Beispiel #1
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 public void Add(Joint joint)
 {
     if (JointCount >= JointCapacity)
         return;
     //			Debug.Assert(JointCount < JointCapacity);
     _joints[JointCount++] = joint;
 }
Beispiel #2
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        public static GearJoint CreateGearJoint(World world, Joint jointA, Joint jointB, float ratio)
        {
            GearJoint gearJoint = new GearJoint(jointA, jointB, ratio);

            world.AddJoint(gearJoint);
            return(gearJoint);
        }
Beispiel #3
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		internal void DestroyJoint()
		{
			if (this.joint == null) return;
			Scene.PhysicsWorld.RemoveJoint(this.joint);
			this.joint.Broke -= this.joint_Broke;
			this.joint = null;
		}
Beispiel #4
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 public ConstructElement(ScrapGame game, Segment entity, Construct construct, Point offSet, Joint rootJoint)
 {
     branchJoints = new List<Joint>();
     this.rootJoint = rootJoint;
     this.segment = entity;
     this.game = game;
     this.construct = construct;
     this.offSet = offSet;
 }
Beispiel #5
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 public Balance(World worldFarseer, Vector2 posDepart, Texture2D tex)
     : base(worldFarseer, posDepart, tex)
 {
     objPhys.IsStatic = false;
     objPhys.BodyType = BodyType.Dynamic;
     objPhys.AngularDamping = 0.8f;
     objPhys.Inertia = 2;
     Body rotor = BodyFactory.CreateCircle(worldFarseer, 0.1f, 3f);
     pivot = JointFactory.CreateRevoluteJoint(worldFarseer,objPhys,rotor,objPhys.Position);
 }
Beispiel #6
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        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0, 140);
            projection = Matrix.CreateOrthographicOffCenter(0f, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height, 0f, 0f, 1f);
            hookpointmanager = new HookPointManager(World);

            MaterialType hookpointmaterial = MaterialType.Blank;

            swingerbody = BodyFactory.CreateBody(World, new Vector2(3, 10));
            swinger = FixtureFactory.AttachCircle(1, 40, swingerbody);
            swinger.Body.BodyType = BodyType.Dynamic;
            swinger.Friction = 0;

            body3 = BodyFactory.CreateBody(World, new Vector2(-4, -10));
            body3.IsStatic = true;
            CircleShape circleShape3 = new CircleShape(.4f, .3f);
            Fixture fixture3 = body3.CreateFixture(circleShape3, hookpointmaterial);
            body3.IgnoreGravity = true;
            fixture3.Body.BodyType = BodyType.Static;

            body2 = BodyFactory.CreateBody(World, new Vector2(-8, -10));
            body2.IsStatic = true;
            CircleShape circleShape2 = new CircleShape(.4f, .3f);
            fixture2 = body2.CreateFixture(circleShape2, hookpointmaterial);
            body2.IgnoreGravity = true;
            fixture2.Body.BodyType = BodyType.Static;


            joint1 = JointFactory.CreateSliderJoint(World, swingerbody, fixture3.Body, Vector2.Zero, Vector2.Zero, 4, 5);

            _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport);

            //SetUserAgent(swingerbody, 100f, 100f);
  
            // create sprite based on body
            swingersprite = new Sprite(ScreenManager.Assets.TextureFromShape(swingerbody.FixtureList[0].Shape,
                                                                                MaterialType.Dots,
                                                                                Color.Red, 2f));

            body3sprite = new Sprite(ScreenManager.Assets.TextureFromShape(swingerbody.FixtureList[0].Shape,
                                                                                MaterialType.Dots,
                                                                                Color.Red, 2f));

            body2sprite = new Sprite(ScreenManager.Assets.TextureFromShape(swingerbody.FixtureList[0].Shape,
                                                                                MaterialType.Dots,
                                                                                Color.Red, 2f));
       
