustLines.Add(Key.Left, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_BottomRight); thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN; _thrustLines[Key.Left].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_TopLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN; _thrustLines[Key.Left].Add(thrustLine); // Right _thrustLines.Add(Key.Right, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, 1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_TopRight); thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN; _thrustLines[Key.Right].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(0, -1, 0) * _torqueballLeftRightThrusterForce, _thrusterOffset_BottomLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH_TURN; _thrustLines[Key.Right].Add(thrustLine); // A _thrustLines.Add(Key.A, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(-1, 0, 0) * _thrustForce, _thrusterOffset_TopRight); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.A].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(-1, 0, 0) * _thrustForce, _thrusterOffset_BottomRight); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.A].Add(thrustLine); // D _thrustLines.Add(Key.D, new List<ThrustLine>()); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(1, 0, 0) * _thrustForce, _thrusterOffset_TopLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.D].Add(thrustLine); thrustLine = new ThrustLine(_map.Viewport, _sharedVisuals, new Vector3D(1, 0, 0) * _thrustForce, _thrusterOffset_BottomLeft); thrustLine.LineMaxLength = THRUSTLINELENGTH; _thrustLines[Key.D].Add(thrustLine); #endregion #endregion MaterialGroup material = null; GeometryModel3D geometry = null; Model3DGroup models = new Model3DGroup(); ModelVisual3D model = null; #region Interior Extra Visuals // These are visuals that will stay oriented to the ship, but don't count in collision calculations #region Thrusters // These are the little balls, not the thrust lines double thrusterLocScale = 1d; models.Children.Add(GetThrusterVisual(_thrusterOffset_BottomLeft * thrusterLocScale)); models.Children.Add(GetThrusterVisual(_thrusterOffset_BottomRight * thrusterLocScale)); models.Children.Add(GetThrusterVisual(_thrusterOffset_TopLeft * thrusterLocScale)); models.Children.Add(GetThrusterVisual(_thrusterOffset_TopRight * thrusterLocScale)); #endregion #region Cargo Bay //TODO: Make a visual for this (probably pretty cube like) _cargoBay = new CargoBay(_cargoBayMass, _cargoBayVolume); _progressBarCargo.Minimum = 0d; _progressBarCargo.Maximum = _cargoBay.MaxVolume; _progressBarCargo.Value = 0d; #endregion #region Fuel Tank //TODO: This visual should be a pill _fuelTank = new FuelTank(); _fuelTank.DryMass = _fuelTankMass; _fuelTank.QuantityMax = _fuelTankCapacity; _fuelTank.QuantityCurrent = _fuelTank.QuantityMax; // a full tank with the purchace of a new ship!!! _fuelTank.FuelDensity = _fuelDensity; _progressBarFuel.Minimum = 0d; _progressBarFuel.Maximum = _fuelTank.QuantityMax; _progressBarFuel.Value = _fuelTank.QuantityCurrent; // Link to the thrusters foreach (List<ThrustLine> thrustLines in _thrustLines.Values) { foreach (ThrustLine thrustLine1 in thrustLines) { thrustLine1.FuelToThrustRatio = _fuelThrustRatio; thrustLine1.FuelTank = _fuelTank; } } #endregion #region Core // This just looks stupid. The idea is that you would see the various components (which would also be point masses). But until // the user can modify their ship, it's just an arbitrary ellipse that is ugly //// Material //material = new MaterialGroup(); //material.Children.Add(new DiffuseMaterial(Brushes.DimGray)); //material.Children.Add(new SpecularMaterial(Brushes.DimGray, 100d)); //// Geometry Model //geometry = new GeometryModel3D(); //geometry.Material = material; //geometry.BackMaterial = material; //geometry.Geometry = UtilityWPF.GetSphere(5, .45, .25, .05); //geometry.Transform = new TranslateTransform3D(0, this.RadiusY * -.25, 0); //// Model Visual //model = new ModelVisual3D(); //model.Content = geometry; ////NOTE: model.Transform is set to the physics body's transform every frame //// Add to the viewport //_viewport.Children.Add(model); //_visuals.Add(model); #endregion // Make a model