public override ModelContent Process(NodeContent input, ContentProcessorContext context)
        {
            var attributes = input.Children.ToDictionary(n => n.Name, n => n.OpaqueData);

            var nodesToRemove = (from node in input.Children
                                 where node.OpaqueData.GetAttribute(TYPE_ATTR_NAME, MeshType.Both) == MeshType.Physical
                                 select node).ToArray();

            ModelContent model        = base.Process(input, context);
            var          parts        = new List <CompiledPart>();
            var          materials    = new List <Material>();
            var          mass         = new MassProperties();
            var          centerOfMass = Vector3.Zero;

            foreach (var mesh in model.Meshes)
            {
                MeshType      type = MeshType.Both;
                PhysicalShape shape = PhysicalShape.Mesh;
                float         elasticity = _defaultElasticity, roughness = _defaultRoughness, density = _defaultDensity;

                if (attributes.ContainsKey(mesh.Name))
                {
                    type = attributes[mesh.Name].GetAttribute(TYPE_ATTR_NAME, MeshType.Both);
                    if (type == MeshType.Visual)
                    {
                        continue;
                    }
                    elasticity = attributes[mesh.Name].GetAttribute(ELASTICITY_ATTR_NAME, _defaultElasticity);
                    roughness  = attributes[mesh.Name].GetAttribute(ROUGHNESS_ATTR_NAME, _defaultRoughness);
                    density    = attributes[mesh.Name].GetAttribute(DENSITY_ATTR_NAME, _defaultDensity);
                    shape      = attributes[mesh.Name].GetAttribute(SHAPE_ATTR_NAME, _defaultShape);
                }

                var          meshCenterOfMass = Vector3.Zero;
                var          meshMass         = MassProperties.Immovable;
                CompiledPart meshPart         = null;

                if (mesh.MeshParts.Count < 1)
                {
                    continue;
                }

                int[]     indices  = mesh.MeshParts[0].IndexBuffer.Skip(mesh.MeshParts[0].StartIndex).Take(mesh.MeshParts[0].PrimitiveCount * 3).ToArray();
                Vector3[] vertices = MeshToVertexArray(context.TargetPlatform, mesh);

                if (_windingOrder == WindingOrder.Clockwise)
                {
                    ReverseWindingOrder(indices);
                }

                switch (shape)
                {
                case PhysicalShape.Mesh:
                {
                    meshPart         = new CompiledMesh(vertices, indices);
                    meshMass         = MassProperties.Immovable;
                    meshCenterOfMass = GetMeshTranslation(mesh);
                }
                break;

                case PhysicalShape.Polyhedron:
                {
                    var hull = new ConvexHull3D(vertices);
                    meshPart = hull.ToPolyhedron();
                    meshMass = MassProperties.FromTriMesh(density, vertices, indices, out meshCenterOfMass);
                }
                break;

                case PhysicalShape.Sphere:
                {
                    Sphere s;
                    Sphere.Fit(vertices, out s);
                    meshPart         = new CompiledSphere(s.Center, s.Radius);
                    meshMass         = MassProperties.FromSphere(density, s.Center, s.Radius);
                    meshCenterOfMass = s.Center;
                }
                break;

                case PhysicalShape.Capsule:
                {
                    Capsule c;
                    Capsule.Fit(vertices, out c);
                    meshPart = new CompiledCapsule(c.P1, c.P2, c.Radius);
                    meshMass = MassProperties.FromCapsule(density, c.P1, c.P2, c.Radius, out meshCenterOfMass);
                }
                break;
                }
                parts.Add(meshPart);
                materials.Add(new Material(elasticity, roughness));
                Vector3.Multiply(ref meshCenterOfMass, meshMass.Mass, out meshCenterOfMass);
                Vector3.Add(ref centerOfMass, ref meshCenterOfMass, out centerOfMass);
                mass.Mass           += meshMass.Mass;
                meshMass.Inertia.M44 = 0f;
                Matrix.Add(ref mass.Inertia, ref meshMass.Inertia, out mass.Inertia);
            }