        }
Beispiel #7
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        public Wheel(ScrapGame game, Vector2 position)
            : base(game)
        {
            texture = game.Content.Load<Texture2D>("wheel");

            wheel = BodyFactory.CreateCircle(game.world, .49f, 1f, this);
            wheel.Restitution = .5f;
            wheel.BodyType = BodyType.Dynamic;
            wheel.Position = position;
            wheel.Friction = .9f;
            //wheel.CollisionCategories = new Category();

            body = BodyFactory.CreateRectangle(game.world, .5f, .5f, .5f, this);
            body.Position = position;
            body.BodyType = BodyType.Dynamic;
            body.Restitution = .5f;
            body.Friction = .9f;

            bodyJoint = JointFactory.CreateRevoluteJoint(game.world, body, wheel, new Vector2(0, 0), new Vector2(0, 0));
        }
Beispiel #8
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        public DriveWheel(ScrapGame game, Vector2 position)
            : base(game)
        {
            texture = game.Content.Load<Texture2D>("wheel");

            wheel = BodyFactory.CreateCircle(game.world, .49f, 2f,this);
            wheel.Restitution = 1f;
            wheel.BodyType = BodyType.Dynamic;
            wheel.Position = position;
            wheel.Friction = 2f;

            wheel.UserData = this;

            body = BodyFactory.CreateRectangle(game.world, .1f, .1f, 2f);
            body.Position = position;
            body.BodyType = BodyType.Dynamic;

            //body.IgnoreCCD = true;

            wheelHubJoint = JointFactory.CreateRevoluteJoint(game.world, body, wheel, new Vector2(0, 0));
        }
Beispiel #9
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        /// <summary>
        /// Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding.
        /// </summary>
        /// <param name="joint">The joint.</param>
        public void AddJoint(Joint joint)
        {
            //You are adding the same joint twice?
            Debug.Assert(!_jointAddList.Contains(joint));

            if (!_jointAddList.Contains(joint))
                _jointAddList.Add(joint);
        }
Beispiel #10
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        private void RemoveJoint(Joint joint, bool doCheck)
        {
            if (doCheck)
            {
                Debug.Assert(!_jointRemoveList.Contains(joint),
                             "The joint is already marked for removal. You are removing the joint more than once.");
            }

            if (!_jointRemoveList.Contains(joint))
                _jointRemoveList.Add(joint);
        }
Beispiel #11
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        private void SerializeJoint(Joint joint)
        {
            if (joint.IsFixedType())
                return;

            _writer.WriteStartElement("Joint");

            _writer.WriteAttributeString("Type", joint.JointType.ToString());

            WriteElement("BodyA", FindBodyIndex(joint.BodyA));
            WriteElement("BodyB", FindBodyIndex(joint.BodyB));

            WriteElement("CollideConnected", joint.CollideConnected);

            WriteElement("Breakpoint", joint.Breakpoint);

            if (joint.UserData != null)
            {
                _writer.WriteStartElement("UserData");
                WriteDynamicType(joint.UserData.GetType(), joint.UserData);
                _writer.WriteEndElement();
            }

            switch (joint.JointType)
            {
                case JointType.Distance:
                    {
                        DistanceJoint djd = (DistanceJoint)joint;

                        WriteElement("DampingRatio", djd.DampingRatio);
                        WriteElement("FrequencyHz", djd.Frequency);
                        WriteElement("Length", djd.Length);
                        WriteElement("LocalAnchorA", djd.LocalAnchorA);
                        WriteElement("LocalAnchorB", djd.LocalAnchorB);
                    }
                    break;
                case JointType.Friction:
                    {
                        FrictionJoint fjd = (FrictionJoint)joint;
                        WriteElement("LocalAnchorA", fjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", fjd.LocalAnchorB);
                        WriteElement("MaxForce", fjd.MaxForce);
                        WriteElement("MaxTorque", fjd.MaxTorque);
                    }
                    break;
                case JointType.Gear:
                    throw new Exception("Gear joint not supported by serialization");
                case JointType.Line:
                    {
                        LineJoint ljd = (LineJoint)joint;

