From: <bor...@us...> - 2011-02-15 00:41:47
|
Revision: 255 http://axiomcontrib.svn.sourceforge.net/axiomcontrib/?rev=255&view=rev Author: borrillis Date: 2011-02-15 00:41:39 +0000 (Tue, 15 Feb 2011) Log Message: ----------- Updated Namespace, Added Media Project, Modified Paths: -------------- AxiomContrib.Samples/trunk/Source/Jitter/Conversion.cs AxiomContrib.Samples/trunk/Source/Jitter/DebugDrawer.cs AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/ConvexHullObject.cs AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/TerrainObject.cs AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/CarObject.cs AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/DefaultCar.cs AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/Wheel.cs AxiomContrib.Samples/trunk/Source/Jitter/Plugin.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/BoxPrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CapsulePrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/ConePrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CylinderPrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/DrawManager.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/SpherePrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/TerrainPrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/QuadDrawer.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/CylinderWall.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Domino.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/EmptyScene.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Jenga.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/NewtonCradle.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Pyramid.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Ragdoll.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Restitution.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Rope.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Scene.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Terrain.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Tower.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/TriangleMesh.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Wall.cs Added Paths: ----------- AxiomContrib.Samples/trunk/Source/AxiomContrib.Samples.2010.sln AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj Removed Paths: ------------- AxiomContrib.Samples/trunk/Source/Jitter/Axiom.Samples.Jitter.2010.csproj Added: AxiomContrib.Samples/trunk/Source/AxiomContrib.Samples.2010.sln =================================================================== --- AxiomContrib.Samples/trunk/Source/AxiomContrib.Samples.2010.sln (rev 0) +++ AxiomContrib.Samples/trunk/Source/AxiomContrib.Samples.2010.sln 2011-02-15 00:41:39 UTC (rev 255) @@ -0,0 +1,24 @@ + +Microsoft Visual Studio Solution File, Format Version 11.00 +# Visual Studio 2010 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AxiomContrib.Samples.Jitter.2010", "Jitter\AxiomContrib.Samples.Jitter.2010.csproj", "{049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AxiomContrib.Samples.Media.2010", "..\bin\media\AxiomContrib.Samples.Media.2010.csproj", "{82D00A5B-1943-4DDF-859A-7552F75CBF1F}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x86 = Debug|x86 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}.Debug|x86.ActiveCfg = Debug|x86 + {049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}.Debug|x86.Build.0 = Debug|x86 + {049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}.Release|x86.ActiveCfg = Release|x86 + {049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}.Release|x86.Build.0 = Release|x86 + {82D00A5B-1943-4DDF-859A-7552F75CBF1F}.Debug|x86.ActiveCfg = Debug|x86 + {82D00A5B-1943-4DDF-859A-7552F75CBF1F}.Release|x86.ActiveCfg = Release|x86 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal Property changes on: AxiomContrib.Samples/trunk/Source/AxiomContrib.Samples.2010.sln ___________________________________________________________________ Added: svn:eol-style + native Deleted: AxiomContrib.Samples/trunk/Source/Jitter/Axiom.Samples.Jitter.2010.csproj =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Axiom.Samples.Jitter.2010.csproj 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Axiom.Samples.Jitter.2010.csproj 2011-02-15 00:41:39 UTC (rev 255) @@ -1,97 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <PropertyGroup> - <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> - <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> - <ProductVersion>8.0.30703</ProductVersion> - <SchemaVersion>2.0</SchemaVersion> - <ProjectGuid>{049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}</ProjectGuid> - <OutputType>Library</OutputType> - <AppDesignerFolder>Properties</AppDesignerFolder> - <RootNamespace>Axiom.Samples.Jitter</RootNamespace> - <AssemblyName>Axiom.Samples.Jitter.2010</AssemblyName> - <TargetFrameworkVersion>v3.5</TargetFrameworkVersion> - <FileAlignment>512</FileAlignment> - <TargetFrameworkProfile /> - </PropertyGroup> - <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> - <DebugSymbols>true</DebugSymbols> - <DebugType>full</DebugType> - <Optimize>false</Optimize> - <OutputPath>..\..\bin\samples\</OutputPath> - <DefineConstants>DEBUG;TRACE</DefineConstants> - <ErrorReport>prompt</ErrorReport> - <WarningLevel>4</WarningLevel> - <PlatformTarget>x86</PlatformTarget> - <AllowUnsafeBlocks>true</AllowUnsafeBlocks> - </PropertyGroup> - <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> - <DebugType>pdbonly</DebugType> - <Optimize>true</Optimize> - <OutputPath>bin\Release\</OutputPath> - <DefineConstants>TRACE</DefineConstants> - <ErrorReport>prompt</ErrorReport> - <WarningLevel>4</WarningLevel> - </PropertyGroup> - <ItemGroup> - <Reference Include="Axiom"> - <HintPath>..\..\Reference Assemblies\Axiom.dll</HintPath> - </Reference> - <Reference Include="Axiom.Samples.Common"> - <HintPath>..\..\Reference Assemblies\Axiom.Samples.Common.dll</HintPath> - </Reference> - <Reference Include="Jitter"> - <HintPath>.\Jitter.dll</HintPath> - </Reference> - <Reference Include="SharpInputSystem"> - <HintPath>..\..\Reference Assemblies\SharpInputSystem.dll</HintPath> - </Reference> - <Reference Include="System" /> - <Reference Include="System.Xml" /> - </ItemGroup> - <ItemGroup> - <Compile Include="Conversion.cs" /> - <Compile Include="DebugDrawer.cs" /> - <Compile Include="JitterStatsHandler.cs" /> - <Compile Include="JitterSample.cs" /> - <Compile Include="PhysicsObjects\ConvexHullObject.cs" /> - <Compile Include="PhysicsObjects\TerrainObject.cs" /> - <Compile Include="PhysicsObjects\Vehicle\CarObject.cs" /> - <Compile Include="PhysicsObjects\Vehicle\DefaultCar.cs" /> - <Compile Include="PhysicsObjects\Vehicle\Wheel.cs" /> - <Compile Include="Plugin.cs" /> - <Compile Include="Primitives3D\BoxPrimitive.cs" /> - <Compile Include="Primitives3D\CapsulePrimitive.cs" /> - <Compile Include="Primitives3D\ConePrimitive.cs" /> - <Compile Include="Primitives3D\ConvexHullPrimitive.cs" /> - <Compile Include="Primitives3D\CylinderPrimitive.cs" /> - <Compile Include="Primitives3D\DrawManager.cs" /> - <Compile Include="Primitives3D\GeometricPrimitive.cs" /> - <Compile Include="Primitives3D\SpherePrimitive.cs" /> - <Compile Include="Primitives3D\TerrainPrimitive.cs" /> - <Compile Include="Properties\AssemblyInfo.cs" /> - <Compile Include="QuadDrawer.cs" /> - <Compile Include="Scenes\CylinderWall.cs" /> - <Compile Include="Scenes\Domino.cs" /> - <Compile Include="Scenes\EmptyScene.cs" /> - <Compile Include="Scenes\Jenga.cs" /> - <Compile Include="Scenes\NewtonCradle.cs" /> - <Compile Include="Scenes\Pyramid.cs" /> - <Compile Include="Scenes\Ragdoll.cs" /> - <Compile Include="Scenes\Restitution.cs" /> - <Compile Include="Scenes\Rope.cs" /> - <Compile Include="Scenes\Scene.cs" /> - <Compile Include="Scenes\Terrain.cs" /> - <Compile Include="Scenes\Tower.cs" /> - <Compile Include="Scenes\TriangleMesh.cs" /> - <Compile Include="Scenes\Wall.cs" /> - </ItemGroup> - <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> - <!-- To modify your build process, add your task inside one of the targets below and uncomment it. - Other similar extension points exist, see Microsoft.Common.targets. - <Target Name="BeforeBuild"> - </Target> - <Target Name="AfterBuild"> - </Target> - --> -</Project> \ No newline at end of file Added: AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj (rev 0) +++ AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj 2011-02-15 00:41:39 UTC (rev 255) @@ -0,0 +1,114 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <PropertyGroup> + <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> + <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> + <ProductVersion>8.0.30703</ProductVersion> + <SchemaVersion>2.0</SchemaVersion> + <ProjectGuid>{049909A7-FA5D-4AC1-AFF9-0EAB6DB683E0}</ProjectGuid> + <OutputType>Library</OutputType> + <AppDesignerFolder>Properties</AppDesignerFolder> + <RootNamespace>AxiomContrib.Samples.Jitter</RootNamespace> + <AssemblyName>AxiomContrib.Samples.Jitter</AssemblyName> + <TargetFrameworkVersion>v3.5</TargetFrameworkVersion> + <FileAlignment>512</FileAlignment> + <TargetFrameworkProfile /> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'"> + <DebugSymbols>true</DebugSymbols> + <OutputPath>..\..\bin\samples\</OutputPath> + <DefineConstants>DEBUG;TRACE</DefineConstants> + <AllowUnsafeBlocks>true</AllowUnsafeBlocks> + <DebugType>full</DebugType> + <PlatformTarget>x86</PlatformTarget> + <CodeAnalysisLogFile>..\..\bin\samples\Axiom.Samples.Jitter.2010.dll.CodeAnalysisLog.xml</CodeAnalysisLogFile> + <CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression> + <CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile> + <ErrorReport>prompt</ErrorReport> + <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> + <CodeAnalysisRuleSetDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\\Rule Sets</CodeAnalysisRuleSetDirectories> + <CodeAnalysisIgnoreBuiltInRuleSets>false</CodeAnalysisIgnoreBuiltInRuleSets> + <CodeAnalysisRuleDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\FxCop\\Rules</CodeAnalysisRuleDirectories> + <CodeAnalysisIgnoreBuiltInRules>false</CodeAnalysisIgnoreBuiltInRules> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'"> + <OutputPath>..\..\bin\samples\</OutputPath> + <DefineConstants>TRACE</DefineConstants> + <Optimize>true</Optimize> + <DebugType>pdbonly</DebugType> + <PlatformTarget>x86</PlatformTarget> + <CodeAnalysisLogFile>bin\Release\AxiomContrib.Samples.Jitter.2010.dll.CodeAnalysisLog.xml</CodeAnalysisLogFile> + <CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression> + <CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile> + <ErrorReport>prompt</ErrorReport> + <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> + <CodeAnalysisRuleSetDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\\Rule Sets</CodeAnalysisRuleSetDirectories> + <CodeAnalysisRuleDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\FxCop\\Rules</CodeAnalysisRuleDirectories> + <CodeAnalysisIgnoreBuiltInRules>false</CodeAnalysisIgnoreBuiltInRules> + <CodeAnalysisFailOnMissingRules>false</CodeAnalysisFailOnMissingRules> + </PropertyGroup> + <ItemGroup> + <Reference Include="Axiom"> + <HintPath>..\..\Reference Assemblies\Axiom.dll</HintPath> + <Private>False</Private> + </Reference> + <Reference Include="Axiom.Samples.Common"> + <HintPath>..\..\Reference Assemblies\Axiom.Samples.Common.dll</HintPath> + <Private>False</Private> + </Reference> + <Reference Include="Jitter"> + <HintPath>..\..\Reference Assemblies\Jitter.dll</HintPath> + </Reference> + <Reference Include="SharpInputSystem"> + <HintPath>..\..\Reference Assemblies\SharpInputSystem.dll</HintPath> + <Private>False</Private> + </Reference> + <Reference Include="System" /> + <Reference Include="System.Xml" /> + </ItemGroup> + <ItemGroup> + <Compile Include="Conversion.cs" /> + <Compile Include="DebugDrawer.cs" /> + <Compile Include="JitterStatsHandler.cs" /> + <Compile Include="JitterSample.cs" /> + <Compile Include="PhysicsObjects\ConvexHullObject.cs" /> + <Compile Include="PhysicsObjects\TerrainObject.cs" /> + <Compile Include="PhysicsObjects\Vehicle\CarObject.cs" /> + <Compile Include="PhysicsObjects\Vehicle\DefaultCar.cs" /> + <Compile Include="PhysicsObjects\Vehicle\Wheel.cs" /> + <Compile Include="Plugin.cs" /> + <Compile Include="Primitives3D\BoxPrimitive.cs" /> + <Compile Include="Primitives3D\CapsulePrimitive.cs" /> + <Compile Include="Primitives3D\ConePrimitive.cs" /> + <Compile Include="Primitives3D\ConvexHullPrimitive.cs" /> + <Compile Include="Primitives3D\CylinderPrimitive.cs" /> + <Compile Include="Primitives3D\DrawManager.cs" /> + <Compile Include="Primitives3D\GeometricPrimitive.cs" /> + <Compile Include="Primitives3D\SpherePrimitive.cs" /> + <Compile Include="Primitives3D\TerrainPrimitive.cs" /> + <Compile Include="Properties\AssemblyInfo.cs" /> + <Compile Include="QuadDrawer.cs" /> + <Compile Include="Scenes\CylinderWall.cs" /> + <Compile Include="Scenes\Domino.cs" /> + <Compile Include="Scenes\EmptyScene.cs" /> + <Compile Include="Scenes\Jenga.cs" /> + <Compile Include="Scenes\NewtonCradle.cs" /> + <Compile Include="Scenes\Pyramid.cs" /> + <Compile Include="Scenes\Ragdoll.cs" /> + <Compile Include="Scenes\Restitution.cs" /> + <Compile Include="Scenes\Rope.cs" /> + <Compile Include="Scenes\Scene.cs" /> + <Compile Include="Scenes\Terrain.cs" /> + <Compile Include="Scenes\Tower.cs" /> + <Compile Include="Scenes\TriangleMesh.cs" /> + <Compile Include="Scenes\Wall.cs" /> + </ItemGroup> + <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> + <!-- To modify your build process, add your task inside one of the targets below and uncomment it. + Other similar extension points exist, see Microsoft.Common.targets. + <Target Name="BeforeBuild"> + </Target> + <Target Name="AfterBuild"> + </Target> + --> +</Project> \ No newline at end of file Property changes on: AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj ___________________________________________________________________ Added: svn:eol-style + native Modified: AxiomContrib.Samples/trunk/Source/Jitter/Conversion.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Conversion.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Conversion.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -35,7 +35,7 @@ #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { public sealed class Conversion { Modified: AxiomContrib.Samples/trunk/Source/Jitter/DebugDrawer.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/DebugDrawer.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/DebugDrawer.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,7 +36,7 @@ #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { /// <summary> /// Draw axis aligned bounding boxes, points and lines. Modified: AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -35,9 +35,10 @@ using System.Reflection; using Axiom.Core; using Axiom.Math; -using Axiom.Samples.JitterSample.PhysicsObjects; -using Axiom.Samples.JitterSample.Primitives3D; -using Axiom.Samples.JitterSample.Scenes; +using Axiom.Samples; +using AxiomContrib.Samples.Jitter.PhysicsObjects; +using AxiomContrib.Samples.Jitter.Primitives3D; +using AxiomContrib.Samples.Jitter.Scenes; using Jitter; using Jitter.Collision; using Jitter.Collision.Shapes; @@ -47,7 +48,7 @@ #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { public enum BodyTag { DrawMe, DontDrawMe } @@ -83,7 +84,6 @@ Metadata[ "Description" ] = "Demonstrates how to use Jitter Physics Engine with Axiom."; Metadata[ "Thumbnail" ] = "thumb_Jitter.png"; Metadata[ "Category" ] = "Physics"; - Metadata[ "Help" ] = "<Missing help>"; } public override bool FrameRenderingQueued( FrameEventArgs evt ) @@ -103,13 +103,20 @@ _addBodyToUpdateList( body ); } - foreach ( GeometricPrimitive prim in _primitives ) - prim.ResetIndex(); + foreach ( GeometricPrimitive prim in _primitives ) + { + if ( null != prim ) + prim.ResetIndex(); + } - foreach ( ConvexHullObject prim in _convexHulls ) - prim.PhysicUpdate(); + foreach ( ConvexHullObject prim in _convexHulls ) + { + if ( null != prim ) + prim.PhysicUpdate(); + } - PhysicScenes[ _currentScene ].PhysicUpdate(); + if ( _currentScene > 0 && _currentScene < PhysicScenes.Count && null != PhysicScenes[ _currentScene ] ) + PhysicScenes[ _currentScene ].PhysicUpdate(); #region drag and drop physical objects with the mouse if ( _leftMouseButtonDown ) @@ -476,7 +483,7 @@ foreach ( Type type in Assembly.GetExecutingAssembly().GetTypes() ) { - if ( type.Namespace == "Axiom.Samples.JitterSample.Scenes" && !type.IsAbstract ) + if ( type.Namespace == "AxiomContrib.Samples.Jitter.Scenes" && !type.IsAbstract ) { Scene scene = (Scene)Activator.CreateInstance( type, this ); this.PhysicScenes.Add( scene ); Modified: AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,7 +37,7 @@ #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { public class JitterStatsHandler { Modified: AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/ConvexHullObject.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/ConvexHullObject.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/ConvexHullObject.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -41,7 +41,7 @@ #endregion -namespace Axiom.Samples.JitterSample.PhysicsObjects +namespace AxiomContrib.Samples.Jitter.PhysicsObjects { public class ConvexHullObject { Modified: AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/TerrainObject.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/TerrainObject.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/TerrainObject.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -31,13 +31,13 @@ #region Using Statements using Axiom.Math; -using Axiom.Samples.JitterSample.Primitives3D; +using AxiomContrib.Samples.Jitter.Primitives3D; using Jitter.Collision.Shapes; using Jitter.Dynamics; #endregion -namespace Axiom.Samples.JitterSample.PhysicsObjects +namespace AxiomContrib.Samples.Jitter.PhysicsObjects { public class TerrainObject { Modified: AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/CarObject.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/CarObject.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/CarObject.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,7 +37,7 @@ #endregion -namespace Axiom.Samples.JitterSample.PhysicsObjects.Vehicle +namespace AxiomContrib.Samples.Jitter.PhysicsObjects.Vehicle { public class CarObject { Modified: AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/DefaultCar.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/DefaultCar.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/DefaultCar.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,7 +37,7 @@ #endregion -namespace Axiom.Samples.JitterSample.PhysicsObjects.Vehicle +namespace AxiomContrib.Samples.Jitter.PhysicsObjects.Vehicle { /// <summary> /// Enumeration for the four car wheels. Modified: AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/Wheel.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/Wheel.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/PhysicsObjects/Vehicle/Wheel.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -34,7 +34,7 @@ #endregion -namespace Axiom.Samples.JitterSample.PhysicsObjects.Vehicle +namespace AxiomContrib.Samples.Jitter.PhysicsObjects.Vehicle { /// <summary> /// A wheel which adds drive forces to a body. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Plugin.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Plugin.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Plugin.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -31,10 +31,11 @@ #region Using Statements using System; +using Axiom.Samples; #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { public class JitterPlugin : SamplePlugin { Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/BoxPrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/BoxPrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/BoxPrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -34,7 +34,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { /// <summary> /// Geometric primitive class for drawing cubes. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CapsulePrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CapsulePrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CapsulePrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -35,7 +35,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { /// <summary> /// Geometric primitive class for drawing capsules. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/ConePrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/ConePrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/ConePrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -34,7 +34,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { /// <summary> /// Geometric primitive class for drawing cones. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CylinderPrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CylinderPrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/CylinderPrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -35,7 +35,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { /// <summary> /// Geometric primitive class for drawing cylinders. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/DrawManager.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/DrawManager.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/DrawManager.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -28,7 +28,7 @@ */ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { //public class DrawManager : DrawableGameComponent //{ Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -38,7 +38,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { public enum PrimitiveType : int { Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/SpherePrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/SpherePrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/SpherePrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -35,7 +35,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { /// <summary> /// Geometric primitive class for drawing spheres. Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/TerrainPrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/TerrainPrimitive.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/TerrainPrimitive.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -34,7 +34,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Primitives3D +namespace AxiomContrib.Samples.Jitter.Primitives3D { public class TerrainPrimitive : GeometricPrimitive { Modified: AxiomContrib.Samples/trunk/Source/Jitter/QuadDrawer.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/QuadDrawer.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/QuadDrawer.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,7 +37,7 @@ #endregion -namespace Axiom.Samples.JitterSample +namespace AxiomContrib.Samples.Jitter { public class QuadDrawer : IDisposable { @@ -91,7 +91,7 @@ private void InitializePrimitive() { ManualObject primitive = _sample.SceneManager.CreateManualObject( this.GetType().Name ); - primitive.Begin( "JitterSample/QuadDrawer", OperationType.TriangleList ); + primitive.Begin( @"JitterSample/QuadDrawer", OperationType.TriangleList ); //Vertices and normals foreach ( VertexPositionNormalTexture current in vertices ) Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/CylinderWall.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/CylinderWall.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/CylinderWall.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,7 +36,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Wall : Scene { Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Domino.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Domino.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Domino.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,11 +36,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public class Domino : Scene { - public Domino( JitterSample demo ) + public Domino( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/EmptyScene.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/EmptyScene.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/EmptyScene.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -28,11 +28,11 @@ */ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public class EmptyScene : Scene { - public EmptyScene( JitterSample demo ) + public EmptyScene( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Jenga.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Jenga.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Jenga.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,11 +36,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Jenga : Scene { - public Jenga( JitterSample demo ) + public Jenga( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/NewtonCradle.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/NewtonCradle.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/NewtonCradle.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -38,11 +38,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public class NewtonCradle : Scene { - public NewtonCradle( JitterSample demo ) + public NewtonCradle( JitterSample demo ) : base( demo ) { } @@ -60,7 +60,7 @@ boxb.IsStatic = true; - this.Sample.PhysicWorld.Solver = Jitter.World.SolverType.Sequential; + this.Sample.PhysicWorld.Solver = global::Jitter.World.SolverType.Sequential; SphereShape shape = new SphereShape( 0.501f ); Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Pyramid.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Pyramid.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Pyramid.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,7 +36,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Pyramid : Scene { Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Ragdoll.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Ragdoll.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Ragdoll.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -39,11 +39,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Ragdoll : Scene { - public Ragdoll( JitterSample demo ) + public Ragdoll( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Restitution.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Restitution.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Restitution.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,11 +36,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Restitution : Scene { - public Restitution( JitterSample demo ) + public Restitution( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Rope.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Rope.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Rope.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,11 +37,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Rope : Scene { - public Rope( JitterSample demo ) + public Rope( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Scene.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Scene.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Scene.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,7 +36,7 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public abstract class Scene { Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Terrain.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Terrain.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Terrain.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -31,21 +31,21 @@ #region Using Statements using Axiom.Core; -using Axiom.Samples.JitterSample.Primitives3D; +using Axiom.Math; +using AxiomContrib.Samples.Jitter.Primitives3D; using Jitter.Collision.Shapes; using Jitter.Dynamics; using Jitter.LinearMath; -using Axiom.Math; #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public class Terrain : Scene { TerrainPrimitive terrain; - public Terrain( JitterSample demo ) + public Terrain( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Tower.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Tower.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Tower.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -37,11 +37,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class Tower : Scene { - public Tower( JitterSample demo ) + public Tower( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/TriangleMesh.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/TriangleMesh.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/TriangleMesh.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -39,13 +39,13 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { public class TriangleMesh : Scene { private SceneNode modelNode; - public TriangleMesh( JitterSample demo ) + public TriangleMesh( JitterSample demo ) : base( demo ) { } Modified: AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Wall.