/// <summary> /// Creates a line joint /// </summary> /// <param name="bodyA"></param> /// <param name="bodyB"></param> /// <param name="anchor"></param> /// <param name="axis"></param> public static LineJoint CreateLineJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis) { LineJoint joint = new LineJoint(bodyA, bodyB, anchor, axis); return(joint); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, 10f); HasCursor = false; EnableCameraControl = true; HasVirtualStick = true; _hzFront = 8.5f; _hzBack = 5.0f; _zeta = 0.85f; _maxSpeed = 50.0f; _scale = 1f; // terrain _ground = new Body(World); { Vertices terrain = new Vertices(); terrain.Add(new Vector2(-20f, -5f)); terrain.Add(new Vector2(-20f, 0f)); terrain.Add(new Vector2(20f, 0f)); terrain.Add(new Vector2(25f, -0.25f)); terrain.Add(new Vector2(30f, -1f)); terrain.Add(new Vector2(35f, -4f)); terrain.Add(new Vector2(40f, 0f)); terrain.Add(new Vector2(45f, 0f)); terrain.Add(new Vector2(50f, 1f)); terrain.Add(new Vector2(55f, 2f)); terrain.Add(new Vector2(60f, 2f)); terrain.Add(new Vector2(65f, 1.25f)); terrain.Add(new Vector2(70f, 0f)); terrain.Add(new Vector2(75f, -0.3f)); terrain.Add(new Vector2(80f, -1.5f)); terrain.Add(new Vector2(85f, -3.5f)); terrain.Add(new Vector2(90f, 0f)); terrain.Add(new Vector2(95f, 0.5f)); terrain.Add(new Vector2(100f, 1f)); terrain.Add(new Vector2(105f, 2f)); terrain.Add(new Vector2(110f, 2.5f)); terrain.Add(new Vector2(115f, 1.3f)); terrain.Add(new Vector2(120f, 0f)); terrain.Add(new Vector2(160f, 0f)); terrain.Add(new Vector2(159f, 10f)); terrain.Add(new Vector2(201f, 10f)); terrain.Add(new Vector2(200f, 0f)); terrain.Add(new Vector2(240f, 0f)); terrain.Add(new Vector2(250f, -5f)); terrain.Add(new Vector2(250f, 10f)); terrain.Add(new Vector2(270f, 10f)); terrain.Add(new Vector2(270f, 0)); terrain.Add(new Vector2(310f, 0)); terrain.Add(new Vector2(310f, -5)); for (int i = 0; i < terrain.Count - 1; ++i) { FixtureFactory.AttachEdge(terrain[i], terrain[i + 1], _ground); } _ground.Friction = 0.6f; } // teeter board { _board = new Body(World); _board.BodyType = BodyType.Dynamic; _board.Position = new Vector2(140.0f, -1.0f); PolygonShape box = new PolygonShape(1f); box.SetAsBox(10.0f, 0.25f); _teeter = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Pavement, Color.LightGray, 1.2f)); _board.CreateFixture(box); RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(_ground, _board, Vector2.Zero); teeterAxis.LowerLimit = -8.0f * Settings.Pi / 180.0f; teeterAxis.UpperLimit = 8.0f * Settings.Pi / 180.0f; teeterAxis.LimitEnabled = true; World.AddJoint(teeterAxis); _board.ApplyAngularImpulse(-100.0f); } // bridge { _bridgeSegments = new List <Body>(); const int segmentCount = 20; PolygonShape shape = new PolygonShape(1f); shape.SetAsBox(1.0f, 0.125f); _bridge = new Sprite(ScreenManager.Assets.TextureFromShape(shape, MaterialType.Dots, Color.SandyBrown, 1f)); Body prevBody = _ground; for (int i = 0; i < segmentCount; ++i) { Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(161f + 2f * i, 0.125f); Fixture fix = body.CreateFixture(shape); fix.Friction = 0.6f; JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX); prevBody = body; _bridgeSegments.Add(body); } JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX); } // boxes { _boxes = new List <Body>(); PolygonShape box = new PolygonShape(1f); box.SetAsBox(0.5f, 0.5f); _box = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Squares, Color.SaddleBrown, 2f)); Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -0.5f); body.CreateFixture(box); _boxes.Add(body); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -1.5f); body.CreateFixture(box); _boxes.Add(body); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -2.5f); body.CreateFixture(box); _boxes.Add(body); } // car { Vertices vertices = new Vertices(8); vertices.Add(new Vector2(-2.5f, 0.08f)); vertices.Add(new Vector2(-2.375f, -0.46f)); vertices.Add(new Vector2(-0.58f, -0.92f)); vertices.Add(new Vector2(0.46f, -0.92f)); vertices.Add(new Vector2(2.5f, -0.17f)); vertices.Add(new Vector2(2.5f, 0.205f)); vertices.Add(new Vector2(2.3f, 0.33f)); vertices.Add(new Vector2(-2.25f, 0.35f)); PolygonShape chassis = new PolygonShape(vertices, 2f); _car = new Body(World); _car.BodyType = BodyType.Dynamic; _car.Position = new Vector2(0.0f, -1.0f); _car.CreateFixture(chassis); _wheelBack = new Body(World); _wheelBack.BodyType = BodyType.Dynamic; _wheelBack.Position = new Vector2(-1.709f, -0.78f); Fixture fix = _wheelBack.CreateFixture(new CircleShape(0.5f, 0.8f)); fix.Friction = 0.9f; _wheelFront = new Body(World); _wheelFront.BodyType = BodyType.Dynamic; _wheelFront.Position = new Vector2(1.54f, -0.8f); _wheelFront.CreateFixture(new CircleShape(0.5f, 1f)); Vector2 axis = new Vector2(0.0f, -1.2f); _springBack = new LineJoint(_car, _wheelBack, _wheelBack.Position, axis); _springBack.MotorSpeed = 0.0f; _springBack.MaxMotorTorque = 20.0f; _springBack.MotorEnabled = true; _springBack.Frequency = _hzBack; _springBack.DampingRatio = _zeta; World.AddJoint(_springBack); _springFront = new LineJoint(_car, _wheelFront, _wheelFront.Position, axis); _springFront.MotorSpeed = 0.0f; _springFront.MaxMotorTorque = 10.0f; _springFront.MotorEnabled = false; _springFront.Frequency = _hzFront; _springFront.DampingRatio = _zeta; World.AddJoint(_springFront); _carBody = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/car"), AssetCreator.CalculateOrigin(_car) / _scale); _wheel = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/wheel")); } Camera.MinRotation = -0.05f; Camera.MaxRotation = 0.05f; Camera.TrackingBody = _car; Camera.EnableTracking = true; }
private CarTest() { _hz = 4.0f; _zeta = 0.7f; _speed = 50.0f; Body ground = new Body(World); { EdgeShape shape = new EdgeShape(new Vector2(-20.0f, 0.0f), new Vector2(20.0f, 0.0f)); ground.CreateFixture(shape); float[] hs = new[] { 0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f }; float x = 20.0f, y1 = 0.0f; const float dx = 5.0f; for (int i = 0; i < 10; ++i) { float y2 = hs[i]; FixtureFactory.AttachEdge(new Vector2(x, y1), new Vector2(x + dx, y2), ground); y1 = y2; x += dx; } for (int i = 0; i < 10; ++i) { float y2 = hs[i]; FixtureFactory.AttachEdge(new Vector2(x, y1), new Vector2(x + dx, y2), ground); y1 = y2; x += dx; } FixtureFactory.AttachEdge(new Vector2(x, 0.0f), new Vector2(x + 40.0f, 0.0f), ground); x += 80.0f; FixtureFactory.AttachEdge(new Vector2(x, 0.0f), new Vector2(x + 40.0f, 0.0f), ground); x += 40.0f; FixtureFactory.AttachEdge(new Vector2(x, 0.0f), new Vector2(x + 10.0f, 5.0f), ground); x += 20.0f; FixtureFactory.AttachEdge(new Vector2(x, 0.0f), new Vector2(x + 40.0f, 0.0f), ground); x += 40.0f; FixtureFactory.AttachEdge(new Vector2(x, 0.0f), new Vector2(x, 20.0f), ground); ground.Friction = 0.6f; } // Teeter { Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(140.0f, 1.0f); PolygonShape box = new PolygonShape(1); box.SetAsBox(10.0f, 0.25f); body.CreateFixture(box); RevoluteJoint jd = JointFactory.CreateRevoluteJoint(ground, body, Vector2.Zero); jd.LowerLimit = -8.0f * Settings.Pi / 180.0f; jd.UpperLimit = 8.0f * Settings.Pi / 180.0f; jd.LimitEnabled = true; World.AddJoint(jd); body.ApplyAngularImpulse(100.0f); } //Bridge { const int N = 20; PolygonShape shape = new