                        WriteElement("EnableMotor", ljd.MotorEnabled);
                        WriteElement("LocalAnchorA", ljd.LocalAnchorA);
                        WriteElement("LocalAnchorB", ljd.LocalAnchorB);
                        WriteElement("MotorSpeed", ljd.MotorSpeed);
                        WriteElement("DampingRatio", ljd.DampingRatio);
                        WriteElement("MaxMotorTorque", ljd.MaxMotorTorque);
                        WriteElement("FrequencyHz", ljd.Frequency);
                        WriteElement("LocalXAxis", ljd.LocalXAxis);
                    }
                    break;
                case JointType.Prismatic:
                    {
                        PrismaticJoint pjd = (PrismaticJoint)joint;

                        //NOTE: Does not conform with Box2DScene

                        WriteElement("EnableLimit", pjd.LimitEnabled);
                        WriteElement("EnableMotor", pjd.MotorEnabled);
                        WriteElement("LocalAnchorA", pjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", pjd.LocalAnchorB);
                        WriteElement("LocalXAxis1", pjd.LocalXAxis1);
                        WriteElement("LowerTranslation", pjd.LowerLimit);
                        WriteElement("UpperTranslation", pjd.UpperLimit);
                        WriteElement("MaxMotorForce", pjd.MaxMotorForce);
                        WriteElement("MotorSpeed", pjd.MotorSpeed);
                    }
                    break;
                case JointType.Pulley:
                    {
                        PulleyJoint pjd = (PulleyJoint)joint;

                        WriteElement("GroundAnchorA", pjd.GroundAnchorA);
                        WriteElement("GroundAnchorB", pjd.GroundAnchorB);
                        WriteElement("LengthA", pjd.LengthA);
                        WriteElement("LengthB", pjd.LengthB);
                        WriteElement("LocalAnchorA", pjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", pjd.LocalAnchorB);
                        WriteElement("MaxLengthA", pjd.MaxLengthA);
                        WriteElement("MaxLengthB", pjd.MaxLengthB);
                        WriteElement("Ratio", pjd.Ratio);
                    }
                    break;
                case JointType.Revolute:
                    {
                        RevoluteJoint rjd = (RevoluteJoint)joint;

                        WriteElement("EnableLimit", rjd.LimitEnabled);
                        WriteElement("EnableMotor", rjd.MotorEnabled);
                        WriteElement("LocalAnchorA", rjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", rjd.LocalAnchorB);
                        WriteElement("LowerAngle", rjd.LowerLimit);
                        WriteElement("MaxMotorTorque", rjd.MaxMotorTorque);
                        WriteElement("MotorSpeed", rjd.MotorSpeed);
                        WriteElement("ReferenceAngle", rjd.ReferenceAngle);
                        WriteElement("UpperAngle", rjd.UpperLimit);
                    }
                    break;
                case JointType.Weld:
                    {
                        WeldJoint wjd = (WeldJoint)joint;

                        WriteElement("LocalAnchorA", wjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", wjd.LocalAnchorB);
                    }
                    break;
                //
                // Not part of Box2DScene
                //
                case JointType.Rope:
                    {
                        RopeJoint rjd = (RopeJoint)joint;

                        WriteElement("LocalAnchorA", rjd.LocalAnchorA);
                        WriteElement("LocalAnchorB", rjd.LocalAnchorB);
                        WriteElement("MaxLength", rjd.MaxLength);
                    }
                    break;
                case JointType.Angle:
                    {
                        AngleJoint aj = (AngleJoint)joint;
                        WriteElement("BiasFactor", aj.BiasFactor);
                        WriteElement("MaxImpulse", aj.MaxImpulse);
                        WriteElement("Softness", aj.Softness);
                        WriteElement("TargetAngle", aj.TargetAngle);
                    }
                    break;
                case JointType.Slider:
                    {
                        SliderJoint sliderJoint = (SliderJoint)joint;
                        WriteElement("DampingRatio", sliderJoint.DampingRatio);
                        WriteElement("FrequencyHz", sliderJoint.Frequency);
                        WriteElement("MaxLength", sliderJoint.MaxLength);
                        WriteElement("MinLength", sliderJoint.MinLength);
                        WriteElement("LocalAnchorA", sliderJoint.LocalAnchorA);
                        WriteElement("LocalAnchorB", sliderJoint.LocalAnchorB);
                    }
                    break;
                default:
                    throw new Exception("Joint not supported");
            }