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Wall.cs 2011-02-14 18:56:21 UTC (rev 254) +++ AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Wall.cs 2011-02-15 00:41:39 UTC (rev 255) @@ -36,11 +36,11 @@ #endregion -namespace Axiom.Samples.JitterSample.Scenes +namespace AxiomContrib.Samples.Jitter.Scenes { class CylinderWall : Scene { - public CylinderWall( JitterSample demo ) + public CylinderWall( JitterSample demo ) : base( demo ) { } Added: AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj =================================================================== --- AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj (rev 0) +++ AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj 2011-02-15 00:41:39 UTC (rev 255) @@ -0,0 +1,89 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <PropertyGroup> + <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> + <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> + <ProductVersion>9.0.30729</ProductVersion> + <SchemaVersion>2.0</SchemaVersion> + <ProjectGuid>{82D00A5B-1943-4DDF-859A-7552F75CBF1F}</ProjectGuid> + <OutputType>Library</OutputType> + <AppDesignerFolder>Properties</AppDesignerFolder> + <RootNamespace>AxiomContrib.Samples.Media</RootNamespace> + <AssemblyName>AxiomContrib.Samples.Media</AssemblyName> + <TargetFrameworkVersion>v3.5</TargetFrameworkVersion> + <FileAlignment>512</FileAlignment> + <TargetFrameworkProfile /> + <PublishUrl>publish\</PublishUrl> + <Install>true</Install> + <InstallFrom>Disk</InstallFrom> + <UpdateEnabled>false</UpdateEnabled> + <UpdateMode>Foreground</UpdateMode> + <UpdateInterval>7</UpdateInterval> + <UpdateIntervalUnits>Days</UpdateIntervalUnits> + <UpdatePeriodically>false</UpdatePeriodically> + <UpdateRequired>false</UpdateRequired> + <MapFileExtensions>true</MapFileExtensions> + <ApplicationRevision>0</ApplicationRevision> + <ApplicationVersion>1.0.0.%2a</ApplicationVersion> + <IsWebBootstrapper>false</IsWebBootstrapper> + <UseApplicationTrust>false</UseApplicationTrust> + <BootstrapperEnabled>true</BootstrapperEnabled> + </PropertyGroup> + <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' "> + <DebugSymbols>true</DebugSymbols> + <OutputPath>..\bin\</OutputPath> + <DefineConstants>DEBUG;TRACE</DefineConstants> + <DebugType>full</DebugType> + <PlatformTarget>x86</PlatformTarget> + <CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression> + <CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile> + <ErrorReport>prompt</ErrorReport> + <CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet> + </PropertyGroup> + <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' "> + <OutputPath>..\bin\</OutputPath> + <DefineConstants>TRACE</DefineConstants> + <Optimize>true</Optimize> + <DebugType>pdbonly</DebugType> + <PlatformTarget>x86</PlatformTarget> + <CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression> + <CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile> + <ErrorReport>prompt</ErrorReport> + <CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet> + </PropertyGroup> + <ItemGroup> + <None Include="archives\SdkTrays.zip" /> + <None Include="archives\Sinbad.zip" /> + <None Include="archives\skybox.zip" /> + <None Include="materials\scripts\JitterSample.material" /> + <None Include="materials\scripts\JitterSampleDisplay.overlay" /> + <None Include="materials\scripts\Rockwall.material" /> + <None Include="models\car.mesh" /> + <None Include="models\wheel.mesh" /> + </ItemGroup> + <ItemGroup> + <Content Include="icons\AxiomIcon.ico" /> + <Content Include="materials\textures\Car.png" /> + <Content Include="materials\textures\checker.png" /> + <Content Include="materials\textures\JitterLogo.png" /> + <Content Include="materials\textures\rockwall.tga" /> + <Content Include="thumbnails\thumb_char.png" /> + <Content Include="thumbnails\thumb_Jitter.png" /> + </ItemGroup> + <ItemGroup> + <Folder Include="materials\programs\" /> + </ItemGroup> + <Target Name="Build"> + </Target> + <Target Name="Rebuild"> + </Target> + <Target Name="Clean"> + </Target> + <!-- To modify your build process, add your task inside one of the targets below and uncomment it. + Other similar extension points exist, see Microsoft.Common.targets. + <Target Name="BeforeBuild"> + </Target> + <Target Name="AfterBuild"> + </Target> + --> +</Project> \ No newline at end of file Property changes on: AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj ___________________________________________________________________ Added: svn:eol-style + native This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <bor...@us...> - 2011-02-15 15:16:51
|
Revision: 260 http://axiomcontrib.svn.sourceforge.net/axiomcontrib/?rev=260&view=rev Author: borrillis Date: 2011-02-15 15:16:40 +0000 (Tue, 15 Feb 2011) Log Message: ----------- Updated Samples Browser to latest Axiom Samples Modified Paths: -------------- AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Framework.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Framework.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Platforms.Win32.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Platforms.Win32.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.CgProgramManager.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.CgProgramManager.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.FreeImageCodecs.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.FreeImageCodecs.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.ParticleFX.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.ParticleFX.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.DirectX9.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.DirectX9.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.OpenGL.OpenTK.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.OpenGL.OpenTK.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.Xna.Content.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.Xna.Content.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.Xna.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.Xna.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Browser.exe AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Browser.exe.Config AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Browser.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Common.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Common.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.pdb Removed Paths: ------------- AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML AxiomContrib.Samples/trunk/Source/Jitter/Jitter.dll AxiomContrib.Samples/trunk/Source/Jitter/Jitter.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.DevILCodecs.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.DevILCodecs.pdb Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.pdb =================================================================== (Binary files differ) Deleted: AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML 2011-02-15 15:00:41 UTC (rev 259) +++ AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML 2011-02-15 15:16:40 UTC (rev 260) @@ -1,3118 +0,0 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>Jitter</name> - </assembly> - <members> - <member name="T:Jitter.WorldStep"> - <summary> - </summary> - <param name="timeStep">The timestep of the step.</param> - </member> - <member name="T:Jitter.World"> - <summary> - This class brings 'dynamics' and 'collisions' together. It handles - all bodies and constraints. - </summary> - </member> - <member name="F:Jitter.World.ContactBreakThreshold"> - <summary> - If a contact exceeds this breakThreshold it - gets removed from the <see cref="T:Jitter.Dynamics.ContactList"/> of an <see cref="T:Jitter.Dynamics.Arbiter"/>. - </summary> - </member> - <member name="M:Jitter.World.#ctor(Jitter.Collision.CollisionSystem)"> - <summary> - Create a new instance of the <see cref="T:Jitter.World"/> class. - </summary> - <param name="collision">The collisionSystem which is used to detect - collisions. See for example: <see cref="T:Jitter.Collision.CollisionSystemSAP"/> - or <see cref="T:Jitter.Collision.CollisionSystemBrute"/>. - </param> - </member> - <member name="M:Jitter.World.ResetResourcePools"> - <summary> - In Jitter many objects get added to stacks after they were used. - If a new object is needed the old object gets removed from the stack - and is reused. This saves some time and also garbage collections. - Calling this method removes all cached objects from all - stacks. - </summary> - </member> - <member name="M:Jitter.World.Clear"> - <summary> - Removes all objects from the world and removes all memory cached objects. - </summary> - </member> - <member name="M:Jitter.World.SetDampingFactors(System.Single,System.Single)"> - <summary> - Every computation <see cref="M:Jitter.World.Step(System.Single,System.Boolean)"/> the angular and linear velocity - of a <see cref="T:Jitter.Dynamics.RigidBody"/> gets multiplied by this value. - </summary> - <param name="angularDamping">The factor multiplied with the angular velocity. - The default value is 0.8.</param> - <param name="linearDamping">The factor multiplied with the linear velocity. - The default value is 0.9</param> - </member> - <member name="M:Jitter.World.SetInactivityThreshold(System.Single,System.Single,System.Single)"> - <summary> - Sets parameters for the <see cref="T:Jitter.Dynamics.RigidBody"/> deactivation process. - If the bodies angular velocity is less than the angular velocity threshold - and its linear velocity is lower then the linear velocity threshold for a - specific time the body gets deactivated. A body can be reactivated by setting - <see cref="P:Jitter.Dynamics.RigidBody.IsActive"/> to true. A body gets also automatically - reactivated if another moving object hits it or the <see cref="T:Jitter.Collision.CollisionIsland"/> - the object is in gets activated. - </summary> - <param name="angularVelocity">The threshold value for the angular velocity. The default value - is 0.1.</param> - <param name="linearVelocity">The threshold value for the linear velocity. The default value - is 0.1</param> - <param name="time">The threshold value for the time in seconds. The default value is 2.</param> - </member> - <member name="M:Jitter.World.SetIterations(System.Int32)"> - <summary> - Jitter uses an iterativ approach to solve collisions and contacts. You can set the number of - iterations Jitter should do. In general the more iterations the more stable a simulation gets - but also costs computation time. - </summary> - <param name="iterations">The number of contact iterations. Default value 6.</param> - <remarks>The number of iterations for collision and contact should be between 3 - 15. - More iterations means more stability and also a longer calculation time.</remarks> - </member> - <member name="M:Jitter.World.RemoveBody(Jitter.Dynamics.RigidBody)"> - <summary> - Removes a <see cref="T:Jitter.Dynamics.RigidBody"/> from the world. - </summary> - <param name="body">The body which should be removed.</param> - <returns>Returns false if the body could not be removed from the world.</returns> - </member> - <member name="M:Jitter.World.AddBody(Jitter.Dynamics.RigidBody)"> - <summary> - Adds a <see cref="T:Jitter.Dynamics.RigidBody"/> to the world. - </summary> - <param name="body">The body which should be added.</param> - </member> - <member name="M:Jitter.World.RemoveConstraint(Jitter.Dynamics.Constraints.Constraint)"> - <summary> - Add a <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> to the world. Fast, O(log(N)). - </summary> - <param name="constraint">The constraint which should be added.</param> - <returns>True if the constraint was successfully removed.</returns> - </member> - <member name="M:Jitter.World.AddConstraint(Jitter.Dynamics.Constraints.Constraint)"> - <summary> - Add a <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> to the world. Fast, O(log(N)). - </summary> - <param name="constraint">The constraint which should be removed.</param> - </member> - <member name="M:Jitter.World.Step(System.Single,System.Boolean)"> - <summary> - Integrates the whole world a timestep further in time. - </summary> - <param name="timestep">The timestep in seconds. - It should be small as possible to keep the simulation stable. - The physics simulation shouldn't run slower than 60fps. - (timestep=1/60).</param> - <param name="multithread">If true the engine uses several threads to - integrate the world. This is faster on multicore CPUs.</param> - </member> - <member name="P:Jitter.World.Solver"> - <summary> - Set the solver which is used. Simultaneuos means that all collisions - get solved together. For nearly all practical purposes this is the - solver you want to use - it's more stable. Using the Sequential solver - comes closer to real world physics and also handles cases like - the Newton Cradle but it took alot more iterations to get stacking stable. - </summary> - </member> - <member name="P:Jitter.World.CollisionSystem"> - <summary> - Gets the <see cref="P:Jitter.World.CollisionSystem"/> used - to detect collisions. - </summary> - </member> - <member name="E:Jitter.World.PreStep"> - <summary> - It's a good idea to add force and torque here. - </summary> - </member> - <member name="E:Jitter.World.PostStep"> - <summary> - Called at the end of every step. - </summary> - </member> - <member name="P:Jitter.World.ArbiterMap"> - <summary> - Holds a list of <see cref="T:Jitter.Dynamics.Arbiter"/>. All currently - active arbiter in the <see cref="T:Jitter.World"/> are stored in this map. - </summary> - </member> - <member name="P:Jitter.World.RigidBodies"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Dynamics.RigidBody"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Constraints"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Islands"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Collision.CollisionIsland"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Gravity"> - <summary> - Gets or sets the gravity in this <see cref="T:Jitter.World"/>. The default gravity - is (0,-9.81,0) - </summary> - </member> - <member name="P:Jitter.World.AllowDeactivation"> - <summary> - Global sets or gets if a body is able to be temporarily deactivated by the engine to - safe computation time. Use <see cref="M:Jitter.World.SetInactivityThreshold(System.Single,System.Single,System.Single)"/> to set parameters - of the deactivation process. - </summary> - </member> - <member name="T:Jitter.Dynamics.Joints.Joint"> - <summary> - A joint is a collection of internally handled constraints. - </summary> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.#ctor(Jitter.World)"> - <summary> - Creates a new instance of the Joint class. - </summary> - <param name="world">The world class to which the internal constraints - should be added.</param> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.Activate"> - <summary> - Adds the internal constraints of this joint to the world class. - </summary> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.Deactivate"> - <summary> - Removes the internal constraints of this joint from the world class. - </summary> - </member> - <member name="P:Jitter.Dynamics.Joints.Joint.World"> - <summary> - The world class to which the internal constraints - should be added. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.Multishape"> - <summary> - Represents a variable form of a shape. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.Shape"> - <summary> - Represents the collision part of the RigidBody. A shape is mainly definied through it's supportmap. - Shapes represent convex objects. Inherited classes have to overwrite the supportmap function. - To implement you own shape: derive a class from <see cref="T:Jitter.Collision.Shapes.Shape"/>, implement the support map function - and call 'UpdateShape' within the constructor. GeometricCenter, Mass, BoundingBox and Inertia is calculated numerically - based on your SupportMap implementation. - </summary> - </member> - <member name="T:Jitter.Collision.ISupportMappable"> - <summary> - The implementation of the ISupportMappable interface defines the form - of a shape. <seealso cref="T:Jitter.Collision.GJKCollide"/> <seealso cref="T:Jitter.Collision.XenoCollide"/> - </summary> - </member> - <member name="M:Jitter.Collision.ISupportMappable.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.ISupportMappable.SupportCenter(Jitter.LinearMath.JVector@)"> - <summary> - The center of the SupportMap. - </summary> - <param name="center"></param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.RaiseShapeUpdated"> - <summary> - Informs all listener that the shape changed. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.#ctor"> - <summary> - Creates a new instance of a shape. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Uses the supportMapping to calculate the bounding box. Should be overidden - to make this faster. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The resulting axis aligned bounding box.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.UpdateShape"> - <summary> - This method uses the <see cref="T:Jitter.Collision.ISupportMappable"/> implementation - to calculate the local bounding box, the mass, geometric center and - the inertia of the shape. In custom shapes this method should be overidden - to compute this values faster. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.CalculateMassInertia(Jitter.Collision.Shapes.Shape,Jitter.LinearMath.JVector@,Jitter.LinearMath.JMatrix@)"> - <summary> - Calculated the inertia of the shape relative to the center of mass. - </summary> - <param name="shape"></param> - <param name="centerOfMass"></param> - <param name="inertia"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.CalculateMassInertia"> - <summary> - Numerically calculates the inertia, mass and geometric center of the shape. - This gets a good value for "normal" shapes. The algorithm isn't very accurate - for very flat shapes. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.SupportCenter(Jitter.LinearMath.JVector@)"> - <summary> - The center of the SupportMap. - </summary> - <param name="geomCenter">The center of the SupportMap.</param> - </member> - <member name="E:Jitter.Collision.Shapes.Shape.ShapeUpdated"> - <summary> - Gets called when the shape changes one of the parameters. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.Inertia"> - <summary> - Returns the inertia of the untransformed shape. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.Mass"> - <summary> - Gets the mass of the shape. This is the volume. (density = 1) - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.AABBMin"> - <summary> - Returns the minimum point of the axis aligned bounding box - of the untransformed shape. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.AABBMax"> - <summary> - Returns the maximum point of the axis aligned bounding box - of the untransformed shape. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.SetCurrentShape(System.Int32)"> - <summary> - Sets the current shape. First <see cref="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JBBox@)"/> has to be called. - After SetCurrentShape the shape immitates another shape. - </summary> - <param name="index"></param> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JBBox@)"> - <summary> - Passes a axis aligned bounding box to the shape where collision - could occour. - </summary> - <param name="box">The bounding box where collision could occur.</param> - <returns>The upper index with which <see cref="M:Jitter.Collision.Shapes.Multishape.SetCurrentShape(System.Int32)"/> can be - called.</returns> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - - </summary> - <param name="rayOrigin"></param> - <param name="rayDelta"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. This includes - the whole shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.CalculateMassInertia"> - <summary> - Calculates the inertia of a box with the sides of the multishape. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.CylinderShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a cylinder. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.#ctor(System.Single,System.Single)"> - <summary> - Initializes a new instance of the CylinderShape class. - </summary> - <param name="height">The height of the cylinder.</param> - <param name="radius">The radius of the cylinder.</param> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.CalculateMassInertia"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.CylinderShape.Height"> - <summary> - Sets the height of the cylinder. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.CylinderShape.Radius"> - <summary> - Sets the radius of the cylinder. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.CapsuleShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a capsule. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.#ctor(System.Single,System.Single)"> - <summary> - Create a new instance of the capsule. - </summary> - <param name="length">The length of the capsule (exclusive the round endcaps).</param> - <param name="radius">The radius of the endcaps.</param> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.CalculateMassInertia"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.CapsuleShape.Length"> - <summary> - Gets or sets the length of the capsule (exclusive the round endcaps). - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.CapsuleShape.Radius"> - <summary> - Gets or sets the radius of the endcaps. - </summary> - </member> - <member name="T:Jitter.Collision.CollisionIsland"> - <summary> - Holds a list of bodies which are in contact with each other. - </summary> - </member> - <member name="F:Jitter.Collision.CollisionIsland.Pool"> - <summary> - A CollisionIsland pool. - </summary> - </member> - <member name="M:Jitter.Collision.CollisionIsland.#ctor"> - <summary> - Constructor of CollisionIsland class. - </summary> - </member> - <member name="M:Jitter.Collision.CollisionIsland.IsActive"> - <summary> - Whether the island is active or not. - </summary> - <returns>Returns true if the island is active, otherwise false.</returns> - <seealso cref="P:Jitter.Dynamics.RigidBody.IsActive"/> - </member> - <member name="M:Jitter.Collision.CollisionIsland.SetStatus(System.Boolean)"> - <summary> - Sets the status of every body in this island to active or inactive. - </summary> - <param name="active">If true the island gets activated, if false it - gets deactivated. </param> - <seealso cref="P:Jitter.Dynamics.RigidBody.IsActive"/> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Bodies"> - <summary> - Gets a read only list of <see cref="T:Jitter.Dynamics.RigidBody"/> which are in contact with each other. - </summary> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Arbiter"> - <summary> - Gets a read only list of <see cref="P:Jitter.Collision.CollisionIsland.Arbiter"/> which are involved in this island. - </summary> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Constraints"> - <summary> - Gets a read only list of <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> which are involved in this island. - </summary> - </member> - <member name="T:Jitter.Dynamics.Arbiter"> - <summary> - An arbiter holds all contact information of two bodies. - </summary> - </member> - <member name="F:Jitter.Dynamics.Arbiter.Pool"> - <summary> - A arbiter resource pool. - </summary> - </member> - <member name="M:Jitter.Dynamics.Arbiter.#ctor(Jitter.Dynamics.RigidBody,Jitter.Dynamics.RigidBody)"> - <summary> - Initializes a new instance of the Arbiter class. - </summary> - <param name="body1">The first body.</param> - <param name="body2">The second body.</param> - </member> - <member name="M:Jitter.Dynamics.Arbiter.#ctor"> - <summary> - Initializes a new instance of the Arbiter class. - </summary> - </member> - <member name="M:Jitter.Dynamics.Arbiter.AddContact(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,System.Single)"> - <summary> - Adds a contact to the arbiter. No more than four contacts - are stored in the contactList. When adding a new contact - to the arbiter the existing are checked and the best are kept. - </summary> - <param name="point">Collision point in world space.</param> - <param name="n">The normal pointing to body2.</param> - <param name="p">The estimated penetration depth.</param> - </member> - <member name="P:Jitter.Dynamics.Arbiter.Body1"> - <summary> - The first body. - </summary> - </member> - <member name="P:Jitter.Dynamics.Arbiter.Body2"> - <summary> - The second body. - </summary> - </member> - <member name="P:Jitter.Dynamics.Arbiter.ContactList"> - <summary> - The contact list containing all contacts of both bodies. - </summary> - </member> - <member name="T:Jitter.LinearMath.JQuaternion"> - <summary> - A Quaternion representing an orientation. Member of the math - namespace, so every method has it's 'by reference' equivalent - to speed up time critical math operations. - </summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.X"> - <summary>The X component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.Y"> - <summary>The Y component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.Z"> - <summary>The Z component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.W"> - <summary>The W component of the quaternion.</summary> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.#ctor(System.Single,System.Single,System.Single,System.Single)"> - <summary> - Initializes a new instance of the JQuaternion structure. - </summary> - <param name="x">The X component of the quaternion.</param> - <param name="y">The Y component of the quaternion.</param> - <param name="z">The Z component of the quaternion.</param> - <param name="w">The W component of the quaternion.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Add(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Quaternions are added. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The sum of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Add(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Quaternions are added. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The sum of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Subtract(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Quaternions are subtracted. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The difference of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Subtract(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Quaternions are subtracted. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The difference of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Multiply two quaternions. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The product of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Multiply two quaternions. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The product of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion,System.Single)"> - <summary> - Scale a quaternion - </summary> - <param name="quaternion1">The quaternion to scale.</param> - <param name="scaleFactor">Scale factor.</param> - <returns>The scaled quaternion.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion@,System.Single,Jitter.LinearMath.JQuaternion@)"> - <summary> - Scale a quaternion - </summary> - <param name="quaternion1">The quaternion to scale.</param> - <param name="scaleFactor">Scale factor.</param> - <param name="result">The scaled quaternion.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Normalize"> - <summary> - Sets the length of the quaternion to one. - </summary> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.CreateFromMatrix(Jitter.LinearMath.JMatrix)"> - <summary> - Creates a quaternion from a matrix. - </summary> - <param name="matrix">A matrix representing an orientation.</param> - <returns>JQuaternion representing an orientation.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.CreateFromMatrix(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Creates a quaternion from a matrix. - </summary> - <param name="matrix">A matrix representing an orientation.</param> - <param name="result">JQuaternion representing an orientation.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Multiply(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Multiply two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The product of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Addition(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Add two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The sum of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Subtraction(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Subtract two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The difference of both quaternions.</returns> - </member> - <member name="T:Jitter.LinearMath.JBBox"> - <summary> - Bounding Box defined through min and max vectors. Member - of the math namespace, so every method has it's 'by reference' - equivalent to speed up time critical math operations. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.CornersPool"> - <summary> - Resource pool for JVector arrays. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.Min"> - <summary> - The maximum point of the box. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.Max"> - <summary> - The minimum point of the box. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.LargeBox"> - <summary> - Returns the largest box possible. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.SmallBox"> - <summary> - Returns the smalltest box possible. - </summary> - </member> - <member name="M:Jitter.LinearMath.JBBox.#ctor(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - <summary> - Constructor - </summary> - <param name="min">The minimum point of the box.</param> - <param name="max">The maximum point of the box.</param> - </member> - <member name="M:Jitter.LinearMath.JBBox.Intersect1D(System.Single,System.Single,System.Single,System.Single,System.Single@,System.Single@)"> - <summary> - Checks whether a point is inside, outside or intersecting - a point. - </summary> - <returns>The ContainmentType of the point.