Beispiel #1
0
        void InitPhysics()
        {
            var gravity = new b2Vec2(0.0f, -10.0f);

            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;

            b2Body groundBody = world.CreateBody(def);

            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));

            b2FixtureDef fd = new b2FixtureDef();

            fd.friction    = 0.3f;
            fd.restitution = 0.1f;
            fd.shape       = groundBox;

            groundBody.CreateFixture(fd);
        }
        void InitPhysics()
        {
            CCSize size = Layer.VisibleBoundsWorldspace.Size;

            var gravity = new b2Vec2(0.0f, -10.0f);

            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;
            b2Body groundBody = world.CreateBody(def);

            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(size.Width / PTM_RATIO, 0));
            b2FixtureDef fd = new b2FixtureDef();

            fd.shape = groundBox;
            groundBody.CreateFixture(fd);
        }
Beispiel #3
0
        public Test()
        {
            m_destructionListener = new DestructionListener();
            m_debugDraw           = new CCBox2dDraw("fonts/arial-12");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(0.0f, -10.0f);
            m_world      = new b2World(gravity);
            m_bomb       = null;
            m_textLine   = 30;
            m_mouseJoint = null;
            m_pointCount = 0;

            m_destructionListener.test = this;
            m_world.SetDestructionListener(m_destructionListener);
            m_world.SetContactListener(this);
            m_world.SetDebugDraw(m_debugDraw);
            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);

            m_bombSpawning = false;

            m_stepCount = 0;

            b2BodyDef bodyDef = new b2BodyDef();

            m_groundBody = m_world.CreateBody(bodyDef);
        }
Beispiel #4
0
        public virtual void Step(Settings settings)
        {
            float timeStep = settings.hz > 0.0f ? 1.0f / settings.hz : 0.0f;

            if (settings.pause)
            {
                if (settings.singleStep)
                {
                    settings.singleStep = false;
                }
                else
                {
                    timeStep = 0.0f;
                }

                m_debugDraw.DrawString(5, m_textLine, "****PAUSED****");
                m_textLine += 15;
            }

            b2DrawFlags flags = 0;

            if (settings.drawShapes)
            {
                flags |= b2DrawFlags.e_shapeBit;
            }
            if (settings.drawJoints)
            {
                flags |= b2DrawFlags.e_jointBit;
            }
            if (settings.drawAABBs)
            {
                flags |= b2DrawFlags.e_aabbBit;
            }
            if (settings.drawPairs)
            {
                flags |= b2DrawFlags.e_pairBit;
            }
            if (settings.drawCOMs)
            {
                flags |= b2DrawFlags.e_centerOfMassBit;
            }
            m_debugDraw.SetFlags(flags);

            m_world.SetWarmStarting(settings.enableWarmStarting > 0);
            m_world.SetContinuousPhysics(settings.enableContinuous > 0);
            m_world.SetSubStepping(settings.enableSubStepping > 0);

            m_pointCount = 0;

            m_world.Step(timeStep, settings.velocityIterations, settings.positionIterations);

            if (timeStep > 0.0f)
            {
                ++m_stepCount;
            }
        }
Beispiel #5
0
        public Mouse()
        {
            //m_destructionListener = new DestructionListener();
            m_debugDraw = new CCBox2dDraw("fonts/arial-16");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(500, 500);

            m_world = new b2World(gravity);


            m_world.SetAllowSleeping(false);
            m_world.SetContinuousPhysics(true);


            m_world.SetDebugDraw(m_debugDraw);
            m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit);

            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);
        }
Beispiel #6
0
        public b2World box2dWorld()
        {
            if (null == _world)
            {
                var gravity = new b2Vec2(0.0f, -10.0f);
                _world = new b2World(gravity);

                _world.SetAllowSleeping(true);
                _world.SetContinuousPhysics(true);


                _debugDraw = new LHBox2dDraw("fonts/MarkerFelt-16");
                _world.SetDebugDraw(_debugDraw);
                _debugDraw.AppendFlags(b2DrawFlags.e_shapeBit);

                Schedule(t => {
                    _world.Step(t, 8, 1);
                });
            }

            return(_world);
        }
Beispiel #7
0
        private void initPhysics()
        {
            CCSize s = Layer.VisibleBoundsWorldspace.Size;

            var gravity = new b2Vec2(0.0f, -10.0f);