            _writer.WriteEndElement();
        }
        private void DrawJoint(Joint joint)
        {
            if (!joint.Enabled)
                return;

            Body b1 = joint.BodyA;
            Body b2 = joint.BodyB;
            Transform xf1;
            b1.GetTransform(out xf1);

            Vector2 x2 = Vector2.Zero;

            // WIP David
            if (!joint.IsFixedType())
            {
                Transform xf2;
                b2.GetTransform(out xf2);
                x2 = xf2.p;
            }

            Vector2 p1 = joint.WorldAnchorA;
            Vector2 p2 = joint.WorldAnchorB;
            Vector2 x1 = xf1.p;

            Color color = Color.FromArgb(255, 128, 205, 205);

            switch (joint.JointType)
            {
                case JointType.Distance:
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.Pulley:
                    PulleyJoint pulley = (PulleyJoint)joint;
                    Vector2 s1 = b1.GetWorldPoint(pulley.LocalAnchorA);
                    Vector2 s2 = b2.GetWorldPoint(pulley.LocalAnchorB);
                    DrawSegment(p1, p2, color);
                    DrawSegment(p1, s1, color);
                    DrawSegment(p2, s2, color);
                    break;
                case JointType.FixedMouse:
                    DrawPoint(p1, 0.5f, Color.FromArgb(255, 0, 255, 0));
                    DrawSegment(p1, p2, Color.FromArgb(255, 205, 205, 205));
                    break;
                case JointType.Revolute:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    DrawSegment(x2, p2, color);

                    DrawSolidCircle(p2, 0.1f, Vector2.Zero, Colors.Red);
                    DrawSolidCircle(p1, 0.1f, Vector2.Zero, Colors.Blue);
                    break;
                case JointType.FixedAngle:
                    //Should not draw anything.
                    break;
                case JointType.FixedRevolute:
                    DrawSegment(x1, p1, color);
                    DrawSolidCircle(p1, 0.1f, Vector2.Zero, Colors.Purple);
                    break;
                case JointType.FixedLine:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.FixedDistance:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.FixedPrismatic:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.Gear:
                    DrawSegment(x1, x2, color);
                    break;
                default:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    DrawSegment(x2, p2, color);
                    break;
            }
        }
Beispiel #13
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        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="joint1">The first joint.</param>
        /// <param name="joint2">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        public GearJoint(Joint joint1, Joint joint2, float ratio = 1f)
        {
            JointType = JointType.Gear;
            Joint1    = joint1;
            Joint2    = joint2;
            Ratio     = ratio;

            _typeA = joint1.JointType;
            _typeB = joint2.JointType;

            Debug.Assert(_typeA == JointType.Revolute || _typeA == JointType.Prismatic || _typeA == JointType.FixedRevolute || _typeA == JointType.FixedPrismatic);
            Debug.Assert(_typeB == JointType.Revolute || _typeB == JointType.Prismatic || _typeB == JointType.FixedRevolute || _typeB == JointType.FixedPrismatic);

            float coordinateA, coordinateB;

            // TODO_ERIN there might be some problem with the joint edges in b2Joint.

            _bodyC = Joint1.BodyA;
            _bodyA = Joint1.BodyB;

            // Get geometry of joint1
            Transform xfA = _bodyA.Xf;
            float     aA  = _bodyA.Sweep.A;
            Transform xfC = _bodyC.Xf;
            float     aC  = _bodyC.Sweep.A;

            if (_typeA == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)joint1;
                _localAnchorC    = revolute.LocalAnchorA;
                _localAnchorA    = revolute.LocalAnchorB;
                _referenceAngleA = revolute.ReferenceAngle;
                _localAxisC      = Vector2.Zero;

                coordinateA = aA - aC - _referenceAngleA;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)joint1;
                _localAnchorC    = prismatic.LocalAnchorA;
                _localAnchorA    = prismatic.LocalAnchorB;
                _referenceAngleA = prismatic.ReferenceAngle;
                _localAxisC      = prismatic.LocalXAxisA;