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JVector)"> - <summary> - Checks wether a point is within a box or not. - </summary> - <param name="point"></param> - <returns></returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JVector@)"> - <summary> - Checks whether a point is inside, outside or intersecting - a point. - </summary> - <param name="point">A point in space.</param> - <returns>The ContainmentType of the point.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.GetCorners(Jitter.LinearMath.JVector[])"> - <summary> - Retrieves the 8 corners of the box. - </summary> - <returns>An array of 8 JVector entries.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateFromPoints(Jitter.LinearMath.JVector[])"> - <summary> - Expands a bounding box with the volume 0 by all points - given. - </summary> - <param name="points">A array of JVector.</param> - <returns>The resulting bounding box containing all points.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JBBox)"> - <summary> - Checks whether another bounding box is inside, outside or intersecting - this box. - </summary> - <param name="box">The other bounding box to check.</param> - <returns>The ContainmentType of the box.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JBBox@)"> - <summary> - Checks whether another bounding box is inside, outside or intersecting - this box. - </summary> - <param name="box">The other bounding box to check.</param> - <returns>The ContainmentType of the box.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateMerged(Jitter.LinearMath.JBBox,Jitter.LinearMath.JBBox)"> - <summary> - Creates a new box containing the two given ones. - </summary> - <param name="original">First box.</param> - <param name="additional">Second box.</param> - <returns>A JBBox containing the two given boxes.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateMerged(Jitter.LinearMath.JBBox@,Jitter.LinearMath.JBBox@,Jitter.LinearMath.JBBox@)"> - <summary> - Creates a new box containing the two given ones. - </summary> - <param name="original">First box.</param> - <param name="additional">Second box.</param> - <param name="result">A JBBox containing the two given boxes.</param> - </member> - <member name="T:Jitter.LinearMath.JBBox.ContainmentType"> - <summary> - Containment type used within the <see cref="T:Jitter.LinearMath.JBBox"/> structure. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Disjoint"> - <summary> - The objects don't intersect. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Contains"> - <summary> - One object is within the other. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Intersects"> - <summary> - The two objects intersect. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.TriangleMeshShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a triangleMesh. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.#ctor(Jitter.LinearMath.JOctree)"> - <summary> - Creates a new istance if the TriangleMeshShape class. - </summary> - <param name="octree">The octree which holds the triangles - of a mesh.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JBBox@)"> - <summary> - Passes a axis aligned bounding box to the shape where collision - could occour. - </summary> - <param name="box">The bounding box where collision could occur.</param> - <returns>The upper index with which <see cref="M:Jitter.Collision.Shapes.TriangleMeshShape.SetCurrentShape(System.Int32)"/> can be - called.</returns> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - - </summary> - <param name="rayOrigin"></param> - <param name="rayDelta"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. This includes - the whole shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.SetCurrentShape(System.Int32)"> - <summary> - Sets the current shape. First <see cref="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JBBox@)"/> has to be called. - After SetCurrentShape the shape immitates another shape. - </summary> - <param name="index"></param> - </member> - <member name="T:Jitter.Collision.Shapes.BoxShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a box. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.#ctor(Jitter.LinearMath.JVector)"> - <summary> - Creates a new instance of the BoxShape class. - </summary> - <param name="size">The size of the box.</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.#ctor(System.Single,System.Single,System.Single)"> - <summary> - Creates a new instance of the BoxShape class. - </summary> - <param name="length">The length of the box.</param> - <param name="height">The height of the box.</param> - <param name="width">The width of the box</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.CalculateMassInertia"> - <summary> - This method uses the <see cref="T:Jitter.Collision.ISupportMappable"/> implementation - to calculate the local bounding box, the mass, geometric center and - the inertia of the shape. In custom shapes this method should be overidden - to compute this values faster. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.BoxShape.Size"> - <summary> - The sidelength of the box. - </summary> - </member> - <member name="T:Jitter.Collision.GJKCollide"> - <summary> - GJK based implementation of Raycasting. - </summary> - </member> - <member name="M:Jitter.Collision.GJKCollide.Pointcast(Jitter.Collision.ISupportMappable,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - Checks if given point is within a shape. - </summary> - <param name="support">The supportmap implementation representing the shape.</param> - <param name="orientation">The orientation of the shape.</param> - <param name="invOrientation">The inverse orientation of the shape.</param> - <param name="position">The position of the shape.</param> - <param name="point">The point to check.</param> - <returns>Returns true if the point is within the shape, otherwise false.</returns> - </member> - <member name="M:Jitter.Collision.GJKCollide.Raycast(Jitter.Collision.ISupportMappable,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,System.Single@,Jitter.LinearMath.JVector@)"> - <summary> - Checks if a ray definied through it's origin and direction collides - with a shape. - </summary> - <param name="support">The supportmap implementation representing the shape.</param> - <param name="orientation">The orientation of the shape.</param> - <param name="invOrientation">The inverse orientation of the shape.</param> - <param name="position">The position of the shape.</param> - <param name="origin">The origin of the ray.</param> - <param name="direction">The direction of the ray.</param> - <param name="fraction">The fraction which gives information where at the - ray the collision occured. The hitPoint is calculated by: origin+friction*direction.</param> - <param name="normal">The normal from the ray collision.</param> - <returns>Returns true if the ray hit the shape, false otherwise.</returns> - </member> - <member name="T:Jitter.Collision.GJKCollide.VoronoiSimplexSolver"> - VoronoiSimplexSolver is an implementation of the closest point distance - algorithm from a 1-4 points simplex to the origin. - Can be used with GJK, as an alternative to Johnson distance algorithm. - </member> - <member name="M:Jitter.Collision.GJKCollide.VoronoiSimplexSolver.PointOutsideOfPlane(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - Test if point p and d lie on opposite sides of plane through abc - </member> - <member name="T:Jitter.Forces.ForceGenerator"> - <summary> - Base class for physic effect. - </summary> - </member> - <member name="F:Jitter.Forces.ForceGenerator.world"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Forces.ForceGenerator.#ctor(Jitter.World)"> - <summary> - - </summary> - <param name="world"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.PreStep(System.Single)"> - <summary> - - </summary> - <param name="timeStep"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.PostStep(System.Single)"> - <summary> - - </summary> - <param name="timeStep"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.RemoveEffect"> - <summary> - - </summary> - </member> - <member name="T:Jitter.Dynamics.Constraints.Constraint"> - <summary> - A constraints forces a body to behave in a specific way. - </summary> - </member> - <member name="T:Jitter.IDebugDraw"> - <summary> - Interface for providing the possibility to get drawable debug information - from an object. - </summary> - </member> - <member name="M:Jitter.IDebugDraw.AddToDebugDrawList(System.Collections.Generic.List{Jitter.LinearMath.JVector},System.Collections.Generic.List{Jitter.LinearMath.JVector})"> - <summary> - This method is used to debug draw the object. - </summary> - <param name="lineList">A list of <see cref="T:Jitter.LinearMath.JVector"/> to which lines (definied trough two points) - are added.</param> - <param name="pointList">A list of <see cref="T:Jitter.LinearMath.JVector"/> defining points.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.#ctor(Jitter.Dynamics.RigidBody,Jitter.Dynamics.RigidBody)"> - <summary> - Constructor. - </summary> - <param name="body1">The first body which should get constrained. Can be null.</param> - <param name="body2">The second body which should get constrained. Can be null.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.AddToDebugDrawList(System.Collections.Generic.List{Jitter.LinearMath.JVector},System.Collections.Generic.List{Jitter.LinearMath.JVector})"> - <summary> - This method is used to debug draw the constraints. - </summary> - <param name="lineList">A list of <see cref="T:Jitter.LinearMath.JVector"/> to which lines (definied trough two points) - are added.</param> - <param name="pointList">A list of <see cref="T:Jitter.LinearMath.JVector"/> defining points.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.BuildKMatrix(Jitter.Dynamics.RigidBody,Jitter.LinearMath.JVector@,Jitter.LinearMath.JMatrix@)"> - <summary> - Builds the KMatrix which calculates the impulse needed to get a specific velocity in a - point. - </summary> - <param name="body">The body to calculate the KMatrix for.</param> - <param name="relativePosition">The position on the body.</param> - <param name="k">The KMatrix.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.ApplyImpulse(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - <summary> - Applies an impulse on both bodies. - </summary> - <param name="relativePos1">The position on body1 where the -impulse is applied.</param> - <param name="relativePos2">The position on body2 wehre the +impulse is applied</param> - <param name="impulse"></param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.PrepareForIteration(System.Single)"> - <summary> - Called once before iteration starts. - </summary> - <param name="timestep">The simulation timestep</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.Iterate"> - <summary> - Iteratively solve this constraint. - </summary> - </member> - <member name="P:Jitter.Dynamics.Constraints.Constraint.Body1"> - <summary> - Gets the first body. Can be null. - </summary> - </member> - <member name="P:Jitter.Dynamics.Constraints.Constraint.Body2"> - <summary> - Gets the second body. Can be null. - </summary> - </member> - <member name="T:Jitter.ResourcePool`1"> - <summary> - A thread safe resource pool. - </summary> - <typeparam name="T">The type of the object to cache. The type T must - have a parameterless constructor.</typeparam> - </member> - <member name="M:Jitter.ResourcePool`1.#ctor"> - <summary> - Creates a new instance of the ResourcePool class. - </summary> - </member> - <member name="M:Jitter.ResourcePool`1.ResetResourcePool"> - <summary> - Removes all cached resources. - So they can get garbage collected. - </summary> - </member> - <member name="M:Jitter.ResourcePool`1.GiveBack(`0)"> - <summary> - Gives a resource back to the pool. - </summary> - <param name="obj">The resource to give back</param> - </member> - <member name="M:Jitter.ResourcePool`1.GetNew"> - <summary> - Get a free resource. - </summary> - <returns>The free resource.</returns> - </member> - <member name="T:Jitter.ArrayResourcePool`1"> - <summary> - A thread safe resource pool. - </summary> - <typeparam name="T">The type of the array of objects to cache. The type T must - have a parameterless constructor. Do not specify [].</typeparam> - </member> - <member name="F:Jitter.ArrayResourcePool`1.arrayLength"> - <summary> - The length of each array object to be created in the pool. - </summary> - </m... [truncated message content] |
From: <bor...@us...> - 2011-02-16 16:14:19
|