            _world = new b2World(gravity);
            float debugWidth  = s.Width / PTM_RATIO * 2f;
            float debugHeight = s.Height / PTM_RATIO * 2f;

            //CCBox2dDraw debugDraw = new CCBox2dDraw(new b2Vec2(debugWidth / 2f + 10, s.Height - debugHeight - 10), 2);
            //debugDraw.AppendFlags(b2DrawFlags.e_shapeBit);

            //_world.SetDebugDraw(debugDraw);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);

            //m_debugDraw = new GLESDebugDraw( PTM_RATIO );
            //world->SetDebugDraw(m_debugDraw);

            //uint32 flags = 0;
            //flags += b2Draw::e_shapeBit;
            //        flags += b2Draw::e_jointBit;
            //        flags += b2Draw::e_aabbBit;
            //        flags += b2Draw::e_pairBit;
            //        flags += b2Draw::e_centerOfMassBit;
            //m_debugDraw->SetFlags(flags);


            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            b2BodyDef def = new b2BodyDef();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);

            groundBody.SetActive(true);

            // Define the ground box shape.

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(s.Width / PTM_RATIO, 0));
            b2FixtureDef fd = new b2FixtureDef();

            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // _world.Dump();
        }
Beispiel #8
0
        void InitPhysics()
        {
            CCSize s = Layer.VisibleBoundsWorldspace.Size;

            //world def
            var gravity = new b2Vec2(0.0f, 0.0f);

            world = new b2World(gravity);
            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            //body def
            var balldef = new b2BodyDef();

            balldef.type = b2BodyType.b2_dynamicBody;
            balldef.position.Set(s.Width * 0.5f / PTM_RATIO, s.Height * 0.8f / PTM_RATIO);
            ball = world.CreateBody(balldef);

            //shape def
            b2CircleShape ballshape = new b2CircleShape();

            ballshape.Radius = 50f / PTM_RATIO;

            //fixture def
            b2FixtureDef ballfixture = new b2FixtureDef();

            ballfixture.shape       = ballshape;
            ballfixture.density     = 1f;
            ballfixture.friction    = 0.2f;
            ballfixture.restitution = 0.0f;
            ball.CreateFixture(ballfixture);
            //ball.SetTransform(new b2Vec2(8, 8), 1);  //this doesn't work
            ball.LinearVelocity = new b2Vec2(0, 10);
            //ball.AngularVelocity = 1;  //CCPhysicsSprite doesn't update angle

            //sprite def
            sprite             = new CCPhysicsSprite(new CCTexture2D("ball.png"), new CCRect(0, 0, 100, 100), PTM_RATIO);
            sprite.Position    = new CCPoint(balldef.position.x, balldef.position.y);
            sprite.PhysicsBody = ball;
            AddChild(sprite);


            /////////////////////  ball 2
            var fixedballdef = new b2BodyDef();

            fixedballdef.type = b2BodyType.b2_staticBody;
            fixedballdef.position.Set(s.Width * 0.5f / PTM_RATIO, s.Height * 0.5f / PTM_RATIO);
            ball2 = world.CreateBody(fixedballdef);
            ball2.CreateFixture(ballfixture);
            sprite2             = new CCPhysicsSprite(new CCTexture2D("ball.png"), new CCRect(0, 0, 100, 100), PTM_RATIO);
            sprite2.Position    = new CCPoint(fixedballdef.position.x, fixedballdef.position.y);
            sprite2.PhysicsBody = ball2;
            AddChild(sprite2);

            /////////////////////  ball 3
            fixedballdef.position.Set(s.Width * 0.75f / PTM_RATIO, s.Height * 0.75f / PTM_RATIO);
            ball3 = world.CreateBody(fixedballdef);
            ball3.CreateFixture(ballfixture);
            sprite3             = new CCPhysicsSprite(new CCTexture2D("ball.png"), new CCRect(0, 0, 100, 100), PTM_RATIO);
            sprite3.Position    = new CCPoint(fixedballdef.position.x, fixedballdef.position.y);
            sprite3.PhysicsBody = ball3;
            AddChild(sprite3);



            ballmass  = ball.Mass;
            ball2mass = ball2.Mass;
            ball3mass = ball3.Mass;