visual for what I have so far model = new ModelVisual3D(); // this is the expensive one, so as few of these should be made as possible model.Content = models; _visuals.Add(model); _map.Viewport.Children.Add(model); #endregion #region WPF Collision Model // Material //NOTE: There seems to be an issue with drawing objects inside a semitransparent object - I think they have to be added in a certain order or something //Brush skinBrush = new SolidColorBrush(Color.FromArgb(50, _hullColor.R, _hullColor.G, _hullColor.B)); // making the skin semitransparent, so you can see the components inside Brush skinBrush = new SolidColorBrush(_hullColor); // decided to make it opaque, since I'm not showing anything inside material = new MaterialGroup(); material.Children.Add(new DiffuseMaterial(skinBrush)); material.Children.Add(new SpecularMaterial(Brushes.White, 75d)); // more reflective (and white light) MaterialGroup backMaterial = new MaterialGroup(); backMaterial.Children.Add(new DiffuseMaterial(skinBrush)); backMaterial.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 20, 20, 20)), 10d)); // dark light, and not very reflective // Geometry Model geometry = new GeometryModel3D(); geometry.Material = material; geometry.BackMaterial = backMaterial; geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, this.RadiusX, this.RadiusY, this.RadiusZ); // Transform Transform3DGroup transform = new Transform3DGroup(); // rotate needs to be added before translate transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 0))); transform.Children.Add(new TranslateTransform3D(new Vector3D(0, 0, 0))); // Model Visual model = new ModelVisual3D(); model.Content = geometry; model.Transform = transform; _physicsModel = model; // remember this, so I don't set its transform _visuals.Add(model); // Add to the viewport (the physics body constructor requires it to be added) _map.Viewport.Children.Add(model); #endregion #region Physics Body // Make a physics body that represents this shape _physicsBody = new ConvexBody3D(_map.World, model); _physicsBody.MaterialGroupID = materialManager.ShipMaterialID; _physicsBody.NewtonBody.UserData = this; _physicsBody.Mass = Convert.ToSingle(this.TotalMass); _physicsBody.LinearDamping = .01f; //_physicsBody.AngularDamping = new Vector3D(.01f, .01f, .01f); //_physicsBody.AngularDamping = new Vector3D(10f, 10f, 10f); _physicsBody.AngularDamping = new Vector3D(1f, 1f, 1f); _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce); #endregion #region Exterior Extra Visuals // There is a bug in WPF where visuals added after a semitransparent one won't show inside. The cockpit looks stupid when you can see // it inside the skin #region Cockpit // Material material = new MaterialGroup(); material.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Teal, Colors.DimGray, .2d)))); material.Children.Add(new SpecularMaterial(Brushes.White, 100d)); // Geometry Model geometry = new GeometryModel3D(); geometry.Material = material; geometry.BackMaterial = material; //geometry.Geometry = UtilityWPF.GetSphere(3, .4, .2, .3); geometry.Geometry = UtilityWPF.GetSphere_LatLon(3, .45, .25, .25); geometry.Transform = new TranslateTransform3D(0, this.RadiusY * .5, 0); // Model Visual model = new ModelVisual3D(); model.Content = geometry; // Add to the viewport _visuals.Add(model); _map.Viewport.Children.Add(model); #endregion #region Headlight SpotLight spotLight = new SpotLight(); //spotLight.Color = Color.FromArgb(255, 50, 170, 50); spotLight.Color = UtilityWPF.AlphaBlend(Colors.White, _hullColor, .25d); spotLight.Direction = new Vector3D(0, 1, 0); spotLight.OuterConeAngle = 25; spotLight.InnerConeAngle = 5; //spotLight.LinearAttenuation = .1; spotLight.QuadraticAttenuation = .0001; spotLight.Range = 1000; model = new ModelVisual3D(); model.Content = spotLight; _visuals.Add(model); _map.Viewport.Children.Add(model); #endregion #endregion // Add to the map _map.AddItem(this); }
