Newton game dynamics visual studio 2010
When exported, this camera view as you see it would be exported. See the next screen shot. If you click on the scene and drag the mouse you can navigate around the scene. Try holding down the Ctrl or Alt key while dragging. The tree view as been expanded to reveal the camera, the main visual, its children and the light point. The Xaml exporter exports the entire scene as a Viewport3D class exporting the scene Camera, Lights and Model Objects with all their transformations.
In the next article you'll see how to export children as Visuals as well. Any of your existing Viewport3D Xaml files can be opened in the editor as well, but you may have some problems. Currently the editor has only been tested with data from the Blender exported files.
The outliner view gives you all your scene nodes in a nice tree view similar to the Xaml Editor and you'll mostly use this view to select your objects before you manipulate them. A This part of the node represents the main visual part of the object. Think of the icon are the transformation property that would be exported. It will help you deduced how scenes are converted to a WPF scene.
Notice that the Camera and Lamp are exported as an Xaml Element with its Transform property set, so even though your the camera has a Position and LookDirection property the Transform property of the object is rather set. Content or in the Model3DGroup container. When exported the child objects are exported as Model3DGroup elements and the Model3DGroup element will have the transforms applied to it. C The outliner will also show how the scene is structured.
See the 2 Cube. See the previous screen shot of the Xml Editor's Xml tree view. Just when you thought it was all getting so easy, and haa haaaa , "3D graphics, I has dem" a spanner is thrown into the works, well not really as big as a whole spanner.
Maybe, more like a If you look at the "3D view" in blender you'll notice the transform order icon at the bottom left of the view. This little "gotcha" will be explored in the next section when you convert the Viewport3D scene into a ModelVisual3D scene. OK, so how you can import a raw scene and it's looking good. Except for that weird blue'y tint you've got in the 3D view, kinda cutting the scene in half. What's that about? I mean blue is a nice colour and all, but when you're coding your "Cubes Of Death" game, you'll probably want a red tinted scene.
The blue tint, is from the Terrain added by default to the scene by the Xaml Editor. You are looking through it, from its semi-transparent underside. The scene however has been exported with its funny axis issue.
Currently, however, you can move the camera around and things still look normal. Designed for 2D video games. Circle, convex polygon, and line segment collision primitives. Multiple collision primitives can be attached to the same rigid body. Fast collision detection by using a spatial hash for the broad phase. Support for collision callbacks based on object types. Impulses applied to contact points can be retrieved after the impulse solver has finished. Several kinds of joints available. This "stiffness" is defined by the Stiffness property on the constraint.
A value of 1 would mean solid no flexing at all , and 0. The Direction property is the Direction of the fixed constraining force that would be applied to hold the joint in place Yes it's a bit tricky.
The Direction is important though. The Z axis should point out along the child body. More amount this in Part 2. Both are local coordinates to the child body the Leg. The ForceAverageSampleCount is used the specify how many samples of the acting forces to be sampled and averages the force value out over the sample count to reduce quick shocking forces which would normally rip the legs off.
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