public void SetPhysics(Mogre.Entity entity, Mogre.SceneNode node, float mass) { MogreNewt.ConvexCollision collision = new MogreNewt.CollisionPrimitives.Cylinder( Core.Singleton.NewtonWorld, Core.Singleton.PhysicsManager.getCollisionCylinderRadius(entity, node), Core.Singleton.PhysicsManager.getCollisionCylinderHeight(entity, node), new Mogre.Quaternion(new Mogre.Radian(1.57f), new Mogre.Vector3(0f, 0f, 1f)), Core.Singleton.GetUniqueBodyId() ); Mogre.Vector3 inertia, offset; collision.CalculateInertialMatrix(out inertia, out offset); inertia *= mass; m_Body = new MogreNewt.Body(Core.Singleton.NewtonWorld, collision, true); m_Body.AttachNode(node); m_Body.SetMassMatrix(mass, inertia); m_Body.SetPositionOrientation(node.Position + new Vector3(0, 1, 0), node.Orientation); m_Body.MaterialGroupID = Core.Singleton.PhysicsManager.getMaterialID("Metal"); }
Body MakeSimpleBox(Vector3 size, Vector3 pos, Quaternion orient) { // base mass on the size of the object. float mass = size.x * size.y * size.z * 2.5f; // calculate the inertia based on box formula and mass Vector3 inertia; Vector3 offset; Entity box1; SceneNode box1node; box1 = sceneMgr.CreateEntity("Entity" + (mEntityCount++), "box.mesh"); box1node = sceneMgr.RootSceneNode.CreateChildSceneNode(); box1node.AttachObject(box1); box1node.SetScale(size); box1.NormaliseNormals = true; MogreNewt.ConvexCollision col = new MogreNewt.CollisionPrimitives.Box(m_World, size); col.CalculateInertialMatrix(out inertia, out offset); inertia = inertia * mass; MogreNewt.Body bod = new MogreNewt.Body(m_World, col); col.Dispose(); bod.AttachNode(box1node); bod.SetMassMatrix(mass, inertia); bod.IsGravityEnabled = true; box1.SetMaterialName("Examples/10PointBlock"); bod.SetPositionOrientation(pos, orient); return(bod); }
public override void CreateScene() { // Newton initialization m_World = new World(); MogreNewt.Debugger.Instance.Init(sceneMgr); // sky box. sceneMgr.SetSkyBox(true, "Examples/CloudyNoonSkyBox"); // shadows on! sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_ADDITIVE; // floor object! Entity floor; SceneNode floornode; floor = sceneMgr.CreateEntity("Floor", "simple_terrain.mesh"); floornode = sceneMgr.RootSceneNode.CreateChildSceneNode("FloorNode"); floornode.AttachObject(floor); floor.SetMaterialName("Simple/BeachStones"); floor.CastShadows = false; //------------------------------------------------------------- // add some other objects. Entity floor2; SceneNode floornode2; floor2 = sceneMgr.CreateEntity("Floor2", "simple_terrain.mesh"); floornode2 = floornode.CreateChildSceneNode("FloorNode2"); floornode2.AttachObject(floor2); floor2.SetMaterialName("Simple/BeachStones"); floor2.CastShadows = false; floornode2.SetPosition(80.0f, 0.0f, 0.0f); Entity floor3; SceneNode floornode3; floor3 = sceneMgr.CreateEntity("Floor3", "simple_terrain.mesh"); floornode3 = floornode.CreateChildSceneNode("FloorNode3"); floornode3.AttachObject(floor3); floor3.SetMaterialName("Simple/BeachStones"); floor3.CastShadows = false; floornode3.SetPosition(-80.0f, -5.0f, 0.0f); floornode3.Orientation = new Quaternion(new Degree(15.0f), Vector3.UNIT_Z); //------------------------------------------------------------- // using the new "SceneParser" TreeCollision primitive. this will automatically parse an entire tree of // SceneNodes (parsing all children), and add collision for all meshes in the tree. MogreNewt.CollisionPrimitives.TreeCollisionSceneParser stat_col = new MogreNewt.CollisionPrimitives.TreeCollisionSceneParser(m_World); stat_col.ParseScene(floornode, true); MogreNewt.Body bod = new MogreNewt.Body(m_World, stat_col); stat_col.Dispose(); bod.AttachNode(floornode); bod.SetPositionOrientation(new Vector3(0.0f, -20.0f, 0.0f), Quaternion.IDENTITY); // position camera camera.SetPosition(0.0f, -3.0f, 20.0f); //make a light Light light; light = sceneMgr.CreateLight("Light1"); light.Type = Light.LightTypes.LT_POINT; light.SetPosition(0.0f, 100.0f, 100.0f); }