            // compute mass properties
            Vector3.Divide(ref centerOfMass, mass.Mass, out centerOfMass);
            mass.Inertia.M44 = 1f;
            MassProperties.TranslateInertiaTensor(ref mass.Inertia, -mass.Mass, centerOfMass, out mass.Inertia);
            if (centerOfMass.Length() >= Constants.Epsilon)
            {
                var transform = Matrix.CreateTranslation(-centerOfMass.X, -centerOfMass.Y, -centerOfMass.Z);
                foreach (var p in parts)
                {
                    p.Transform(ref transform);
                }

                transform            = model.Root.Transform;
                transform.M41       -= centerOfMass.X;
                transform.M42       -= centerOfMass.Y;
                transform.M43       -= centerOfMass.Z;
                model.Root.Transform = transform;
            }

            mass = new MassProperties(mass.Mass, mass.Inertia);
            var rbm = new RigidBodyModel(mass, parts.ToArray(), materials.ToArray());

            // remove non-visual nodes
            if (nodesToRemove.Length > 0)
            {
                foreach (var node in nodesToRemove)
                {
                    input.Children.Remove(node);
                }
                model = base.Process(input, context);
            }

            model.Tag = rbm;
            return(model);
        }
示例#2
0
 public Aircraft(RigidBodyModel rbm)
     : base(GameState.Get().Game.Content.Load<Model>(MODEL_NAME), rbm)
 {
     initialize();
 }
		public override ModelContent Process(NodeContent input, ContentProcessorContext context)
		{
			var attributes = input.Children.ToDictionary(n => n.Name, n => n.OpaqueData);

			var nodesToRemove = (from node in input.Children
								 where node.OpaqueData.GetAttribute(TYPE_ATTR_NAME, MeshType.Both) == MeshType.Physical
								 select node).ToArray();

			ModelContent model = base.Process(input, context);
			var parts = new List<CompiledPart>();
			var materials = new List<Material>();
			var mass = new MassProperties();
			var centerOfMass = Vector3.Zero;

			foreach (var mesh in model.Meshes)
			{
				MeshType type = MeshType.Both;
				PhysicalShape shape = PhysicalShape.Mesh;
				float elasticity = _defaultElasticity, roughness = _defaultRoughness, density = _defaultDensity;

				if (attributes.ContainsKey(mesh.Name))
				{
					type = attributes[mesh.Name].GetAttribute(TYPE_ATTR_NAME, MeshType.Both);
					if (type == MeshType.Visual) continue;
					elasticity = attributes[mesh.Name].GetAttribute(ELASTICITY_ATTR_NAME, _defaultElasticity);
					roughness = attributes[mesh.Name].GetAttribute(ROUGHNESS_ATTR_NAME, _defaultRoughness);
					density = attributes[mesh.Name].GetAttribute(DENSITY_ATTR_NAME, _defaultDensity);
					shape = attributes[mesh.Name].GetAttribute(SHAPE_ATTR_NAME, _defaultShape);
				}

				var meshCenterOfMass = Vector3.Zero;
				var meshMass = MassProperties.Immovable;
				CompiledPart meshPart = null;

				if (mesh.MeshParts.Count < 1)
				{
					continue;
				}

				int[] indices = mesh.MeshParts[0].IndexBuffer.Skip(mesh.MeshParts[0].StartIndex).Take(mesh.MeshParts[0].PrimitiveCount * 3).ToArray();
				Vector3[] vertices = MeshToVertexArray(context.TargetPlatform, mesh);

				if (_windingOrder == WindingOrder.Clockwise)
				{
					ReverseWindingOrder(indices);
				}

