AddBody() public method

Adds a RigidBody to the world.
public AddBody ( RigidBody body ) : void
body RigidBody The body which should be added.
return void
示例#1
0
        public void AttachToWorld(World world)
        {
            this.CollisionShape = PhysicsUtils.CollisionShapeForModel(this.CollisionShapeType, this.Model, this.Scale);

            this.RigidBody = new RigidBody(this.CollisionShape);
            this.RigidBody.IsStatic = this.IsStatic;
            this.RigidBody.Position = PhysicsUtils.XNAToJitterVector(this.Position);

            world.AddBody(this.RigidBody);
        }
示例#2
0
 public Ball(World physicsWorld,PrehenderGame game,Vector3 pLocation, Vector3 pVelocity, double pRadius = 3)
 {
     _Location = pLocation;
     _Velocity = pVelocity;
     _Radius = pRadius;
     rb = new RigidBody(new SphereShape((float)_Radius));
     rb.Position = new JVector(pLocation.X, pLocation.Y, pLocation.Z);
     rb.LinearVelocity = new JVector(pVelocity.X, pVelocity.Y, pVelocity.Z);
     rb.Mass = 50;
     rb.Tag = this;
     physicsWorld.AddBody(rb);
 }
        public JitterDemo()
        {
            this.IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);
            
            Content.RootDirectory = "Content";

            this.IsFixedTimeStep = false;
            this.graphics.SynchronizeWithVerticalRetrace = false;

            CollisionSystem collision = new CollisionSystemSAP();
            world = new World(collision); world.AllowDeactivation = false;

            codeForm = new CodeForm(world);

            RigidBody ground = new RigidBody(new BoxShape(new JVector(1000, 10, 1000)));
            ground.Position = new JVector(0, -5, 0); ground.Tag = true;
            ground.IsStatic = true; world.AddBody(ground);

            this.Window.Title = "Jitter Demo (Preview) - Jitter © by Thorben Linneweber";
        }
示例#4
0
		protected override void shown()
		{
			try
			{
				root = new RootDisposable();

				// video objects
				VideoTypes videoType;
				#if METRO
				VideoTypes createVideoTypes = VideoTypes.D3D11;
				#elif WIN32
				VideoTypes createVideoTypes = VideoTypes.D3D11 | VideoTypes.D3D9 | VideoTypes.OpenGL;
				#elif XNA
				VideoTypes createVideoTypes = VideoTypes.XNA;
				#endif

				#if WIN32 || METRO
				video = Video.Init(createVideoTypes, out videoType, root, this, true);
				#elif XNA
				video = Video.Create(createVideoTypes, out videoType, root, this);
				#endif

				// shaders
				DiffuseTextureMaterial.Init(video, "Data/", video.FileTag, ShaderVersions.Max, null);
				DiffuseTextureMaterial.ApplyInstanceConstantsCallback = applyDiffuseCallbackMethod;
				QuickDraw3ColorMaterial.Init(video, "Data/", video.FileTag, ShaderVersions.Max, null);
				material = new QuickDraw3ColorMaterial();
				texture = Texture2DAPI.New(video, "Data/Rocks.dds", null);
				qd = QuickDrawAPI.New(video, QuickDraw3ColorMaterial.BufferLayoutDesc);

				var frame = FrameSize;
				viewPort = ViewPortAPI.New(video, 0, 0, frame.Width, frame.Height);
				float camDis = 50;
				camera = new Camera(viewPort, new Vector3(0, 5, camDis), new Vector3(), new Vector3(0, 5+1, camDis));

				// states
				rasterizerState = RasterizerStateAPI.New(video, RasterizerStateDescAPI.New(RasterizerStateTypes.Solid_CullCW));
				samplerState = SamplerStateAPI.New(video, SamplerStateDescAPI.New(SamplerStateTypes.Linear_Wrap));
				blendState = BlendStateAPI.New(video, BlendStateDescAPI.New(BlendStateTypes.None));
				depthStencilState = DepthStencilStateAPI.New(video, DepthStencilStateDescAPI.New(DepthStencilStateTypes.ReadWrite_Less));