/// <summary> /// Set the properties, then call create /// NOTE: This adds itself to the viewport and world. In the future, that should be handled by the caller /// </summary> protected void CreateBot(Viewport3D viewport, SharedVisuals sharedVisuals, World world, Point3D worldPosition) { _viewport = viewport; _sharedVisuals = sharedVisuals; _world = world; // Thruster _origThrustDirection = new Vector3D(0, _thrustForce, 0); _thruster = new ThrustLine(_viewport, sharedVisuals, _origThrustDirection, new Vector3D(0, 0, 0)); _thruster.LineMaxLength = this.ThrustLineStandardLength * _thrustLineMultiplier; MaterialGroup material = null; GeometryModel3D geometry = null; ModelVisual3D model = null; _visuals = new List<ModelVisual3D>(); #region Interior Extra Visuals // These are visuals that will stay oriented to the ship, but don't count in collision calculations #region Core // Neutral _coreMaterialNeutral = new MaterialGroup(); _coreMaterialNeutralColor = new DiffuseMaterial(new SolidColorBrush(_coreColor)); _coreMaterialNeutral.Children.Add(_coreMaterialNeutralColor); _coreMaterialNeutral.Children.Add(new SpecularMaterial(Brushes.DimGray, 75d)); // Attack _coreMaterialAttack = new MaterialGroup(); _coreMaterialAttack.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Red, UtilityWPF.AlphaBlend(Colors.Black, Colors.DimGray, .5), .15d)))); _coreMaterialAttack.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 255, 128, 128)), 100d)); _lightAttack = new PointLight(); _lightAttack.Color = Color.FromArgb(255, 96, 0, 0); _lightAttack.Position = new Point3D(0, 0, 0); _lightAttack.Range = _radius * 3; // Geometry Model _coreGeometry = new GeometryModel3D(); _coreGeometry.Material = _coreMaterialNeutral; _coreGeometry.BackMaterial = _coreMaterialNeutral; _coreGeometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius * .4, _radius * .4, _radius * .4); _coreGeometry.Transform = new TranslateTransform3D(0, 0, 0); // Model Visual _core = new ModelVisual3D(); _core.Content = _coreGeometry; //NOTE: model.Transform is set to the physics body's transform every frame _visuals.Add(_core); // Add to the viewport _viewport.Children.Add(_core); #endregion #endregion #region Glass Shell // Material //NOTE: There seems to be an issue with drawing objects inside a semitransparent object - I think they have to be added in a certain order or something Brush skinBrush = new SolidColorBrush(Color.FromArgb(25, 255, 255, 255)); // making the skin semitransparent, so you can see the components inside material = new MaterialGroup(); material.Children.Add(new DiffuseMaterial(skinBrush)); material.Children.Add(new SpecularMaterial(Brushes.White, 75d)); // more reflective (and white light) MaterialGroup backMaterial = new MaterialGroup(); backMaterial.Children.Add(new DiffuseMaterial(skinBrush)); backMaterial.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 20, 20, 20)), 10d)); // dark light, and not very reflective // Geometry Model geometry = new GeometryModel3D(); geometry.Material = material; geometry.BackMaterial = backMaterial; geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius, _radius, _radius); // Transform Transform3DGroup transform = new Transform3DGroup(); // rotate needs to be added before translate transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 0))); transform.Children.Add(new TranslateTransform3D(worldPosition.ToVector())); // Model Visual model = new ModelVisual3D(); model.Content = geometry; model.Transform = transform; _visuals.Add(model); // Add to the viewport _viewport.Children.Add(model); #endregion #region Physics Body // Make a physics body that represents this shape _physicsBody = new ConvexBody3D(world, model); //NOTE: Not setting material _physicsBody.MaterialGroupID, so it takes the default material _physicsBody.NewtonBody.UserData = this; _physicsBody.Mass = Convert.ToSingle(this.Mass); _physicsBody.LinearDamping = .01f; _physicsBody.AngularDamping = new Vector3D(10f, 10f, 10f); // fairly heavy damping (the bot doesn't try to cancel its spin, so I'll let Newt do it for me) _physicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce); #endregion #region Exterior Extra Visuals // There is a bug in WPF where visuals added after a semitransparent one won't show inside. So if you want to add exterior // bits that aren't visible inside, this would be the place #endregion _thruster.IsFiring = true; // Show the proper core this.IsAttacking = _isAttacking; }