Revision: 266 http://axiomcontrib.svn.sourceforge.net/axiomcontrib/?rev=266&view=rev Author: borrillis Date: 2011-02-16 16:14:10 +0000 (Wed, 16 Feb 2011) Log Message: ----------- Updated Stats Panels removed unused materials Updated Browser Binaries to latest svn Modified Paths: -------------- AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.pdb AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj.user AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Scene.cs AxiomContrib.Samples/trunk/Source/Jitter/Scenes/Terrain.cs AxiomContrib.Samples/trunk/bin/media/AxiomContrib.Samples.Media.2010.csproj AxiomContrib.Samples/trunk/bin/media/archives/SdkTrays.zip AxiomContrib.Samples/trunk/bin/media/materials/scripts/JitterSample.material AxiomContrib.Samples/trunk/bin/win32/Axiom.Framework.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Framework.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Platforms.Win32.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Platforms.Win32.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.CgProgramManager.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.CgProgramManager.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.FreeImageCodecs.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.FreeImageCodecs.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.ParticleFX.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.ParticleFX.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.DirectX9.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.RenderSystems.DirectX9.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Browser.exe.Config AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Common.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Samples.Common.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.pdb Added Paths: ----------- AxiomContrib.Samples/trunk/Source/Jitter/JitterSampleController.cs AxiomContrib.Samples/trunk/Source/OpenNI/ AxiomContrib.Samples/trunk/Source/OpenNI/Axiom.Samples.OpenNI.csproj AxiomContrib.Samples/trunk/Source/OpenNI/AxiomContrib.Samples.OpenNI.2010.csproj AxiomContrib.Samples/trunk/Source/OpenNI/OpenNISample.cs AxiomContrib.Samples/trunk/Source/OpenNI/Plugin.cs AxiomContrib.Samples/trunk/Source/OpenNI/Properties/ AxiomContrib.Samples/trunk/Source/OpenNI/Properties/AssemblyInfo.cs AxiomContrib.Samples/trunk/Source/OpenNI/SinbadCharacterController.cs AxiomContrib.Samples/trunk/Source/OpenNI/SkeletonPoseDetector.cs AxiomContrib.Samples/trunk/Source/OpenNI/bin/ AxiomContrib.Samples/trunk/Source/OpenNI/bin/Debug/ AxiomContrib.Samples/trunk/Source/OpenNI/bin/Release/ AxiomContrib.Samples/trunk/Source/OpenNI/obj/ AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/ AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/ AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/AxiomContrib.Samples.OpenNI.2010.csproj.FileListAbsolute.txt AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/AxiomContrib.Samples.OpenNISample.dll AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/AxiomContrib.Samples.OpenNISample.pdb AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/DesignTimeResolveAssemblyReferencesInput.cache AxiomContrib.Samples/trunk/Source/OpenNI/obj/x86/Debug/TempPE/ Removed Paths: ------------- AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs AxiomContrib.Samples/trunk/bin/media/materials/scripts/JitterSampleDisplay.overlay AxiomContrib.Samples/trunk/bin/media/materials/scripts/Rockwall.material AxiomContrib.Samples/trunk/bin/media/materials/textures/rockwall.tga Property Changed: ---------------- AxiomContrib.Samples/trunk/Source/ Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Samples.Common.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.pdb =================================================================== (Binary files differ) Property changes on: AxiomContrib.Samples/trunk/Source ___________________________________________________________________ Added: svn:ignore + *.suo Modified: AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj 2011-02-16 10:24:37 UTC (rev 265) +++ AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj 2011-02-16 16:14:10 UTC (rev 266) @@ -69,7 +69,7 @@ <ItemGroup> <Compile Include="Conversion.cs" /> <Compile Include="DebugDrawer.cs" /> - <Compile Include="JitterStatsHandler.cs" /> + <Compile Include="JitterSampleController.cs" /> <Compile Include="JitterSample.cs" /> <Compile Include="PhysicsObjects\ConvexHullObject.cs" /> <Compile Include="PhysicsObjects\TerrainObject.cs" /> Modified: AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj.user =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj.user 2011-02-16 10:24:37 UTC (rev 265) +++ AxiomContrib.Samples/trunk/Source/Jitter/AxiomContrib.Samples.Jitter.2010.csproj.user 2011-02-16 16:14:10 UTC (rev 266) @@ -1,8 +1,8 @@ <?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'"> - <StartProgram>..\bin\win32\Axiom.Samples.Browser.exe</StartProgram> - <StartWorkingDirectory>..\win32\</StartWorkingDirectory> + <StartProgram>C:\Projects\axiomcontrib\AxiomContrib.Samples\trunk\bin\win32\Axiom.Samples.Browser.exe</StartProgram> + <StartWorkingDirectory>C:\Projects\axiomcontrib\AxiomContrib.Samples\trunk\bin\win32</StartWorkingDirectory> <StartAction>Program</StartAction> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'"> Modified: AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs 2011-02-16 10:24:37 UTC (rev 265) +++ AxiomContrib.Samples/trunk/Source/Jitter/JitterSample.cs 2011-02-16 16:14:10 UTC (rev 266) @@ -13,10 +13,10 @@ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: - + The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. - + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE @@ -50,58 +50,58 @@ namespace AxiomContrib.Samples.Jitter { - public enum BodyTag { DrawMe, DontDrawMe } + public enum BodyTag { DrawMe, DontDrawMe } - public class JitterSample : SdkSample - { - private GeometricPrimitive[] _primitives = new GeometricPrimitive[ (int)PrimitiveType.Count ]; + public class JitterSample : SdkSample + { + private GeometricPrimitive[] _primitives = new GeometricPrimitive[ (int)PrimitiveType.Count ]; - private int _currentScene = 0; - private bool _multithreadingEnabled = true; - private bool _leftMouseButtonDown = false; - private Vector2 _currentMousePos; + private int _currentScene = 0; + private bool _multithreadingEnabled = true; + private bool _leftMouseButtonDown = false; + private Vector2 _currentMousePos; - private Random random = new Random(); - private RigidBody lastBody = null; - private int _activeBodiesCount = 0; - private List<ConvexHullObject> _convexHulls = new List<ConvexHullObject>(); + private Random random = new Random(); + private RigidBody lastBody = null; + private int _activeBodiesCount = 0; + private List<ConvexHullObject> _convexHulls = new List<ConvexHullObject>(); - // Store information for drag and drop - private JVector hitPoint, hitNormal; - private WorldPointConstraint grabConstraint; - private RigidBody grabBody; - private float hitDistance = 0.0f; - //private int scrollWheel = 0; + // Store information for drag and drop + private JVector hitPoint, hitNormal; + private WorldPointConstraint grabConstraint; + private RigidBody grabBody; + private float hitDistance = 0.0f; + //private int scrollWheel = 0; - //public DebugDrawer DebugDrawer { get; private set; } - public World PhysicWorld { get; private set; } - public IList<Scene> PhysicScenes { get; private set; } - public JitterStatsHandler StatsHandler { get; private set; } + //public DebugDrawer DebugDrawer { get; private set; } + public World PhysicWorld { get; private set; } + public IList<Scene> PhysicScenes { get; private set; } + public JitterSampleController StatsHandler { get; private set; } - public JitterSample() - { - Metadata[ "Title" ] = "Jitter Sample"; - Metadata[ "Description" ] = "Demonstrates how to use Jitter Physics Engine with Axiom."; - Metadata[ "Thumbnail" ] = "thumb_Jitter.png"; - Metadata[ "Category" ] = "Physics"; - } + public JitterSample() + { + Metadata[ "Title" ] = "Jitter Sample"; + Metadata[ "Description" ] = "Demonstrates how to use Jitter Physics Engine with Axiom."; + Metadata[ "Thumbnail" ] = "thumb_Jitter.png"; + Metadata[ "Category" ] = "Physics"; + } - public override bool FrameRenderingQueued( FrameEventArgs evt ) - { - float step = evt.TimeSinceLastFrame; - if ( step > 1.0f / 100.0f ) - step = 1.0f / 100.0f; + public override bool FrameRenderingQueued( FrameEventArgs evt ) + { + float step = evt.TimeSinceLastFrame; + if ( step > 1.0f / 100.0f ) + step = 1.0f / 100.0f; - PhysicWorld.Step( step, _multithreadingEnabled ); - _activeBodiesCount = 0; + PhysicWorld.Step( step, _multithreadingEnabled ); + _activeBodiesCount = 0; - foreach ( RigidBody body in PhysicWorld.RigidBodies ) - { - if ( body.IsActive ) - _activeBodiesCount++; + foreach ( RigidBody body in PhysicWorld.RigidBodies ) + { + if ( body.IsActive ) + _activeBodiesCount++; - _addBodyToUpdateList( body ); - } + _addBodyToUpdateList( body ); + } foreach ( GeometricPrimitive prim in _primitives ) { @@ -118,386 +118,368 @@ if ( _currentScene > 0 && _currentScene < PhysicScenes.Count && null != PhysicScenes[ _currentScene ] ) PhysicScenes[ _currentScene ].PhysicUpdate(); - #region drag and drop physical objects with the mouse - if ( _leftMouseButtonDown ) - { - if ( grabBody != null ) - { - Vector3 ray = _rayTo( _currentMousePos.x, _currentMousePos.y ); - ray.Normalize(); - grabConstraint.Anchor = Conversion.ToJitterVector( Camera.Position + ray * hitDistance ); - } - } - else - { - grabBody = null; + #region drag and drop physical objects with the mouse + if ( _leftMouseButtonDown ) + { + if ( grabBody != null ) + { + Vector3 ray = _rayTo( _currentMousePos.x, _currentMousePos.y ); + ray.Normalize(); + grabConstraint.Anchor = Conversion.ToJitterVector( Camera.Position + ray * hitDistance ); + } + } + else + { + grabBody = null; - if ( grabConstraint != null ) - PhysicWorld.RemoveConstraint( grabConstraint ); - } - #endregion + if ( grabConstraint != null ) + PhysicWorld.RemoveConstraint( grabConstraint ); + } + #endregion - // Draw the debug data provided by Jitter - //DrawIslands(); - //DrawJitterDebugInfo(); + // Draw the debug data provided by Jitter + //DrawIslands(); + //DrawJitterDebugInfo(); - //Update Stats - if ( StatsHandler.AreStatsVisible ) - { - int contactCount = 0; - int entries = (int)World.DebugType.num; - double total = 0; + //Update Stats + if ( StatsHandler.AreStatsVisible ) + { + int contactCount = 0; + int entries = (int)World.DebugType.num; + double total = 0; - for ( int i = 0; i < entries; i++ ) - { - World.DebugType type = (World.DebugType)i; - StatsHandler.SetValue( type.ToString(), PhysicWorld.DebugTimes[ i ] ); - total += PhysicWorld.DebugTimes[ i ]; - } + for ( int i = 0; i < entries; i++ ) + { + World.DebugType type = (World.DebugType)i; + StatsHandler.SetValue( type.ToString(), PhysicWorld.DebugTimes[ i ] ); + total += PhysicWorld.DebugTimes[ i ]; + } - foreach ( Arbiter ar in PhysicWorld.ArbiterMap.Values ) - contactCount += ar.ContactList.Count; + foreach ( Arbiter ar in PhysicWorld.ArbiterMap.Values ) + contactCount += ar.ContactList.Count; - StatsHandler.SetValue( "ArbiterCount", PhysicWorld.ArbiterMap.Values.Count ); - StatsHandler.SetValue( "ContactCount", contactCount ); - StatsHandler.SetValue( "IslandCount", PhysicWorld.Islands.Count ); - StatsHandler.SetValue( "BodyCount", string.Format( "{0} ( {1} )", PhysicWorld.RigidBodies.Count, _activeBodiesCount ) ); - StatsHandler.SetValue( "MultiThreaded", _multithreadingEnabled ); - StatsHandler.SetValue( "Gen", string.Format( "gen0: {0} gen1: {1} gen2: {2}", GC.CollectionCount( 0 ), GC.CollectionCount( 1 ), GC.CollectionCount( 2 ) ) ); + StatsHandler.SetValue( "ArbiterCount", PhysicWorld.ArbiterMap.Values.Count ); + StatsHandler.SetValue( "ContactCount", contactCount ); + StatsHandler.SetValue( "IslandCount", PhysicWorld.Islands.Count ); + StatsHandler.SetValue( "BodyCount", string.Format( "{0} ( {1} )", PhysicWorld.RigidBodies.Count, _activeBodiesCount ) ); + StatsHandler.SetValue( "MultiThreaded", _multithreadingEnabled ); + StatsHandler.SetValue( "Gen", string.Format( "gen0: {0} gen1: {1} gen2: {2}", GC.CollectionCount( 0 ), GC.CollectionCount( 1 ), GC.CollectionCount( 2 ) ) ); - StatsHandler.SetValue( "TotalPhysicsTime", total ); - StatsHandler.SetValue( "PhysicsFramerate", ( 1000.0d / total ).ToString( "0" ) + " fps" ); + StatsHandler.SetValue( "TotalPhysicsTime", total ); + StatsHandler.SetValue( "PhysicsFramerate", ( 1000.0d / total ).ToString( "0" ) + " fps" ); - StatsHandler.Update(); - } + StatsHandler.Update(); + } - return base.FrameRenderingQueued( evt ); // don't forget the parent class updates! - } + return base.FrameRenderingQueued( evt ); // don't forget the parent class updates! + } - private Vector3 _rayTo( float x, float y ) - { - Ray mouseRay = Camera.GetCameraToViewportRay( x, y ); - return mouseRay.Direction; - } + private Vector3 _rayTo( float x, float y ) + { + Ray mouseRay = Camera.GetCameraToViewportRay( x, y ); + return mouseRay.Direction; + } - private bool _raycastCallback( RigidBody body, JVector normal, float fraction ) - { - return !body.IsStatic; - } + private bool _raycastCallback( RigidBody body, JVector normal, float fraction ) + { + return !body.IsStatic; + } - public override bool MouseMoved( SharpInputSystem.MouseEventArgs evt ) - { - float x = evt.State.X.Absolute / (float)Camera.Viewport.ActualWidth; - float y = evt.State.Y.Absolute / (float)Camera.Viewport.ActualHeight; - _currentMousePos = new Vector2( x, y ); + public override bool MouseMoved( SharpInputSystem.MouseEventArgs evt ) + { + float x = evt.State.X.Absolute / (float)Camera.Viewport.ActualWidth; + float y = evt.State.Y.Absolute / (float)Camera.Viewport.ActualHeight; + _currentMousePos = new Vector2( x, y ); - return base.MouseMoved( evt ); - } + return base.MouseMoved( evt ); + } - public override bool MousePressed( SharpInputSystem.MouseEventArgs evt, SharpInputSystem.MouseButtonID id ) - { - if ( id == SharpInputSystem.MouseButtonID.Left ) - { - _leftMouseButtonDown = true; + public override bool MousePressed( SharpInputSystem.MouseEventArgs evt, SharpInputSystem.MouseButtonID id ) + { + if ( id == SharpInputSystem.MouseButtonID.Left ) + { + _leftMouseButtonDown = true; - JVector ray = Conversion.ToJitterVector( _rayTo( _currentMousePos.x, _currentMousePos.y ) ); - JVector camp = Conversion.ToJitterVector( Camera.Position ); + JVector ray = Conversion.ToJitterVector( _rayTo( _currentMousePos.x, _currentMousePos.y ) ); + JVector camp = Conversion.ToJitterVector( Camera.Position ); - ray = JVector.Normalize( ray ) * 100; + ray = JVector.Normalize( ray ) * 100; - float fraction; - bool result = PhysicWorld.CollisionSystem.Raycast( camp, ray, _raycastCallback, out grabBody, out hitNormal, out fraction ); + float fraction; + bool result = PhysicWorld.CollisionSystem.Raycast( camp, ray, _raycastCallback, out grabBody, out hitNormal, out fraction ); - if ( result ) - { - hitPoint = camp + fraction * ray; + if ( result ) + { + hitPoint = camp + fraction * ray; - if ( grabConstraint != null ) - PhysicWorld.RemoveConstraint( grabConstraint ); + if ( grabConstraint != null ) + PhysicWorld.RemoveConstraint( grabConstraint ); - JVector lanchor = hitPoint - grabBody.Position; - lanchor = JVector.Transform( lanchor, JMatrix.Transpose( grabBody.Orientation ) ); + JVector lanchor = hitPoint - grabBody.Position; + lanchor = JVector.Transform( lanchor, JMatrix.Transpose( grabBody.Orientation ) ); - grabConstraint = new WorldPointConstraint( grabBody, lanchor ); + grabConstraint = new WorldPointConstraint( grabBody, lanchor ); - PhysicWorld.AddConstraint( grabConstraint ); - hitDistance = ( Conversion.ToVector3( hitPoint ) - Camera.Position ).Length; - //scrollWheel = evt.State. mouseState.ScrollWheelValue; - grabConstraint.Anchor = hitPoint; - } - } + PhysicWorld.AddConstraint( grabConstraint ); + hitDistance = ( Conversion.ToVector3( hitPoint ) - Camera.Position ).Length; + //scrollWheel = evt.State. mouseState.ScrollWheelValue; + grabConstraint.Anchor = hitPoint; + } + } - if ( id == SharpInputSystem.MouseButtonID.Right ) - { - this.DragLook = false; - } + if ( id == SharpInputSystem.MouseButtonID.Right ) + { + this.DragLook = false; + } - return base.MousePressed( evt, id ); ; - } + return base.MousePressed( evt, id ); ; + } - public override bool MouseReleased( SharpInputSystem.MouseEventArgs evt, SharpInputSystem.MouseButtonID id ) - { - if ( id == SharpInputSystem.MouseButtonID.Left ) - { - _leftMouseButtonDown = false; - } + public override bool MouseReleased( SharpInputSystem.MouseEventArgs evt, SharpInputSystem.MouseButtonID id ) + { + if ( id == SharpInputSystem.MouseButtonID.Left ) + { + _leftMouseButtonDown = false; + } - if ( id == SharpInputSystem.MouseButtonID.Right ) - { - this.CameraManager.manualStop(); - this.DragLook = true; - } + if ( id == SharpInputSystem.MouseButtonID.Right ) + { + this.CameraManager.manualStop(); + this.DragLook = true; + } - return base.MouseReleased( evt, id ); - } + return base.MouseReleased( evt, id ); + } - public override bool KeyPressed( SharpInputSystem.KeyEventArgs evt ) - { - bool baseRetValue = base.KeyPressed( evt ); + public override bool KeyPressed( SharpInputSystem.KeyEventArgs evt ) + { + bool baseRetValue = base.KeyPressed( evt ); - // change threading mode - if ( evt.Key == SharpInputSystem.KeyCode.Key_M ) - _multithreadingEnabled = !