				// models
				var materialTypes = new Dictionary<string,Type>();
				materialTypes.Add("Material", typeof(DiffuseTextureMaterial));

				var materialFieldTypes = new List<MaterialFieldBinder>();
				materialFieldTypes.Add(new MaterialFieldBinder("Material", "Paint_dds", "Diffuse"));

				var extOverrides = new Dictionary<string,string>();
				var emptyBinders = new List<MaterialFieldBinder>();
				sphereModel = new Model(video, "Data/sphere.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				//capsuleModel = Model.Create(videoType, video, "Data/capsule.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides);
				boxModel = new Model(video, "Data/box.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				monkeyModel = new Model(video, "Data/monkeyFlat.rm", "Data/", materialTypes, emptyBinders, emptyBinders, emptyBinders, emptyBinders, materialFieldTypes, extOverrides, 0, null);
				
				// physics
				collisionSystem = new CollisionSystemPersistentSAP();
				world = new World(collisionSystem);
				world.Gravity = new JVector(0, -9.81f, 0);
				
				spheres = new RigidBody[35];
				for (int i = 0; i != spheres.Length; ++i)
				{
					spheres[i] = new RigidBody(new SphereShape(1));
					spheres[i].Position = new JVector(spheres.Length/(float)(i+1), (i*3)+5, 0);
					world.AddBody(spheres[i]);
				}
				floorBox = new RigidBody(new BoxShape(30, 1, 30));
				floorBox.Shape.TransformScale = new Vector3(30, 1, 30) * .5f;
				floorBox.Position = new JVector(0, -7, 0);
				floorBox.IsStatic = true;
				//floorBox.Orientation = JMatrix.CreateFromYawPitchRoll(0, -.25f, 0);
				world.AddBody(floorBox);
				triangleMesh = new TriangleMesh("Data/monkeyFlat.rtmm", loadTiangleMesh);

				loaded = true;
			}
			catch (Exception e)
			{
				Message.Show("Error", e.Message);
				dispose();
			}
		}
示例#5
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        public void BuildRagdoll(World world, JVector position)
        {
            // the torso
            RigidBody torso = new RigidBody(new BoxShape(1.5f, 3, 0.5f));
            torso.Position = position;

            // the head
            RigidBody head = new RigidBody(new SphereShape(0.5f));
            head.Position = position + new JVector(0, 2.1f, 0);

            // connect head and torso
            PointPointDistance headTorso = new PointPointDistance(head, torso,
                position + new JVector(0, 1.6f, 0), position + new JVector(0, 1.5f, 0));

            RigidBody arm1 = new RigidBody(new CapsuleShape(0.8f, 0.2f));
            arm1.Position = position + new JVector(1.0f, 0.75f, 0);

            RigidBody arm2 = new RigidBody(new CapsuleShape(0.8f, 0.2f));
            arm2.Position = position + new JVector(-1.0f, 0.75f, 0);

            RigidBody lowerarm1 = new RigidBody(new CapsuleShape(0.6f, 0.2f));
            lowerarm1.Position = position + new JVector(1.0f, -0.45f, 0);

            RigidBody lowerarm2 = new RigidBody(new CapsuleShape(0.6f, 0.2f));
            lowerarm2.Position = position + new JVector(-1.0f, -0.45f, 0);

            PointOnPoint arm1torso = new PointOnPoint(arm1, torso, position + new JVector(0.9f, 1.4f, 0));
            PointOnPoint arm2torso = new PointOnPoint(arm2, torso, position + new JVector(-0.9f, 1.4f, 0));

            HingeJoint arm1Hinge = new HingeJoint(world, arm1, lowerarm1, position + new JVector(1.0f, 0.05f, 0), JVector.Right);
            HingeJoint arm2Hinge = new HingeJoint(world, arm2, lowerarm2, position + new JVector(-1.0f, 0.05f, 0), JVector.Right);

            RigidBody leg1 = new RigidBody(new CapsuleShape(1.0f, 0.3f));
            leg1.Position = position + new JVector(-0.5f, -2.4f, 0);

            RigidBody leg2 = new RigidBody(new CapsuleShape(1.0f, 0.3f));
            leg2.Position = position + new JVector(0.5f, -2.4f, 0);

            PointOnPoint leg1torso = new PointOnPoint(leg1, torso, position + new JVector(-0.5f, -1.6f, 0));
            PointOnPoint leg2torso = new PointOnPoint(leg2, torso, position + new JVector(+0.5f, -1.6f, 0));

            RigidBody lowerleg1 = new RigidBody(new CapsuleShape(0.8f, 0.3f));
            lowerleg1.Position = position + new JVector(-0.5f, -4.0f, 0);

            RigidBody lowerleg2 = new RigidBody(new CapsuleShape(0.8f, 0.3f));
            lowerleg2.Position = position + new JVector(+0.5f, -4.0f, 0);