PolygonShape(1); shape.SetAsBox(1.0f, 0.125f); Body prevBody = ground; for (int i = 0; i < N; ++i) { Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(161.0f + 2.0f * i, -0.125f); Fixture fix = body.CreateFixture(shape); fix.Friction = 0.6f; Vector2 anchor = new Vector2(-1, 0); JointFactory.CreateRevoluteJoint(World, prevBody, body, anchor); prevBody = body; } Vector2 anchor2 = new Vector2(1.0f, 0); JointFactory.CreateRevoluteJoint(World, ground, prevBody, anchor2); } // Boxes { PolygonShape box = new PolygonShape(0.5f); box.SetAsBox(0.5f, 0.5f); Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(230.0f, 0.5f); body.CreateFixture(box); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(230.0f, 1.5f); body.CreateFixture(box); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(230.0f, 2.5f); body.CreateFixture(box); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(230.0f, 3.5f); body.CreateFixture(box); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(230.0f, 4.5f); body.CreateFixture(box); } // Car { Vertices vertices = new Vertices(8); vertices.Add(new Vector2(-1.5f, -0.5f)); vertices.Add(new Vector2(1.5f, -0.5f)); vertices.Add(new Vector2(1.5f, 0.0f)); vertices.Add(new Vector2(0.0f, 0.9f)); vertices.Add(new Vector2(-1.15f, 0.9f)); vertices.Add(new Vector2(-1.5f, 0.2f)); PolygonShape chassis = new PolygonShape(vertices, 1); CircleShape circle = new CircleShape(0.4f, 1); _car = new Body(World); _car.BodyType = BodyType.Dynamic; _car.Position = new Vector2(0.0f, 1.0f); _car.CreateFixture(chassis); _wheel1 = new Body(World); _wheel1.BodyType = BodyType.Dynamic; _wheel1.Position = new Vector2(-1.0f, 0.35f); Fixture fix = _wheel1.CreateFixture(circle); fix.Friction = 0.9f; _wheel2 = new Body(World); _wheel2.BodyType = BodyType.Dynamic; _wheel2.Position = new Vector2(1.0f, 0.4f); _wheel2.CreateFixture(circle); Vector2 axis = new Vector2(0.0f, 1.0f); _spring1 = new LineJoint(_car, _wheel1, _wheel1.Position, axis); _spring1.MotorSpeed = 0.0f; _spring1.MaxMotorTorque = 20.0f; _spring1.MotorEnabled = true; _spring1.Frequency = _hz; _spring1.DampingRatio = _zeta; World.AddJoint(_spring1); _spring2 = new LineJoint(_car, _wheel2, _wheel2.Position, axis); _spring2.MotorSpeed = 0.0f; _spring2.MaxMotorTorque = 10.0f; _spring2.MotorEnabled = false; _spring2.Frequency = _hz; _spring2.DampingRatio = _zeta; World.AddJoint(_spring2); } }
public static Vehicle createJeep(Vector2 pos, float damping = 0.5f, float freq = 2.5f, float torque = 1.0f, float friction = 2f, float bodyMassMultiplier = 1f, float wheelMassMultiplier = 1f) { pos = ConvertUnits.ToDisplayUnits(pos); PhysicsObject _car; PhysicsObject _fwheel; PhysicsObject _rwheel; LineJoint _fjoint; LineJoint _rjoint; // car body _car = PhysicsObject.createFromTexture(Main.sprTextures[2], Main.sprTextures[2].Width); _car.dposition = pos; _car.texture = Main.sprTextures[2]; _car.body.Mass *= bodyMassMultiplier; // wheels _fwheel = PhysicsObject.createCircle(ConvertUnits.ToSimUnits(65)); _fwheel.dposition = pos + new Vector2(459, 209); _fwheel.texture = Main.sprTextures[3]; _fwheel.origin = TextureCreator.CalculateOrigin(_fwheel.body); _fwheel.body.Friction = friction; _fwheel.body.Mass *= wheelMassMultiplier; _rwheel = PhysicsObject.createCircle(ConvertUnits.ToSimUnits(65)); _rwheel.dposition = pos + new Vector2(127, 209); _rwheel.texture = Main.sprTextures[3]; _fwheel.origin = TextureCreator.CalculateOrigin(_fwheel.body); _rwheel.body.Friction = friction; _rwheel.body.Mass *= wheelMassMultiplier; // wheel joints Vector2 axis = new Vector2(0, 1f); _fjoint = new LineJoint(_car.body, _fwheel.body, _fwheel.position, axis); _fjoint.MotorEnabled = true; _fjoint.MotorSpeed = 0.0f; _fjoint.MaxMotorTorque = torque; _fjoint.Frequency = freq; _fjoint.DampingRatio = damping; Main.physicsWorld.AddJoint(_fjoint); _rjoint = new LineJoint(_car.body, _rwheel.body, _rwheel.position, axis); _rjoint.MotorEnabled = true; _rjoint.MotorSpeed = 0.0f; _rjoint.MaxMotorTorque = torque; _rjoint.Frequency = freq; _rjoint.DampingRatio = damping; Main.physicsWorld.AddJoint(_rjoint); Vehicle car = new Vehicle(); car.body.Add(_car); car.wheels.Add(_fwheel); car.wheels.Add(_rwheel); car.lJoints.Add(_fjoint); car.lJoints.Add(_rjoint); car.maxSpeed = 10.0f; return(car); }
public Joint GetPhysicsJoint(Vector2 scale) { float scaleD = (scale.X + scale.Y) / 2f; Body body1, body2; string[] bodyNames = PrefabUtils.GetEntityAndComponentName(Body1); if (bodyNames[0] == null) { body1 = FatherEntity.PhysicsEntity.GetBody(Body1); } else { body1 = GameWorldManager.Instance.GetEntity(bodyNames[0]).PhysicsEntity.GetBody(bodyNames[1]); } bodyNames = PrefabUtils.GetEntityAndComponentName(Body2); if (bodyNames[0] == null) { body2 = FatherEntity.PhysicsEntity.GetBody(Body2); } else { body2 = GameWorldManager.Instance.GetEntity(bodyNames[0]).PhysicsEntity.GetBody(bodyNames[1]); } switch (Type) { case JointType.Line: LineJoint joint = new LineJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, Axis); joint.MaxMotorTorque = MaxMotorTorque; joint.MotorEnabled = MotorEnabled; joint.Frequency = Frequency; joint.DampingRatio = DampingRatio; joint.CollideConnected = CollideConnected; Platform.Instance.PhysicsWorld.AddJoint(joint); return(joint); case JointType.Revolute: RevoluteJoint joint2 = new RevoluteJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, UnitsConverter.ToSimUnits(Anchor2) * scale); joint2.CollideConnected = CollideConnected; joint2.MaxMotorTorque = MaxMotorTorque; joint2.MotorEnabled = MotorEnabled; Platform.Instance.PhysicsWorld.AddJoint(joint2); return(joint2); case JointType.Weld: WeldJoint joint3 = new WeldJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, UnitsConverter.ToSimUnits(Anchor2) * scale); joint3.CollideConnected = CollideConnected; Platform.Instance.PhysicsWorld.AddJoint(joint3); return(joint3); case JointType.Slider: SliderJoint joint4 = new SliderJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, UnitsConverter.ToSimUnits(Anchor2) * scale, UnitsConverter.ToSimUnits(MinLength) * scaleD, UnitsConverter.ToSimUnits(MaxLength) * scaleD); joint4.DampingRatio = DampingRatio; joint4.CollideConnected = CollideConnected; Platform.Instance.PhysicsWorld.AddJoint(joint4); return(joint4); case JointType.Distance: DistanceJoint joint5 = new DistanceJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, UnitsConverter.ToSimUnits(Anchor2) * scale); joint5.Frequency = Frequency; joint5.DampingRatio = DampingRatio; joint5.CollideConnected = CollideConnected; joint5.Length = UnitsConverter.ToSimUnits(Length) * scaleD; Platform.Instance.PhysicsWorld.AddJoint(joint5); return(joint5); case JointType.Prismatic: PrismaticJoint joint6 = new PrismaticJoint(body1, body2, UnitsConverter.ToSimUnits(Anchor) * scale, UnitsConverter.ToSimUnits(Anchor2) * scale, Axis); joint6.CollideConnected = CollideConnected; joint6.UpperLimit = UnitsConverter.ToSimUnits(UpperLimit) * scaleD; joint6.LowerLimit = UnitsConverter.ToSimUnits(LowerLimit) * scaleD; joint6.LimitEnabled = LimitEnabled; joint6.MotorEnabled = MotorEnabled; joint6.MaxMotorForce = MaxMotorForce * scaleD; joint6.MotorSpeed = MotorSpeed * scaleD; Platform.Instance.PhysicsWorld.AddJoint(joint6); return(joint6); default: return(null); } }