                Vector2 pC = _localAnchorC;
                Vector2 pA = MathUtils.MulT(xfC.q, MathUtils.Mul(xfA.q, _localAnchorA) + (xfA.p - xfC.p));
                coordinateA = Vector2.Dot(pA - pC, _localAxisC);
            }

            _bodyD = Joint2.BodyA;
            _bodyB = Joint2.BodyB;

            // Get geometry of joint2
            Transform xfB = _bodyB.Xf;
            float     aB  = _bodyB.Sweep.A;
            Transform xfD = _bodyD.Xf;
            float     aD  = _bodyD.Sweep.A;

            if (_typeB == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)joint2;
                _localAnchorD    = revolute.LocalAnchorA;
                _localAnchorB    = revolute.LocalAnchorB;
                _referenceAngleB = revolute.ReferenceAngle;
                _localAxisD      = Vector2.Zero;

                coordinateB = aB - aD - _referenceAngleB;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)joint2;
                _localAnchorD    = prismatic.LocalAnchorA;
                _localAnchorB    = prismatic.LocalAnchorB;
                _referenceAngleB = prismatic.ReferenceAngle;
                _localAxisD      = prismatic.LocalXAxisA;

                Vector2 pD = _localAnchorD;
                Vector2 pB = MathUtils.MulT(xfD.q, MathUtils.Mul(xfB.q, _localAnchorB) + (xfB.p - xfD.p));
                coordinateB = Vector2.Dot(pB - pD, _localAxisD);
            }

            _ratio = ratio;

            _constant = coordinateA + _ratio * coordinateB;

            _impulse = 0.0f;
        }
Beispiel #14
0
        protected override void JointRemoved(Joint joint)
        {
            for (int i = 0; i < 8; ++i)
            {
                if (_joints[i] == joint)
                {
                    _joints[i] = null;
                    break;
                }
            }

            base.JointRemoved(joint);
        }
Beispiel #15
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 protected virtual void JointRemoved(Joint joint)
 {
     if (_fixedMouseJoint == joint)
         _fixedMouseJoint = null;
 }
Beispiel #16
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        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="jointA">The first joint.</param>
        /// <param name="jointB">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        public GearJoint(Joint jointA, Joint jointB, float ratio)
            : base(jointA.BodyA, jointA.BodyB)
        {
            JointType = JointType.Gear;
            JointA = jointA;
            JointB = jointB;
            Ratio = ratio;

            JointType type1 = jointA.JointType;
            JointType type2 = jointB.JointType;

            // Make sure its the right kind of joint
            Debug.Assert(type1 == JointType.Revolute ||
                         type1 == JointType.Prismatic ||
                         type1 == JointType.FixedRevolute ||
                         type1 == JointType.FixedPrismatic);
            Debug.Assert(type2 == JointType.Revolute ||
                         type2 == JointType.Prismatic ||
                         type2 == JointType.FixedRevolute ||
                         type2 == JointType.FixedPrismatic);

            // In the case of a prismatic and revolute joint, the first body must be static.
            if (type1 == JointType.Revolute || type1 == JointType.Prismatic)
                Debug.Assert(jointA.BodyA.BodyType == BodyType.Static);
            if (type2 == JointType.Revolute || type2 == JointType.Prismatic)
                Debug.Assert(jointB.BodyA.BodyType == BodyType.Static);

            float coordinate1 = 0.0f, coordinate2 = 0.0f;

            switch (type1)
            {
                case JointType.Revolute:
                    BodyA = jointA.BodyB;
                    _revolute1 = (RevoluteJoint)jointA;
                    LocalAnchor1 = _revolute1.LocalAnchorB;
                    coordinate1 = _revolute1.JointAngle;
                    break;
                case JointType.Prismatic:
                    BodyA = jointA.BodyB;
                    _prismatic1 = (PrismaticJoint)jointA;
                    LocalAnchor1 = _prismatic1.LocalAnchorB;
                    coordinate1 = _prismatic1.JointTranslation;
                    break;
                case JointType.FixedRevolute:
                    BodyA = jointA.BodyA;
                    _fixedRevolute1 = (FixedRevoluteJoint)jointA;
                    LocalAnchor1 = _fixedRevolute1.LocalAnchorA;
                    coordinate1 = _fixedRevolute1.JointAngle;
                    break;
                case JointType.FixedPrismatic:
                    BodyA = jointA.BodyA;
                    _fixedPrismatic1 = (FixedPrismaticJoint)jointA;
                    LocalAnchor1 = _fixedPrismatic1.LocalAnchorA;
                    coordinate1 = _fixedPrismatic1.JointTranslation;
                    break;
            }