				switch (shape)
				{
					case PhysicalShape.Mesh:
						{
							meshPart = new CompiledMesh(vertices, indices);
							meshMass = MassProperties.Immovable;
							meshCenterOfMass = GetMeshTranslation(mesh);
						}
						break;
					case PhysicalShape.Polyhedron:
						{
							var hull = new ConvexHull3D(vertices);
							meshPart = hull.ToPolyhedron();
							meshMass = MassProperties.FromTriMesh(density, vertices, indices, out meshCenterOfMass);
						}
						break;
					case PhysicalShape.Sphere:
						{
							Sphere s;
							Sphere.Fit(vertices, out s);
							meshPart = new CompiledSphere(s.Center, s.Radius);
							meshMass = MassProperties.FromSphere(density, s.Center, s.Radius);
							meshCenterOfMass = s.Center;
						}
						break;
					case PhysicalShape.Capsule:
						{
							Capsule c;
							Capsule.Fit(vertices, out c);
							meshPart = new CompiledCapsule(c.P1, c.P2, c.Radius);
							meshMass = MassProperties.FromCapsule(density, c.P1, c.P2, c.Radius, out meshCenterOfMass);
						}
						break;
				}
				parts.Add(meshPart);
				materials.Add(new Material(elasticity, roughness));
				Vector3.Multiply(ref meshCenterOfMass, meshMass.Mass, out meshCenterOfMass);
				Vector3.Add(ref centerOfMass, ref meshCenterOfMass, out centerOfMass);
				mass.Mass += meshMass.Mass;
				meshMass.Inertia.M44 = 0f;
				Matrix.Add(ref mass.Inertia, ref meshMass.Inertia, out mass.Inertia);
			}

			// compute mass properties
			Vector3.Divide(ref centerOfMass, mass.Mass, out centerOfMass);
			mass.Inertia.M44 = 1f;
			MassProperties.TranslateInertiaTensor(ref mass.Inertia, -mass.Mass, centerOfMass, out mass.Inertia);
			if (centerOfMass.Length() >= Constants.Epsilon)
			{
				var transform = Matrix.CreateTranslation(-centerOfMass.X, -centerOfMass.Y, -centerOfMass.Z);
				foreach (var p in parts)
				{
					p.Transform(ref transform);
				}

				transform = model.Root.Transform;
				transform.M41 -= centerOfMass.X;
				transform.M42 -= centerOfMass.Y;
				transform.M43 -= centerOfMass.Z;
				model.Root.Transform = transform;
			}

			mass = new MassProperties(mass.Mass, mass.Inertia);
			var rbm = new RigidBodyModel(mass, parts.ToArray(), materials.ToArray());

			// remove non-visual nodes
			if (nodesToRemove.Length > 0)
			{
				foreach (var node in nodesToRemove)
					input.Children.Remove(node);
				model = base.Process(input, context);
			}

			model.Tag = rbm;
			return model;
		}
示例#4
0
 public PhysicsGameObject( Model m, RigidBodyModel rgm)
     : base(rgm)
 {
     setup(m);
 }
示例#5
0
		private void InitializeFromModel(RigidBodyModel model)
		{
			MassProperties = model.MassProperties;
			for (int i = 0; i < model.Parts.Length; i++)
			{
				_skin.Add(model.Parts[i].ToCompositionPart(), model.Materials[i]);
			}
		}
示例#6
0
		public RigidBody(RigidBodyModel model, BodySkin skin)
			: this()
		{
			_skin = skin;
			_skin.Owner = this;
			this.InitializeFromModel(model);
		}
示例#7
0
		/// <summary>
		/// Construct a new rigid body using the pre-compiled physics model.
		/// </summary>
		/// <param name="model"></param>
		public RigidBody(RigidBodyModel model)
			: this()
		{
			this.InitializeFromModel(model);
		}
示例#8
0
 private void InitializeFromModel(RigidBodyModel model)
 {
     MassProperties = model.MassProperties;
     //System.Diagnostics.Debug.WriteLine("new model with mass " + model.MassProperties.Mass);
     for (int i = 0; i < model.Parts.Length; i++)
     {
         _skin.Add(model.Parts[i].ToCompositionPart(), model.Materials[i]);
     }
 }