_multithreadingEnabled; + // change threading mode + if ( evt.Key == SharpInputSystem.KeyCode.Key_M ) + _multithreadingEnabled = !_multithreadingEnabled; - // create random primitives - if ( evt.Key == SharpInputSystem.KeyCode.Key_SPACE ) - { - _spawnRandomPrimitive( Conversion.ToJitterVector( Camera.Position ), - Conversion.ToJitterVector( Camera.Direction * 40.0f ) ); - } + // create random primitives + if ( evt.Key == SharpInputSystem.KeyCode.Key_SPACE ) + { + _spawnRandomPrimitive( Conversion.ToJitterVector( Camera.Position ), + Conversion.ToJitterVector( Camera.Direction * 40.0f ) ); + } - // Show/Hide physics stats - if ( evt.Key == SharpInputSystem.KeyCode.Key_F12 ) - { - StatsHandler.AreStatsVisible = !StatsHandler.AreStatsVisible; - } + // Show/Hide physics stats + if ( evt.Key == SharpInputSystem.KeyCode.Key_F12 ) + { + StatsHandler.AreStatsVisible = !StatsHandler.AreStatsVisible; + } - return baseRetValue; - } + return baseRetValue; + } - private void _sceneSelector_SelectedIndexChanged( object sender, EventArgs e ) - { - SelectMenu menu = sender as SelectMenu; + public void ChangeCurrentScene( int newSceneIndex, bool skipDestroy ) + { + if ( !skipDestroy ) + { + PhysicScenes[ _currentScene ].Destroy(); + this.SceneManager.ClearScene(); + this.SceneManager.DestroyAllMovableObjectsByType( "ManualObject" ); + } - if ( menu == null ) - return; + _initPrimitives(); + _convexHulls.Clear(); - _changeCurrentScene( menu.SelectionIndex, false ); - } + _currentScene = newSceneIndex; + PhysicScenes[ _currentScene ].Build(); + StatsHandler.SetValue( "CurrentScene", this.PhysicScenes[ _currentScene ].GetType().Name ); - private void _changeCurrentScene( int newSceneIndex, bool skipDestroy ) - { - if ( !skipDestroy ) - { - PhysicScenes[ _currentScene ].Destroy(); - this.SceneManager.ClearScene(); - this.SceneManager.DestroyAllMovableObjectsByType( "ManualObject" ); - } + // add a skybox (disabled for now due to an issue when switching from scenes) + //SceneManager.SetSkyBox( true, "Examples/StormySkyBox", 5000 ); - _initPrimitives(); - _convexHulls.Clear(); + // setup some basic lighting for our scene + SceneManager.AmbientLight = new ColorEx( 0.5f, 0.5f, 0.5f ); + SceneManager.CreateLight( "Light1" ).Position = new Vector3( 20, 80, 50 ); - _currentScene = newSceneIndex; - PhysicScenes[ _currentScene ].Build(); - StatsHandler.SetValue( "CurrentScene", this.PhysicScenes[ _currentScene ].GetType().Name ); + // set initial camera position and style + this.DragLook = true; + CameraManager.TopSpeed = 10; + Camera.Position = new Vector3( 15, 15, 30 ); + } - // add a skybox (disabled for now due to an issue when switching from scenes) - //SceneManager.SetSkyBox( true, "Examples/StormySkyBox", 5000 ); + private void _addBodyToUpdateList( RigidBody rb ) + { + if ( rb.Tag is BodyTag && ( (BodyTag)rb.Tag ) == BodyTag.DontDrawMe ) + return; - // setup some basic lighting for our scene - SceneManager.AmbientLight = new ColorEx( 0.5f, 0.5f, 0.5f ); - SceneManager.CreateLight( "Light1" ).Position = new Vector3( 20, 80, 50 ); + bool isCompoundShape = ( rb.Shape is CompoundShape ); - // set initial camera position and style - this.DragLook = true; - CameraManager.TopSpeed = 10; - Camera.Position = new Vector3( 15, 15, 30 ); - } + if ( !isCompoundShape ) + { + _addShapeToUpdateList( rb.Shape, rb.Orientation, rb.Position ); + } + else + { + CompoundShape cShape = rb.Shape as CompoundShape; + JMatrix orientation = rb.Orientation; + JVector position = rb.Position; - private void _addBodyToUpdateList( RigidBody rb ) - { - if ( rb.Tag is BodyTag && ( (BodyTag)rb.Tag ) == BodyTag.DontDrawMe ) - return; + foreach ( var ts in cShape.Shapes ) + { + JVector pos = ts.Position; + JMatrix ori = ts.Orientation; - bool isCompoundShape = ( rb.Shape is CompoundShape ); + JVector.Transform( ref pos, ref orientation, out pos ); + JVector.Add( ref pos, ref position, out pos ); - if ( !isCompoundShape ) - { - _addShapeToUpdateList( rb.Shape, rb.Orientation, rb.Position ); - } - else - { - CompoundShape cShape = rb.Shape as CompoundShape; - JMatrix orientation = rb.Orientation; - JVector position = rb.Position; + JMatrix.Multiply( ref ori, ref orientation, out ori ); - foreach ( var ts in cShape.Shapes ) - { - JVector pos = ts.Position; - JMatrix ori = ts.Orientation; + _addShapeToUpdateList( ts.Shape, ori, pos ); + } + } + } - JVector.Transform( ref pos, ref orientation, out pos ); - JVector.Add( ref pos, ref position, out pos ); + private void _addShapeToUpdateList( Shape shape, JMatrix ori, JVector pos ) + { + GeometricPrimitive primitive = null; + Vector3 scale = Vector3.UnitScale; - JMatrix.Multiply( ref ori, ref orientation, out ori ); + if ( shape is BoxShape ) + { + primitive = _primitives[ (int)PrimitiveType.Box ]; + scale = Conversion.ToVector3( ( shape as BoxShape ).Size ); + } + else if ( shape is SphereShape ) + { + primitive = _primitives[ (int)PrimitiveType.Sphere ]; + scale = new Vector3( ( shape as SphereShape ).Radius ); + } + else if ( shape is CylinderShape ) + { + primitive = _primitives[ (int)PrimitiveType.Cylinder ]; + CylinderShape cs = shape as CylinderShape; + scale = new Vector3( cs.Radius, cs.Height, cs.Radius ); + } + else if ( shape is CapsuleShape ) + { + primitive = _primitives[ (int)PrimitiveType.Capsule ]; + CapsuleShape cs = shape as CapsuleShape; + scale = new Vector3( cs.Radius * 2, cs.Length, cs.Radius * 2 ); - _addShapeToUpdateList( ts.Shape, ori, pos ); - } - } - } + } + else if ( shape is ConeShape ) + { + primitive = _primitives[ (int)PrimitiveType.Cone ]; + ConeShape cs = shape as ConeShape; + scale = new Vector3( cs.Radius, cs.Height, cs.Radius ); + } - private void _addShapeToUpdateList( Shape shape, JMatrix ori, JVector pos ) - { - GeometricPrimitive primitive = null; - Vector3 scale = Vector3.UnitScale; + primitive.PhysicUpdate( Conversion.ToVector3( pos ), Conversion.ToQuat( ori ), scale ); + } - if ( shape is BoxShape ) - { - primitive = _primitives[ (int)PrimitiveType.Box ]; - scale = Conversion.ToVector3( ( shape as BoxShape ).Size ); - } - else if ( shape is SphereShape ) - { - primitive = _primitives[ (int)PrimitiveType.Sphere ]; - scale = new Vector3( ( shape as SphereShape ).Radius ); - } - else if ( shape is CylinderShape ) - { - primitive = _primitives[ (int)PrimitiveType.Cylinder ]; - CylinderShape cs = shape as CylinderShape; - scale = new Vector3( cs.Radius, cs.Height, cs.Radius ); - } - else if ( shape is CapsuleShape ) - { - primitive = _primitives[ (int)PrimitiveType.Capsule ]; - CapsuleShape cs = shape as CapsuleShape; - scale = new Vector3( cs.Radius * 2, cs.Length, cs.Radius * 2 ); + private void _spawnRandomPrimitive( JVector position, JVector velocity ) + { + RigidBody body = null; + int rndn = random.Next( 7 ); - } - else if ( shape is ConeShape ) - { - primitive = _primitives[ (int)PrimitiveType.Cone ]; - ConeShape cs = shape as ConeShape; - scale = new Vector3( cs.Radius, cs.Height, cs.Radius ); - } + // less of the more advanced objects + if ( rndn == 5 || rndn == 6 || rndn == 7 ) + rndn = random.Next( 7 ); - primitive.PhysicUpdate( Conversion.ToVector3( pos ), Conversion.ToQuat( ori ), scale ); - } + switch ( rndn ) + { + case 0: + body = new RigidBody( new ConeShape( (float)random.Next( 5, 50 ) / 20.0f, (float)random.Next( 10, 20 ) / 20.0f ) ); + break; - private void _spawnRandomPrimitive( JVector position, JVector velocity ) - { - RigidBody body = null; - int rndn = random.Next( 7 ); + case 1: + body = new RigidBody( new BoxShape( (float)random.Next( 10, 30 ) / 20.0f, (float)random.Next( 10, 30 ) / 20.0f, (float)random.Next( 10, 30 ) / 20.0f ) ); + break; - // less of the more advanced objects - if ( rndn == 5 || rndn == 6 || rndn == 7 ) - rndn = random.Next( 7 ); + case 2: + body = new RigidBody( new SphereShape( (float)random.Next( 30, 100 ) / 100.0f ) ); + break; - switch ( rndn ) - { - case 0: - body = new RigidBody( new ConeShape( (float)random.Next( 5, 50 ) / 20.0f, (float)random.Next( 10, 20 ) / 20.0f ) ); - break; + case 3: + body = new RigidBody( new CylinderShape( 1.0f, 0.5f ) ); + break; - case 1: - body = new RigidBody( new BoxShape( (float)random.Next( 10, 30 ) / 20.0f, (float)random.Next( 10, 30 ) / 20.0f, (float)random.Next( 10, 30 ) / 20.0f ) ); - break; + case 4: + body = new RigidBody( new CapsuleShape( 1.0f, 0.5f ) ); + break; - case 2: - body = new RigidBody( new SphereShape( (float)random.Next( 30, 100 ) / 100.0f ) ); - break; + case 5: + Shape b1 = new BoxShape( new JVector( 3, 1, 1 ) ); + Shape b2 = new BoxShape( new JVector( 1, 1, 3 ) ); + Shape b3 = new CylinderShape( 3.0f, 0.5f ); - case 3: - body = new RigidBody( new CylinderShape( 1.0f, 0.5f ) ); - break; + CompoundShape.TransformedShape t1 = new CompoundShape.TransformedShape( b1, JMatrix.Identity, JVector.Zero ); + CompoundShape.TransformedShape t2 = new CompoundShape.TransformedShape( b2, JMatrix.Identity, JVector.Zero ); + CompoundShape.TransformedShape t3 = new CompoundShape.TransformedShape( b3, JMatrix.Identity, new JVector( 0, 0, 0 ) ); - case 4: - body = new RigidBody( new CapsuleShape( 1.0f, 0.5f ) ); - break; + CompoundShape ms = new CompoundShape( new CompoundShape.TransformedShape[ 3 ] { t1, t2, t3 } ); - case 5: - Shape b1 = new BoxShape( new JVector( 3, 1, 1 ) ); - Shape b2 = new BoxShape( new JVector( 1, 1, 3 ) ); - Shape b3 = new CylinderShape( 3.0f, 0.5f ); + body = new RigidBody( ms ); + break; - CompoundShape.TransformedShape t1 = new CompoundShape.TransformedShape( b1, JMatrix.Identity, JVector.Zero ); - CompoundShape.TransformedShape t2 = new CompoundShape.TransformedShape( b2, JMatrix.Identity, JVector.Zero ); - CompoundShape.TransformedShape t3 = new CompoundShape.TransformedShape( b3, JMatrix.Identity, new JVector( 0, 0, 0 ) ); + case 6: + ConvexHullObject obj2 = new ConvexHullObject( this ); + body = obj2.body; + body.Restitution = 0.2f; + body.StaticFriction = 0.8f; + _convexHulls.Add( obj2 ); + break; + } - CompoundShape ms = new CompoundShape( new CompoundShape.TransformedShape[ 3 ] { t1, t2, t3 } ); + PhysicWorld.AddBody( body ); - body = new RigidBody( ms ); - break; + body.Position = position; + body.LinearVelocity = velocity; - case 6: - ConvexHullObject obj2 = new ConvexHullObject( this ); - body = obj2.body; - body.Restitution = 0.2f; - body.StaticFriction = 0.8f; - _convexHulls.Add( obj2 ); - break; - } + lastBody = body; + } - PhysicWorld.AddBody( body ); + private void _initPrimitives() + { + for ( int i = 0; i < (int)PrimitiveType.Count; ++i ) + { + if ( _primitives[ i ] == null ) + continue; - body.Position = position; - body.LinearVelocity = velocity; + if ( !_primitives[ i ].IsDisposed ) + _primitives[ i ].Dispose(); - lastBody = body; - } + _primitives[ i ] = null; + } - private void _initPrimitives() - { - for ( int i = 0; i < (int)PrimitiveType.Count; ++i ) - { - if ( _primitives[ i ] == null ) - continue; + _primitives[ (int)PrimitiveType.Box ] = new BoxPrimitive( this ); + _primitives[ (int)PrimitiveType.Capsule ] = new CapsulePrimitive( this ); + _primitives[ (int)PrimitiveType.Cone ] = new ConePrimitive( this ); + _primitives[ (int)PrimitiveType.Cylinder ] = new CylinderPrimitive( this ); + _primitives[ (int)PrimitiveType.Sphere ] = new SpherePrimitive( this ); + } - if ( !_primitives[ i ].IsDisposed ) - _primitives[ i ].Dispose(); + protected override void SetupContent() + { + //Setting Up Physics System + CollisionSystem collision = new CollisionSystemSAP(); + PhysicWorld = new World( collision ); + PhysicWorld.AllowDeactivation = true; - _primitives[ i ] = null; - } + //DebugDrawer = new DebugDrawer(); - _primitives[ (int)PrimitiveType.Box ] = new BoxPrimitive( this ); - _primitives[ (int)PrimitiveType.Capsule ] = new CapsulePrimitive( this ); - _primitives[ (int)PrimitiveType.Cone ] = new ConePrimitive( this ); - _primitives[ (int)PrimitiveType.Cylinder ] = new CylinderPrimitive( this ); - _primitives[ (int)PrimitiveType.Sphere ] = new SpherePrimitive( this ); - } - protected override void SetupContent() - { - //Setting Up Physics System - CollisionSystem collision = new CollisionSystemSAP(); - PhysicWorld = new World( collision ); - PhysicWorld.AllowDeactivation = true; + //Get available scenes and add them into the scene selector + PhysicScenes = new List<Scene>(); + foreach ( Type type in Assembly.GetExecutingAssembly().GetTypes() ) + { + if ( type.Namespace == "AxiomContrib.Samples.Jitter.Scenes" && !type.IsAbstract ) + { + Scene scene = (Scene)Activator.CreateInstance( type, this ); + this.PhysicScenes.Add( scene ); + } + } - //DebugDrawer = new DebugDrawer(); + StatsHandler = new JitterSampleController( this, TrayManager ); + StatsHandler.Initialize(); - StatsHandler = new JitterStatsHandler( this, true ); - StatsHandler.Initialize(); - - //Get available scenes and add them into the scene selector - SelectMenu sceneSelector = TrayManager.CreateLongSelectMenu( TrayLocation.Bottom, "SceneSelector", "Select Scene", 250, 140, 15 ); - PhysicScenes = new List<Scene>(); - - foreach ( Type type in Assembly.GetExecutingAssembly().GetTypes() ) - { - if ( type.Namespace == "AxiomContrib.Samples.Jitter.Scenes" && !type.IsAbstract ) - { - Scene scene = (Scene)Activator.CreateInstance( type, this ); - this.PhysicScenes.Add( scene ); - sceneSelector.AddItem( scene.GetType().Name ); - } - } - - if ( PhysicScenes.Count > 0 ) - { - sceneSelector.SelectItem( 0 ); - sceneSelector.SelectedIndexChanged += _sceneSelector_SelectedIndexChanged; - _changeCurrentScene( 0, true ); - } - } - } + } + } } Copied: AxiomContrib.Samples/trunk/Source/Jitter/JitterSampleController.cs (from rev 255, AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs) =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/JitterSampleController.cs (rev 0) +++ AxiomContrib.Samples/trunk/Source/Jitter/JitterSampleController.cs 2011-02-16 16:14:10 UTC (rev 266) @@ -0,0 +1,164 @@ +#region MIT License +/* +----------------------------------------------------------------------------- +This source file is part of the Jitter Sample +Jitter Physics Engine Copyright (c) 2010 Thorben Linneweber (ad...