            switch (type2)
            {
                case JointType.Revolute:
                    BodyB = jointB.BodyB;
                    _revolute2 = (RevoluteJoint)jointB;
                    LocalAnchor2 = _revolute2.LocalAnchorB;
                    coordinate2 = _revolute2.JointAngle;
                    break;
                case JointType.Prismatic:
                    BodyB = jointB.BodyB;
                    _prismatic2 = (PrismaticJoint)jointB;
                    LocalAnchor2 = _prismatic2.LocalAnchorB;
                    coordinate2 = _prismatic2.JointTranslation;
                    break;
                case JointType.FixedRevolute:
                    BodyB = jointB.BodyA;
                    _fixedRevolute2 = (FixedRevoluteJoint)jointB;
                    LocalAnchor2 = _fixedRevolute2.LocalAnchorA;
                    coordinate2 = _fixedRevolute2.JointAngle;
                    break;
                case JointType.FixedPrismatic:
                    BodyB = jointB.BodyA;
                    _fixedPrismatic2 = (FixedPrismaticJoint)jointB;
                    LocalAnchor2 = _fixedPrismatic2.LocalAnchorA;
                    coordinate2 = _fixedPrismatic2.JointTranslation;
                    break;
            }

            _ant = coordinate1 + Ratio * coordinate2;
        }
Beispiel #17
0
		protected int lookupJointIndex(Joint joint)
		{
			int? val = m_jointToIndexMap[joint];
			if (null != val)
				return val.Value;
			else
				return -1;
		}
Beispiel #18
0
        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="jointA">The first joint.</param>
        /// <param name="jointB">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        /// <param name="bodyA">The first body</param>
        /// <param name="bodyB">The second body</param>
        public GearJoint(Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio = 1f)
        {
            JointType = JointType.Gear;
            BodyA     = bodyA;
            BodyB     = bodyB;
            JointA    = jointA;
            JointB    = jointB;
            Ratio     = ratio;

            _typeA = jointA.JointType;
            _typeB = jointB.JointType;

            Debug.Assert(_typeA == JointType.Revolute || _typeA == JointType.Prismatic || _typeA == JointType.FixedRevolute || _typeA == JointType.FixedPrismatic);
            Debug.Assert(_typeB == JointType.Revolute || _typeB == JointType.Prismatic || _typeB == JointType.FixedRevolute || _typeB == JointType.FixedPrismatic);

            float coordinateA, coordinateB;

            // TODO_ERIN there might be some problem with the joint edges in b2Joint.

            _bodyC = JointA.BodyA;
            _bodyA = JointA.BodyB;

            // Get geometry of joint1
            Transform xfA = _bodyA._xf;
            float     aA  = _bodyA._sweep.A;
            Transform xfC = _bodyC._xf;
            float     aC  = _bodyC._sweep.A;

            if (_typeA == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)jointA;
                _localAnchorC    = revolute.LocalAnchorA;
                _localAnchorA    = revolute.LocalAnchorB;
                _referenceAngleA = revolute.ReferenceAngle;
                _localAxisC      = Vector2.Zero;

                coordinateA = aA - aC - _referenceAngleA;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)jointA;
                _localAnchorC    = prismatic.LocalAnchorA;
                _localAnchorA    = prismatic.LocalAnchorB;
                _referenceAngleA = prismatic.ReferenceAngle;
                _localAxisC      = prismatic.LocalXAxis;

                Vector2 pC = _localAnchorC;
                Vector2 pA = Complex.Divide(Complex.Multiply(ref _localAnchorA, ref xfA.q) + (xfA.p - xfC.p), ref xfC.q);
                coordinateA = Vector2.Dot(pA - pC, _localAxisC);
            }

            _bodyD = JointB.BodyA;
            _bodyB = JointB.BodyB;