/// <summary> /// Set the properties, then call create /// NOTE: This adds itself to the viewport and world. In the future, that should be handled by the caller /// </summary> public void CreateBot(Viewport3D viewport, SharedVisuals sharedVisuals, World world, Point3D worldPosition) { _viewport = viewport; // Thruster _origThrustDirection = new Vector3D(0, 4, 0); _thruster = new ThrustLine(_viewport, sharedVisuals, _origThrustDirection, new Vector3D(0, 0, 0)); MaterialGroup material = null; GeometryModel3D geometry = null; ModelVisual3D model = null; #region Interior Extra Visuals // These are visuals that will stay oriented to the ship, but don't count in collision calculations #region Core // Neutral _coreMaterialNeutral = new MaterialGroup(); _coreMaterialNeutral.Children.Add(new DiffuseMaterial(Brushes.DimGray)); _coreMaterialNeutral.Children.Add(new SpecularMaterial(Brushes.DimGray, 75d)); // Attack _coreMaterialAttack = new MaterialGroup(); _coreMaterialAttack.Children.Add(new DiffuseMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.Red, UtilityWPF.AlphaBlend(Colors.Black, Colors.DimGray, .5), .15d)))); _coreMaterialAttack.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 255, 128, 128)), 100d)); _lightAttack = new PointLight(); _lightAttack.Color = Color.FromArgb(255, 96, 0, 0); _lightAttack.Position = new Point3D(0, 0, 0); _lightAttack.Range = _radius * 3; // Geometry Model _coreGeometry = new GeometryModel3D(); _coreGeometry.Material = _coreMaterialNeutral; _coreGeometry.BackMaterial = _coreMaterialNeutral; _coreGeometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius * .4, _radius * .4, _radius * .4); _coreGeometry.Transform = new TranslateTransform3D(0, 0, 0); // Model Visual _core = new ModelVisual3D(); _core.Content = _coreGeometry; //NOTE: model.Transform is set to the physics body's transform every frame // Add to the viewport _viewport.Children.Add(_core); #endregion #endregion #region WPF Model // Material //NOTE: There seems to be an issue with drawing objects inside a semitransparent object - I think they have to be added in a certain order or something Brush skinBrush = new SolidColorBrush(Color.FromArgb(25, 255, 255, 255)); // making the skin semitransparent, so you can see the components inside material = new MaterialGroup(); material.Children.Add(new DiffuseMaterial(skinBrush)); material.Children.Add(new SpecularMaterial(Brushes.White, 75d)); // more reflective (and white light) MaterialGroup backMaterial = new MaterialGroup(); backMaterial.Children.Add(new DiffuseMaterial(skinBrush)); backMaterial.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 20, 20, 20)), 10d)); // dark light, and not very reflective // Geometry Model geometry = new GeometryModel3D(); geometry.Material = material; geometry.BackMaterial = backMaterial; geometry.Geometry = UtilityWPF.GetSphere_LatLon(5, _radius, _radius, _radius); // Transform Transform3DGroup transform = new Transform3DGroup(); // rotate needs to be added before translate transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 0))); transform.Children.Add(new TranslateTransform3D(worldPosition.ToVector())); // Model Visual model = new ModelVisual3D(); model.Content = geometry; model.Transform = transform; // Add to the viewport _viewport.Children.Add(model); #endregion #region Physics Body // Make a physics body that represents this shape this.PhysicsBody = new ConvexBody3D(world, model); this.PhysicsBody.Mass = Convert.ToSingle(this.Mass); this.PhysicsBody.LinearDamping = .01f; //this.PhysicsBody.AngularDamping = new Vector3D(.01f, .01f, .01f); //this.PhysicsBody.AngularDamping = new Vector3D(.01f, .01f, 100000f); // this doesn't work. probably to to cap the z back to zero, and any spin to zero this.PhysicsBody.AngularDamping = new Vector3D(10f, 10f, 10f); this.PhysicsBody.ApplyForce += new BodyForceEventHandler(Body_ApplyForce); //this.PhysicsBody.NewtonBody.ApplyForceAndTorque #endregion #region Exterior Extra Visuals // There is a bug in WPF where visuals added after a semitransparent one won't show inside. So if you want to add exterior // bits, this would be the place #endregion _thruster.IsFiring = true; }