@ji...) + +This a port for Axiom of samples using Jitter Physics Engine, +developed by Thorben Linneweber and ported by Francesco Guastella (aka romeoxbm). + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +----------------------------------------------------------------------------- +*/ +#endregion + +#region Using Statements + +using System.Collections.Generic; +using Axiom.Collections; +using Axiom.Overlays; +using Axiom.Overlays.Elements; +using Axiom.Samples; +using AxiomContrib.Samples.Jitter.Scenes; +using System; + +#endregion + +namespace AxiomContrib.Samples.Jitter +{ + public class JitterSampleController + { + private JitterSample _sample; + private ParamsPanel _statsPanel; + private SortedList<string, string> _stats; + private Queue<string> _updatedStats = new Queue<string>(); + + private SdkTrayManager TrayManager; + + public bool AreStatsVisible + { + get; + set; + } + + public JitterSampleController( JitterSample sample , SdkTrayManager trayManager ) + { + _sample = sample; + AreStatsVisible = true; + TrayManager = trayManager; + } + + public void Initialize() + { + DecorWidget logo = TrayManager.CreateLogoWidget( TrayLocation.TopLeft, "Jitter/Logo", "Panel", "JitterSample/JitterLogo" ); + SelectMenu sceneSelector = TrayManager.CreateLongSelectMenu( TrayLocation.TopLeft, "SceneSelector", "Scene:", 250, 140, 15 ); + + foreach ( Scene scene in _sample.PhysicScenes ) + { + sceneSelector.AddItem( scene.GetType().Name ); + } + + _stats = new SortedList<string, string>() { + {"ArbiterCount" , string.Empty}, + {"ContactCount" , string.Empty}, + {"IslandCount" , string.Empty}, + {"BodyCount" , string.Empty}, + {"MultiThreaded" , string.Empty}, + {"Gen" , string.Empty}, + {"CollisionDetect" , string.Empty}, + {"BuildIslands" , string.Empty}, + {"HandleArbiter" , string.Empty}, + {"UpdateContacts" , string.Empty}, + {"PreStep" , string.Empty}, + {"DeactivateBodies" , string.Empty}, + {"IntegrateForces" , string.Empty}, + {"Integrate" , string.Empty}, + {"PostStep" , string.Empty}, + {"TotalPhysicsTime" , string.Empty}, + {"PhysicsFramerate" , string.Empty} + }; + _statsPanel = TrayManager.CreateParamsPanel( TrayLocation.TopLeft, "Jitter/StatsPanel", 250, _stats.Keys ); + + // Enqueue all of available stats to force the first time update + foreach ( string key in _stats.Keys ) + { + _updatedStats.Enqueue( key ); + } + + sceneSelector.SelectedIndexChanged += sceneSelector_SelectedIndexChanged; + + if ( _sample.PhysicScenes.Count > 0 ) + { + sceneSelector.SelectItem( 0 ); + } + + } + + public void SetValue( string key, int value ) + { + SetValue( key, value.ToString() ); + } + + public void SetValue( string key, float value ) + { + SetValue( key, value.ToString( "F2" ) ); + } + + public void SetValue( string key, double value ) + { + SetValue( key, value.ToString( "0.00" ) ); + } + + public void SetValue( string key, bool value ) + { + SetValue( key, value ? "true" : "false" ); + } + + public void SetValue( string key, string value ) + { + if ( !_stats.ContainsKey( key ) || !AreStatsVisible ) + return; + + _stats[ key ] = value; + + if ( !_updatedStats.Contains( key ) ) + _updatedStats.Enqueue( key ); + } + + public void Update() + { + if ( _updatedStats.Count == 0 || !AreStatsVisible ) + return; + + _statsPanel.ParamValues = _stats.Values; + } + + private void sceneSelector_SelectedIndexChanged( object sender, EventArgs e ) + { + SelectMenu menu = sender as SelectMenu; + + if ( menu == null ) + return; + + _sample.ChangeCurrentScene( menu.SelectionIndex, false ); + } + + + } +} Deleted: AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs 2011-02-16 10:24:37 UTC (rev 265) +++ AxiomContrib.Samples/trunk/Source/Jitter/JitterStatsHandler.cs 2011-02-16 16:14:10 UTC (rev 266) @@ -1,164 +0,0 @@ -#region MIT License -/* ------------------------------------------------------------------------------ -This source file is part of the Jitter Sample -Jitter Physics Engine Copyright (c) 2010 Thorben Linneweber (ad...@ji...) - -This a port for Axiom of samples using Jitter Physics Engine, -developed by Thorben Linneweber and ported by Francesco Guastella (aka romeoxbm). - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ -#endregion - -#region Using Statements - -using System.Collections.Generic; -using Axiom.Collections; -using Axiom.Overlays; -using Axiom.Overlays.Elements; - -#endregion - -namespace AxiomContrib.Samples.Jitter -{ - public class JitterStatsHandler - { - private JitterSample _sample; - private BorderPanel _statsPanel; - private NameValuePairList _stats; - private Queue<string> _updatedStats; - private bool _areStatsVisible; - - public bool AreStatsVisible - { - get - { - return _areStatsVisible; - } - - set - { - _areStatsVisible = value; - _statsPanel.IsVisible = value; - } - } - - public JitterStatsHandler( JitterSample sample , bool areStatsVisible ) - { - _sample = sample; - _stats = new NameValuePairList(); - _updatedStats = new Queue<string>(); - _areStatsVisible = areStatsVisible; - } - - public void Initialize() - { - _stats.Add( "CurrentScene", string.Empty ); - _stats.Add( "ArbiterCount", string.Empty ); - _stats.Add( "ContactCount", string.Empty ); - _stats.Add( "IslandCount", string.Empty ); - _stats.Add( "BodyCount", string.Empty ); - _stats.Add( "MultiThreaded", string.Empty ); - _stats.Add( "Gen", string.Empty ); - _stats.Add( "CollisionDetect", string.Empty ); - _stats.Add( "BuildIslands", string.Empty ); - _stats.Add( "HandleArbiter", string.Empty ); - _stats.Add( "UpdateContacts", string.Empty ); - _stats.Add( "PreStep", string.Empty ); - _stats.Add( "DeactivateBodies", string.Empty ); - _stats.Add( "IntegrateForces", string.Empty ); - _stats.Add( "Integrate", string.Empty ); - _stats.Add( "PostStep", string.Empty ); - _stats.Add( "TotalPhysicsTime", string.Empty ); - _stats.Add( "PhysicsFramerate", string.Empty ); - - // Enqueue all of available stats to force the first time update - foreach ( string key in _stats.Keys ) - _updatedStats.Enqueue( key ); - - Overlay ov = OverlayManager.Instance.GetByName( "JitterSample/StatesOverlay" ); - if ( ov == null ) - { - ov = OverlayManager.Instance.Create( "JitterSample/StatesOverlay" ); - - _statsPanel = (BorderPanel)OverlayManager.Instance.Elements.CreateElementFromTemplate( "JitterSample/StatPanel", "BorderPanel", "StatPanel" ); - ov.AddElement( _statsPanel ); - - Panel logo = (Panel)OverlayManager.Instance.Elements.CreateElementFromTemplate( "JitterSample/JitterLogo", "Panel", "Logo" ); - ov.AddElement( logo ); - } - else - _statsPanel = (BorderPanel)OverlayManager.Instance.Elements.GetElement( "StatPanel" ); - - ov.ZOrder = 10; - ov.IsVisible = true; - - _statsPanel.IsVisible = _areStatsVisible; - } - - public void SetValue( string key, int value ) - { - SetValue( key, value.ToString() ); - } - - public void SetValue( string key, float value ) - { - SetValue( key, value.ToString( "F2" ) ); - } - - public void SetValue( string key, double value ) - { - SetValue( key, value.ToString( "0.00" ) ); - } - - public void SetValue( string key, bool value ) - { - SetValue( key, value ? "true" : "false" ); - } - - public void SetValue( string key, string value ) - { - if ( !_stats.ContainsKey( key ) || !_areStatsVisible ) - return; - - _stats[ key ] = value; - - if ( !_updatedStats.Contains( key ) ) - _updatedStats.Enqueue( key ); - } - - public void Update() - { - if ( _updatedStats.Count == 0 || !_areStatsVisible ) - return; - - TextArea currentTextarea = null; - string currentKey = null; - - while ( _updatedStats.Count != 0 ) - { - currentKey = _updatedStats.Dequeue(); - currentTextarea = (TextArea)_statsPanel.GetChild( "StatPanel/" + currentKey ); - currentTextarea.Text = string.Format( "{0}: {1}", currentKey, _stats[ currentKey ] ); - } - } - } -} Modified: AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs =================================================================== --- AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs 2011-02-16 10:24:37 UTC (rev 265) +++ AxiomContrib.Samples/trunk/Source/Jitter/Primitives3D/GeometricPrimitive.cs 2011-02-16 16:14:10 UTC (rev 266) @@ -13,10 +13,10 @@ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: - + The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. - + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE @@ -40,151 +40,151 @@ namespace AxiomContrib.Samples.Jitter.Primitives3D { - public enum PrimitiveType : int - { - Box = 0, - Sphere = 1, - Cylinder = 2, - Cone = 3, - Capsule = 4, - Count = 5 - } + public enum PrimitiveType : int + { + Box = 0, + Sphere = 1, + Cylinder = 2, + Cone = 3, + Capsule = 4, + Count = 5 + } - /// <summary> - /// Base class for simple geometric primitive models. This provides a vertex - /// buffer, an index buffer, plus methods for drawing the model. Classes for - /// specific types of primitive (CubePrimitive, SpherePrimitive, etc.) are - /// derived from this common base, and use the AddVertex and AddIndex methods - /// to specify their geometry. - /// </summary> - public abstract class GeometricPrimitive : IDisposable - { - #region Fields + /// <summary> + /// Base class for simple geometric primitive models. This provides a vertex + /// buffer, an index buffer, plus methods for drawing the model. Classes for + /// specific types of primitive (CubePrimitive, SpherePrimitive, etc.) are + /// derived from this common base, and use the AddVertex and AddIndex methods + /// to specify their geometry. + /// </summary> + public abstract class GeometricPrimitive : IDisposable + { + #region Fields - private List<SceneNode> _nodes = new List<SceneNode>(); - private int _currentIndex = 0; + private List<SceneNode> _nodes = new List<SceneNode>(); + private int _currentIndex = 0; - protected JitterSample _sample { get; private set; } + protected JitterSample _sample { get; private set; } - // During the process of constructing a primitive model, vertex - // and index data is stored on the CPU in these managed lists. - private List<Vector3> _vertexNormalSet = new List<Vector3>(); - private List<ushort> _indexSet = new List<ushort>(); + // During the process of constructing a primitive model, vertex + // and index data is stored on the CPU in these managed lists. + private List<Vector3> _vertexNormalSet = new List<Vector3>(); + private List<ushort> _indexSet = new List<ushort>(); - #endregion + #endregion - public PrimitiveType Type { get; private set; } + public PrimitiveType Type { get; private set; } - protected GeometricPrimitive( JitterSample sample, PrimitiveType type ) - { - this._sample = sample; - this.IsDisposed = false; - this.Type = type; - } + protected GeometricPrimitive( JitterSample sample, PrimitiveType type ) + { + this._sample = sample; + this.IsDisposed = false; + this.Type = type; + } - /// <summary> - /// Adds a new vertex to the primitive model. This should only be called - /// during the initialization process, before InitializePrimitive. - /// </summary> - protected void AddVertex( Vector3 position, Vector3 normal ) - { - _vertexNormalSet.Add( position ); - _vertexNormalSet.Add( normal ); - } + /// <summary> + /// Adds a new vertex to the primitive model. This should only be called + /// during the initialization process, before InitializePrimitive. + /// </summary> + protected void AddVertex( Vector3 position, Vector3 normal ) + { + _vertexNormalSet.Add( position ); + _vertexNormalSet.Add( normal ); + } - /// <summary> - /// Adds a new index to the primitive model. This should only be called - /// during the initialization process, before InitializePrimitive. - /// </summary> - protected void AddIndex( int index ) - { - if ( index > ushort.MaxValue ) - throw new ArgumentOutOfRangeException( "index" ); + /// <summary> + /// Adds a new index to the primitive model. This should only be called + /// during the initialization process, before InitializePrimitive. + /// </summary> + protected void AddIndex( int index ) + { + if ( index > ushort.MaxValue ) + throw new ArgumentOutOfRangeException( "index" ); - _indexSet.Add( (ushort)index ); - } + _indexSet.Add( (ushort)index ); + } - /// <summary> - /// Queries the index of the current vertex. This starts at - /// zero, and increments every time AddVertex is called. - /// </summary> - protected int CurrentVertex - { - get { return _vertexNormalSet.Count / 2; } - } + /// <summary> + /// Queries the index of the current vertex. This starts at + /// zero, and increments every time AddVertex is called. + /// </summary> + protected int CurrentVertex + { + get { return _vertexNormalSet.Count / 2; } + } - /// <summary> - /// Once all the geometry has been specified by calling AddVertex and AddIndex, - /// this method copies the vertex and index data into GPU format buffers, ready - /// for efficient rendering. - private ManualObject InitializePrimitive() - { - ManualObject primitive = _sample.SceneManager.CreateManualObject( this.GetType().Name + this._nodes.Count ); - primitive.Begin( "BaseWhite", OperationType.TriangleList ); + /// <summary> + /// Once all the geometry has been specified by calling AddVertex and AddIndex, + /// this method copies the vertex and index data into GPU format buffers, ready + /// for efficient rendering. + private ManualObject InitializePrimitive() + { + ManualObject primitive = _sample.SceneManager.CreateManualObject( this.GetType().Name + this._nodes.Count ); + primitive.Begin( "JitterSample/Geometries", OperationType.TriangleList ); - //Vertices and normals - for ( int i = 0; i < _vertexNormalSet.Count; i += 2 ) - { - primitive.Position( _vertexNormalSet[ i ] ); - primitive.Normal( _vertexNormalSet[ i + 1 ] ); - } + //Vertices and normals + for ( int i = 0; i < _vertexNormalSet.Count; i += 2 ) + { + primitive.Position( _vertexNormalSet[ i ] ); + primitive.Normal( _vertexNormalSet[ i + 1 ] ); + } - //Indices - foreach ( ushort idx in _indexSet ) - { - primitive.Index( idx ); - } + //Indices + foreach ( ushort idx in _indexSet ) + { + primitive.Index( idx ); + } - primitive.End(); - return primitive; - } + primitive.End(); + return primitive; + } - public void PhysicUpdate( Vector3 pos, Quaternion orientation, Vector3 scale ) - { - if ( _currentIndex == _nodes.Count ) - { - SceneNode n = this._sample.SceneManager.RootSceneNode.CreateChildSceneNode(); - n.AttachObject( this.InitializePrimitive() ); - _nodes.Add( n ); - } + public void PhysicUpdate( Vector3 pos, Quaternion orientation, Vector3 scale ) + { + if ( _currentIndex == _nodes.Count ) + { + SceneNode n = this._sample.SceneManager.RootSceneNode.CreateChildSceneNode(); + n.AttachObject( this.InitializePrimitive() ); + _nodes.Add( n ); + } - _nodes[ _currentIndex ].Scale = scale; - _nodes[ _currentIndex ].Orientation = orientation; - _nodes[ _currentIndex ].Position = pos; - _currentIndex++; - } + _nodes[ _currentIndex ].Scale = scale; + _nodes[ _currentIndex ].O... 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