            // Get geometry of joint2
            Transform xfB = _bodyB._xf;
            float     aB  = _bodyB._sweep.A;
            Transform xfD = _bodyD._xf;
            float     aD  = _bodyD._sweep.A;

            if (_typeB == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)jointB;
                _localAnchorD    = revolute.LocalAnchorA;
                _localAnchorB    = revolute.LocalAnchorB;
                _referenceAngleB = revolute.ReferenceAngle;
                _localAxisD      = Vector2.Zero;

                coordinateB = aB - aD - _referenceAngleB;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)jointB;
                _localAnchorD    = prismatic.LocalAnchorA;
                _localAnchorB    = prismatic.LocalAnchorB;
                _referenceAngleB = prismatic.ReferenceAngle;
                _localAxisD      = prismatic.LocalXAxis;

                Vector2 pD = _localAnchorD;
                Vector2 pB = Complex.Divide(Complex.Multiply(ref _localAnchorB, ref xfB.q) + (xfB.p - xfD.p), ref xfD.q);
                coordinateB = Vector2.Dot(pB - pD, _localAxisD);
            }

            _ratio    = ratio;
            _constant = coordinateA + _ratio * coordinateB;
            _impulse  = 0.0f;
        }
Beispiel #19
0
        public static GearJoint CreateGearJoint(World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio)
        {
            GearJoint gearJoint = new GearJoint(bodyA, bodyB, jointA, jointB, ratio);

            world.Add(gearJoint);
            return(gearJoint);
        }
Beispiel #20
0
		public String GetJointName(Joint joint)
		{
			
			if (m_jointToNameMap.ContainsKey(joint))
				return m_jointToNameMap[joint];
			return null;
		}
Beispiel #21
0
 public void Add(Joint joint)
 {
     //Debug.Assert(JointCount < _jointCapacity);
     _joints[JointCount++] = joint;
 }
        private void DrawJoint(Joint joint)
        {
            Body b1 = joint.BodyA;
            Body b2 = joint.BodyB;
            Transform xf1, xf2;
            b1.GetTransform(out xf1);

            Vector2 x2 = new Vector2();

            // WIP David
            if (!joint.IsFixedType())
            {
                b2.GetTransform(out xf2);
                x2 = xf2.Position;
            }
            Vector2 p2 = joint.WorldAnchorB;

            Vector2 x1 = xf1.Position;

            Vector2 p1 = joint.WorldAnchorA;

            Color color = new Color(0.5f, 0.8f, 0.8f);

            switch (joint.JointType)
            {
                case JointType.Distance:
                    DrawSegment(p1, p2, color);
                    break;

                case JointType.Pulley:
                    {
                        PulleyJoint pulley = (PulleyJoint) joint;
                        Vector2 s1 = pulley.GroundAnchorA;
                        Vector2 s2 = pulley.GroundAnchorB;
                        DrawSegment(s1, p1, color);
                        DrawSegment(s2, p2, color);
                        DrawSegment(s1, s2, color);
                    }
                    break;

                case JointType.FixedMouse:

                    FixedMouseJoint fixedMouseJoint = (FixedMouseJoint) joint;
                    p1 = fixedMouseJoint.Target;

