示例#1
0
        /// <summary>
        /// Adds the object to the rendering system.
        /// </summary>
        /// <param name="o">Object to add.</param>
        /// <returns>Display object created from the object.</returns>
        public LineDisplayObjectBase Add(object o)
        {
            //Create the correct kind of display object for this line drawer.
            Type displayType;

            if (displayTypes.TryGetValue(o.GetType(), out displayType))
            {
#if !WINDOWS
                LineDisplayObjectBase objectAdded = (LineDisplayObjectBase)displayType.GetConstructor(
                    new Type[] { o.GetType(), typeof(LineDrawer) })
                                                    .Invoke(new object[] { o, this });
#else
                var objectAdded = (LineDisplayObjectBase)Activator.CreateInstance(displayType, new[] { o, this });
#endif
                displayMapping.Add(o, objectAdded);
                return(objectAdded);
            }
            if (o is SolverGroup)
            {
                //Solver groups are special.  If no special type-specific display object
                //has been registered for a solver group, add every child individually.
                foreach (SolverUpdateable item in (o as SolverGroup).SolverUpdateables)
                {
                    LineDisplayObjectBase objectAdded = Add(item);
                    if (objectAdded != null)
                    {
                        objectAdded.IsDrawing = item.IsActiveInSolver; //Match the initial activity of the item.
                    }
                }
                return(null);
            }
            return(null); //Don't have this type registered; don't know what to do with it.
        }
示例#2
0
        protected override void LoadContent()
        {
            dataFont = Content.Load <SpriteFont>("DataFont");
            tinyFont = Content.Load <SpriteFont>("TinyFont");

            controlsMenu = Content.Load <Texture2D>("bepuphysicscontrols");

            IsFixedTimeStep = false;

            LineDrawer = new BasicEffect(GraphicsDevice);

            UIDrawer = new SpriteBatch(GraphicsDevice);

            DataTextDrawer = new TextDrawer(UIDrawer, dataFont, Color.White);
            TinyTextDrawer = new TextDrawer(UIDrawer, tinyFont, Color.White);

            Mouse.SetPosition(200, 200);

            ModelDrawer.Clear();
            ConstraintDrawer.Clear();

            if (ServerSimulation != null)
            {
                ServerSimulation.CleanUp();
            }

            Type SimulationType = typeof(WorldSimulator);

            Globals.world    = (WorldSimulator)Activator.CreateInstance(SimulationType, new object[] { this });
            ServerSimulation = Globals.world;

            foreach (Entity e in Globals.space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    ModelDrawer.Add(e);
                }
                else
                {
                    e.Tag = null;
                }
            }
            for (int i = 0; i < Globals.space.Solver.SolverUpdateables.Count; i++)
            {
                //Add the solver updateable and match up the activity setting.
                LineDisplayObjectBase objectAdded = ConstraintDrawer.Add(Globals.space.Solver.SolverUpdateables[i]);
                if (objectAdded != null)
                {
                    objectAdded.IsDrawing = Globals.space.Solver.SolverUpdateables[i].IsActive;
                }
            }

            GC.Collect();
        }
示例#3
0
        public StandardDemo(DemosGame game)
            : base(game)
        {
            freeCameraControlScheme = new FreeCameraControlScheme(10, game.Camera, game);

            //Creates the player character (C).
            character = new CharacterControllerInput(Space, game.Camera, game);

            //Creates the drivable vehicle (V).
            var wheelModel   = game.Content.Load <Model>("carWheel");
            var wheelTexture = game.Content.Load <Texture2D>("wheel");

            whitePixel = game.Content.Load <Texture2D>("whitePixel");
            vehicle    = new VehicleInput(new Vector3(10000, 0, 0), Space, game.Camera, game, game.ModelDrawer, wheelModel, wheelTexture);
            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0f); //If left unset, the default value is (0,0,0).

            //Create the tossable ball.
            kapow      = new Sphere(new Vector3(11000, 0, 0), .6f, 20);
            kapowMaker = new Explosion(Vector3.Zero, 400, 15, Space);
            //Create the right-click grab spring.
            grabber                  = new MotorizedGrabSpring();
            grabberGraphic           = game.ConstraintDrawer.Add(grabber);
            grabberGraphic.IsDrawing = false;
            Space.Add(grabber);
            Space.Add(kapow);


            //IMPORTANT PERFORMANCE NOTE:
            //  BEPUphysics uses an iterative system to solve constraints.  You can tell it to do more or less iterations.
            //  Less iterations is faster; more iterations makes the result more accurate.
            //
            //  The amount of iterations needed for a simulation varies.  The "Wall" and "Pyramid" simulations are each fairly
            //  solver intensive, but as few as 4 iterations can be used with acceptable results.
            //  The "Jenga" simulation usually needs a few more iterations for stability; 7-9 is a good minimum.
            //
            //  The Dogbot demo shows how accuracy can smoothly increase with more iterations.
            //  With very few iterations (1-3), it has slightly jaggier movement, as if the parts used to construct it were a little cheap.
            //  As you give it a few more iterations, the motors and constraints get more and more robust.
            //
            //  Many simulations can work perfectly fine with very few iterations,
            //  and using a low number of iterations can substantially improve performance.
            //
            //  To change the number of iterations used, uncomment and change the following line (10 iterations is the default):

            //Space.Solver.IterationLimit = 10;

            rayCastFilter = RayCastFilter;
        }
示例#4
0
        /// <summary>
        /// Manages the switch to a new physics engine simulation.
        /// </summary>
        /// <param name="sim">Index of the simulation to switch to.</param>
        public void SwitchSimulation(int sim)
        {
            currentSimulationIndex = sim;

            //Clear out any old rendering stuff.
            ModelDrawer.Clear();
            ConstraintDrawer.Clear();

            //Tell the previous simulation it's done.
            if (currentSimulation != null)
            {
                currentSimulation.CleanUp();
            }
            //Create the new demo.
            Type demoType = demoTypes[currentSimulationIndex - 1];

#if !WINDOWS
            currentSimulation = (Demo)demoType.GetConstructor(new[] { typeof(DemosGame) }).Invoke(new object[] { this });
#else
            currentSimulation = (Demo)Activator.CreateInstance(demoType, new object[] { this });
#endif
            #region DisplayObject creation
            foreach (Entity e in currentSimulation.Space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    ModelDrawer.Add(e);
                }
                else //Remove the now unnecessary tag.
                {
                    e.Tag = null;
                }
            }
            for (int i = 0; i < currentSimulation.Space.Solver.SolverUpdateables.Count; i++)
            {
                //Add the solver updateable and match up the activity setting.
                LineDisplayObjectBase objectAdded = ConstraintDrawer.Add(currentSimulation.Space.Solver.SolverUpdateables[i]);
                if (objectAdded != null)
                {
                    objectAdded.IsDrawing = currentSimulation.Space.Solver.SolverUpdateables[i].IsActive;
                }
            }

            #endregion

            GC.Collect();
        }