            HingeJoint leg1Hinge = new HingeJoint(world, leg1, lowerleg1, position + new JVector(-0.5f, -3.35f, 0), JVector.Right);
            HingeJoint leg2Hinge = new HingeJoint(world, leg2, lowerleg2, position + new JVector(0.5f, -3.35f, 0), JVector.Right);

            lowerleg1.IsActive = false;
            lowerleg2.IsActive = false;
            leg1.IsActive = false;
            leg2.IsActive = false;
            head.IsActive = false;
            torso.IsActive = false;
            arm1.IsActive = false;
            arm2.IsActive = false;
            lowerarm1.IsActive = false;
            lowerarm2.IsActive = false;

            world.AddBody(head); world.AddBody(torso);
            world.AddBody(arm1); world.AddBody(arm2);
            world.AddBody(lowerarm1); world.AddBody(lowerarm2);
            world.AddBody(leg1); world.AddBody(leg2);
            world.AddBody(lowerleg1); world.AddBody(lowerleg2);

            arm1Hinge.Activate(); arm2Hinge.Activate();
            leg1Hinge.Activate(); leg2Hinge.Activate();

            world.AddConstraint(headTorso);
            world.AddConstraint(arm1torso);
            world.AddConstraint(arm2torso);
            world.AddConstraint(leg1torso);
            world.AddConstraint(leg2torso);
        }
示例#6
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 public void AddToWorld(World Target)
 {
     Target.AddBody(this.PhysicsElement);
 }
示例#7
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        /*
        public Model
            BloomViewboard,
            BloomViewboard2,
            CompositeViewboard,
            AoViewboard,
            AoBlrViewboard;
         */
        public Scene(OpenTkProjectWindow mGameWindow)
        {
            //prepare list of world textures
            int texCount = Enum.GetValues(typeof(Material.WorldTexture)).Length;
            if (worldTextures == null)
                worldTextures = new Texture[texCount];

            this.gameWindow = mGameWindow;
            Scene = this;
            //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024));

            // creating a new collision system and adding it to the new world
            CollisionSystem collisionSystem = new CollisionSystemSAP();
            world = new World(collisionSystem);

            // Create the groundShape and the body.
            Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100));
            RigidBody groundBody = new RigidBody(groundShape);

            // make the body static, so it can't be moved
            groundBody.IsStatic = true;

            // add the ground to the world.
            world.AddBody(groundBody);
        }
示例#8
0
        public void AttachToWorld(World world)
        {
            // Create rigid body
            this.RigidBody = new RigidBody(this.CollisionShape);
            this.RigidBody.IsStatic = false;
            this.RigidBody.Position = PhysicsUtils.XNAToJitterVector(this.Position);

            // Create constraints
            this.FixedAngleConstraint = new FixedAngle(this.RigidBody);
            this.ImpulseConstraint = new ImpulseConstraint(world, this.RigidBody);

            // Add constraints to world
            world.AddConstraint(this.FixedAngleConstraint);
            world.AddConstraint(this.ImpulseConstraint);

            // Add rigid body to world
            world.AddBody(this.RigidBody);
        }
示例#9
0
        /*
        public Model
            BloomViewboard,
            BloomViewboard2,
            CompositeViewboard,
            AoViewboard,
            AoBlrViewboard;
         */
        public Scene(OpenTkProjectWindow mGameWindow)
        {
            this.gameWindow = mGameWindow;
            Scene = this;

            sunLight = new LightSun(new Vector3(0.1f, 0.125f, 0.2f) * 3f, this);
            sunLight.lightAmbient = new Vector3(0.1f, 0.125f, 0.2f) * 0.5f;//new Vector3(0.2f, 0.125f, 0.1f);//new Vector3(0.1f, 0.14f, 0.3f);
            sunLight.PointingDirection = Vector3.Normalize(new Vector3(674, -674, 1024));
            sunFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false);
            sunInnerFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false);

            //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024));

            // creating a new collision system and adding it to the new world
            CollisionSystem collisionSystem = new CollisionSystemSAP();
            world = new World(collisionSystem);

            // Create the groundShape and the body.
            Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100));
            RigidBody groundBody = new RigidBody(groundShape);

            // make the body static, so it can't be moved
            groundBody.IsStatic = true;

            // add the ground to the world.
            world.AddBody(groundBody);
        }
示例#10
0
 public void AddToWorld(World Target)
 {
     Target.AddBody(PhysicsObject);
 }