Void EngineTests::_CreateWorld() { // Floor RigidBody * pFloorBody = PhysicsFn->CreateRigidBody( true, m_pFloorShape, 1.0f, Vertex3(0.0f,0.0f,-10.0f) ); pFloorBody->SetRestitution( 0.0f ); pFloorBody->SetFriction( 0.0f ); pFloorBody->SetRollingFriction( 0.0f ); pFloorBody->SetCollisionGroup( 0x01 ); pFloorBody->SetCollisionMask( 0x7f ); m_pFloor = WorldFn->CreateLeaf( TEXT("Floor") ); m_pFloor->SetMesh( m_pFloorGeometry ); m_pFloor->SetEffectInstance( m_pEffectInstanceFloor ); m_pFloor->SetBody( pFloorBody ); WorldFn->AddChild( m_pFloor ); // Character Vertex3 vInitialPosition( 0.0f, 0.0f, 2.0f ); KinematicBody * pCharacterBody = PhysicsFn->CreateKinematicBody( false, m_pCharacterShape, 1.0f ); pCharacterBody->SetRestitution( 0.0f ); pCharacterBody->SetFriction( 0.0f ); pCharacterBody->SetRollingFriction( 0.0f ); pCharacterBody->SetCollisionGroup( 0x01 ); pCharacterBody->SetCollisionMask( 0x07 ); m_pCharacterController = PhysicsFn->CreateCharacterController( TEXT("CharacterController"), vInitialPosition, Quaternion::Identity, Vector3::Null, Vector3::Null ); m_pCharacterController->Enabled = true; m_pCharacterController->EnableForces( false ); m_pCharacterController->SetMovementSpeed( 5.0f ); pCharacterBody->AttachController( m_pCharacterController ); m_pCharacter = WorldFn->CreateLeaf( TEXT("Character") ); m_pCharacter->SetMesh( m_pCharacterGeometry ); m_pCharacter->SetEffectInstance( m_pEffectInstanceCharacter ); m_pCharacter->SetBody( pCharacterBody ); WorldFn->AddChild( m_pCharacter ); // Sphere/Box stack Vertex3 vBallStackPosition( -10.0f, 10.0f, 0.0f ); Vertex3 vBoxStackPosition( -10.0f, -10.0f, 0.0f ); GChar strName[64]; for( UInt i = 0; i < ENGINE_TEST_STACK_SIZE; ++i ) { vBallStackPosition.Z = 5.0f * (Scalar)(i+1); vBoxStackPosition.Z = 5.0f * (Scalar)(i+1); //StringFn->Format( strName, TEXT("Ball_%d"), i ); //RigidBody * pBallBody = PhysicsFn->CreateRigidBody( false, m_pSphereShape, 1.0f, vBallStackPosition ); //pBallBody->SetRestitution( 0.0f ); //pBallBody->SetFriction( 0.0f ); //pBallBody->SetRollingFriction( 0.0f ); //m_arrBallStack[i] = WorldFn->CreateLeaf( strName ); //m_arrBallStack[i]->SetMesh( m_pSphereGeometry ); //m_arrBallStack[i]->SetEffectInstance( m_pEffectInstanceA ); //m_arrBallStack[i]->SetBody( pBallBody ); //WorldFn->AddChild( m_arrBallStack[i] ); StringFn->Format( strName, TEXT("Box_%d"), i ); RigidBody * pBoxBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vBoxStackPosition ); pBoxBody->SetRestitution( 0.0f ); pBoxBody->SetFriction( 0.0f ); pBoxBody->SetRollingFriction( 0.0f ); m_arrBoxStack[i] = WorldFn->CreateLeaf( strName ); m_arrBoxStack[i]->SetMesh( m_pBoxGeometry ); m_arrBoxStack[i]->SetEffectInstance( m_pEffectInstanceA ); m_arrBoxStack[i]->SetBody( pBoxBody ); WorldFn->AddChild( m_arrBoxStack[i] ); } // Joint systems //Matrix3 matRotation; //matRotation.MakeRotate( 0.0f, SCALAR_PI_4, SCALAR_PI_4, EULER_ANGLES_XYZ ); //Vertex3 vFixedObjectPosition( 10.0f, 10.0f, 10.0f ); //Vertex3 vObjectAPosition( 12.0f, 10.0f, 10.0f ); //Quaternion qObjectAOrientation( matRotation ); //Vertex3 vObjectBPosition( 7.0f, 10.0f, 10.0f ); //RigidBody * pFixedBody = PhysicsFn->CreateRigidBody( true, m_pSphereShape, 1.0f, vFixedObjectPosition ); //pFixedBody->SetRestitution( 0.0f ); //pFixedBody->SetFriction( 0.0f ); //pFixedBody->SetRollingFriction( 0.0f ); //pFixedBody->SetCollisionGroup( 0x80 ); //pFixedBody->SetCollisionMask( 0 ); //m_pFixedObject = WorldFn->CreateLeaf( TEXT("FixedObject") ); //m_pFixedObject->SetMesh( m_pSphereGeometry ); //m_pFixedObject->SetEffectInstance( m_pEffectInstanceC ); //m_pFixedObject->SetBody( pFixedBody ); //WorldFn->AddChild( m_pFixedObject ); //RigidBody * pObjectABody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectAPosition ); //, qObjectAOrientation ); //pObjectABody->SetRestitution( 0.0f ); //pObjectABody->SetFriction( 0.0f ); //pObjectABody->SetRollingFriction( 0.0f ); //pObjectABody->SetCollisionGroup( 0x02 ); //pObjectABody->SetCollisionMask( 0x03 ); //m_pObjectA = WorldFn->CreateLeaf( TEXT("ObjectA") ); //m_pObjectA->SetMesh( m_pBoxGeometry ); //m_pObjectA->SetEffectInstance( m_pEffectInstanceA ); //m_pObjectA->SetBody( pObjectABody ); //WorldFn->AddChild( m_pObjectA ); //RigidBody * pObjectBBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectBPosition ); //pObjectBBody->SetRestitution( 0.0f ); //pObjectBBody->SetFriction( 0.0f ); //pObjectBBody->SetRollingFriction( 0.0f ); //pObjectBBody->SetCollisionGroup( 0x04 ); //pObjectBBody->SetCollisionMask( 0x05 ); //m_pObjectB = WorldFn->CreateLeaf( TEXT("ObjectB") ); //m_pObjectB->SetMesh( m_pBoxGeometry ); //m_pObjectB->SetEffectInstance( m_pEffectInstanceB ); //m_pObjectB->SetBody( pObjectBBody ); //WorldFn->AddChild( m_pObjectB ); //Transform3 vJointFrame; //Matrix3 matJointFrame; //matJointFrame.SetColumn( 0, Vector3::eJ ); //matJointFrame.SetColumn( 1, Vector3::eK ); //matJointFrame.SetColumn( 2, Vector3::eI ); //vJointFrame.SetRotate( matJointFrame ); //vJointFrame.SetTranslate( Vector3(11.0f, 10.0f, 10.0f) ); //m_pJointAF = PhysicsFn->CreateJoint( JOINT_CONETWIST, pObjectABody, pFixedBody, vJointFrame ); //( (JointConeTwist*)(m_pJointAF->GetJoint()) )->EnableTwistLimits( -SCALAR_PI_4, SCALAR_PI_4 ); //( (JointHinge*)(m_pJointAF->GetJoint()) )->EnableSpring( 0.5f, SCALAR_PI_4 ); //vJointFrame.SetTranslate( Vector3(9.0f, 10.0f, 10.0f) ); //m_pJointBF = PhysicsFn->CreateJoint( JOINT_SLIDER, pObjectBBody, pFixedBody, vJointFrame ); //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableLimits( -2.0f, +2.0f ); //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableSpring( 0.5f, -1.0f ); // World camera m_pRenderCamera = New Camera( true ); m_pWorldCamera = New WorldCamera3rdPerson( m_pRenderCamera, m_pCharacter, NULL, 3.0f ); WorldFn->SetWorldCamera( m_pWorldCamera ); }