            //put walls up
            var edge = new b2EdgeShape();

            edge.Set(new b2Vec2(0f, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO));
            var wallfixture = new b2FixtureDef();

            wallfixture.shape = edge;
            var walldef = new b2BodyDef();

            walldef.type = b2BodyType.b2_staticBody;
            var wall = world.CreateBody(walldef);

            wall.CreateFixture(wallfixture);

            edge.Set(new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, 0f));
            var wall2 = world.CreateBody(walldef);

            wall2.CreateFixture(wallfixture);

            edge.Set(new b2Vec2(0f, 0f), new b2Vec2(s.Width / PTM_RATIO, 0f));
            var wall3 = world.CreateBody(walldef);

            wall3.CreateFixture(wallfixture);

            edge.Set(new b2Vec2(0f, 0f), new b2Vec2(0f, s.Height / PTM_RATIO));
            var wall4 = world.CreateBody(walldef);

            wall4.CreateFixture(wallfixture);

//            Console.WriteLine("position of body ball2 {0}", ball2.Position);
//            Console.WriteLine("position of body sprite2 {0}", sprite2.Position);
//            Console.WriteLine("anchor point of body sprite {0}", sprite.AnchorPoint);
//            Console.WriteLine("content size of sprite {0}", sprite.ContentSize);
//            Console.WriteLine("content size of sprite2 {0}", sprite2.ContentSize);

            //sprite.UpdateBallTransform();

//            var def = new b2BodyDef ();
//            def.allowSleep = true;
//            def.position = b2Vec2.Zero;
//            def.type = b2BodyType.b2_staticBody;
//            b2Body groundBody = world.CreateBody (def);
//            groundBody.SetActive (true);
//
//            b2EdgeShape groundBox = new b2EdgeShape ();
//            groundBox.Set (b2Vec2.Zero, new b2Vec2 (s.Width / PTM_RATIO, 0));
//            b2FixtureDef fd = new b2FixtureDef ();
//            fd.shape = groundBox;
//            groundBody.CreateFixture (fd);
        }
Beispiel #9
0
        private void InitPhysics()
        {
            _gravity = new b2Vec2(0.0f, GRAVITY);
            _world   = new b2World(b2Vec2.Zero);

            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);
            _contactListener = new ContactListener(this);
            _world.SetContactListener(_contactListener);

            var wallDef = new b2BodyDef();

            wallDef.allowSleep = true;
            wallDef.position   = b2Vec2.Zero;
            wallDef.type       = b2BodyType.b2_staticBody;

            //Floor
            b2Body floorBody = _world.CreateBody(wallDef);

            floorBody.SetActive(true);

            b2EdgeShape floorShape = new b2EdgeShape();

            floorShape.Set(b2Vec2.Zero, new b2Vec2(_gameWidth / App.PTM_RATIO, 0));

            b2FixtureDef floorFixture = new b2FixtureDef();

            floorFixture.friction    = WALL_FRICTION;
            floorFixture.restitution = WALL_RECOIL;
            floorFixture.shape       = floorShape;

            floorBody.CreateFixture(floorFixture);
            _contactListener.Floor = floorBody;

            //Left Wall
            b2Body leftWallBody = _world.CreateBody(wallDef);

            leftWallBody.SetActive(true);

            b2EdgeShape leftWallShape = new b2EdgeShape();

            //Go up very high so skip PTM_RATIO
            leftWallShape.Set(b2Vec2.Zero, new b2Vec2(0, _gameHeight));

            b2FixtureDef leftWallFixture = new b2FixtureDef();

            leftWallFixture.friction    = WALL_FRICTION;
            leftWallFixture.restitution = WALL_RECOIL;
            leftWallFixture.shape       = leftWallShape;

            leftWallBody.CreateFixture(leftWallFixture);

            //Right Wall
            b2Body rightWallBody = _world.CreateBody(wallDef);

            rightWallBody.SetActive(true);

            b2EdgeShape rightWallShape = new b2EdgeShape();

            //Go up very high so skip PTM_RATIO
            rightWallShape.Set(new b2Vec2(_gameWidth / App.PTM_RATIO, 0), new b2Vec2(_gameWidth / App.PTM_RATIO, _gameHeight));

            b2FixtureDef rightWallFixture = new b2FixtureDef();

            rightWallFixture.friction    = WALL_FRICTION;
            rightWallFixture.restitution = WALL_RECOIL;
            rightWallFixture.shape       = rightWallShape;

            rightWallBody.CreateFixture(rightWallFixture);
        }