                    DrawPoint(p2, 0.5f, new Color(0.0f, 1.0f, 0.0f));
                    DrawSegment(p1, p2, new Color(0.8f, 0.8f, 0.8f));
                    break;
                case JointType.Revolute:
                    //DrawSegment(x2, p1, color);
                    DrawSegment(p2, p1, color);
                    DrawSolidCircle(p2, 0.1f, new Vector2(), Color.Red);
                    DrawSolidCircle(p1, 0.1f, new Vector2(), Color.Blue);
                    break;
                case JointType.FixedRevolute:
                    DrawSolidCircle(p1, 0.1f, new Vector2(), Color.Pink);
                    break;
                case JointType.FixedLine:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.FixedDistance:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.FixedPrismatic:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    break;
                case JointType.Gear:
                    DrawSegment(x1, x2, color);
                    //DrawSegment(x1, p1, color);
                    //DrawSegment(p1, p2, color);
                    break;
                default:
                    DrawSegment(x1, p1, color);
                    DrawSegment(p1, p2, color);
                    DrawSegment(x2, p2, color);
                    break;
            }
        }
Beispiel #23
0
        public void Solve(ref TimeStep step, ref Vector2 gravity)
        {
            // Integrate velocities and apply damping.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                // Integrate velocities.
                // FPE 3 only - Only apply gravity if the body wants it.
                if (b.IgnoreGravity)
                {
                    b.LinearVelocityInternal.x += step.dt * (b.InvMass * b.Force.x);
                    b.LinearVelocityInternal.y += step.dt * (b.InvMass * b.Force.y);
                    b.AngularVelocityInternal  += step.dt * b.InvI * b.Torque;
                }
                else
                {
                    b.LinearVelocityInternal.x += step.dt * (gravity.x + b.InvMass * b.Force.x);
                    b.LinearVelocityInternal.y += step.dt * (gravity.y + b.InvMass * b.Force.y);
                    b.AngularVelocityInternal  += step.dt * b.InvI * b.Torque;
                }

                // Apply damping.
                // ODE: dv/dt + c * v = 0
                // Solution: v(t) = v0 * exp(-c * t)
                // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
                // v2 = exp(-c * dt) * v1
                // Taylor expansion:
                // v2 = (1.0f - c * dt) * v1
                b.LinearVelocityInternal  *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
                b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
            }

            // Partition contacts so that contacts with static bodies are solved last.
            int i1 = -1;

            for (int i2 = 0; i2 < ContactCount; ++i2)
            {
                Fixture fixtureA  = _contacts[i2].FixtureA;
                Fixture fixtureB  = _contacts[i2].FixtureB;
                Body    bodyA     = fixtureA.Body;
                Body    bodyB     = fixtureB.Body;
                bool    nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
                if (nonStatic)
                {
                    ++i1;

                    //TODO: Only swap if they are not the same? see http://code.google.com/p/box2d/issues/detail?id=162
                    Contact tmp = _contacts[i1];
                    _contacts[i1] = _contacts[i2];
                    _contacts[i2] = tmp;
                }
            }

            // Initialize velocity constraints.
            _contactSolver.Reset(_contacts, ContactCount, step.dtRatio, Settings.EnableWarmstarting);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
                _tmpTime = 0;
            }
#endif

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref step);
                }
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                _tmpTime += _watch.ElapsedTicks;
            }
#endif

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    joint.SolveVelocityConstraints(ref step);
                    joint.Validate(step.inv_dt);
                }

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif

                _contactSolver.SolveVelocityConstraints();
            }

            // Post-solve (store impulses for warm starting).
            _contactSolver.StoreImpulses();

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                float translationX = step.dt * b.LinearVelocityInternal.x;
                float translationY = step.dt * b.LinearVelocityInternal.y;
                float result       = translationX * translationX + translationY * translationY;

                if (result > Settings.MaxTranslationSquared)
                {
                    float sq = Mathf.Sqrt(result);

                    float ratio = Settings.MaxTranslation / sq;
                    b.LinearVelocityInternal.x *= ratio;
                    b.LinearVelocityInternal.y *= ratio;
                }

                float rotation = step.dt * b.AngularVelocityInternal;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / Mathf.Abs(rotation);
                    b.AngularVelocityInternal *= ratio;
                }

                // Store positions for continuous collision.
                b.Sweep.C0.x = b.Sweep.C.x;
                b.Sweep.C0.y = b.Sweep.C.y;
                b.Sweep.A0   = b.Sweep.A;

                // Integrate
                b.Sweep.C.x += step.dt * b.LinearVelocityInternal.x;
                b.Sweep.C.y += step.dt * b.LinearVelocityInternal.y;
                b.Sweep.A   += step.dt * b.AngularVelocityInternal;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Iterate over constraints.
            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);
                bool jointsOkay   = true;

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];
                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    bool jointOkay = joint.SolvePositionConstraints();
                    jointsOkay = jointsOkay && jointOkay;
                }

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif
                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    break;
                }
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _tmpTime;
            }
#endif

            Report(_contactSolver.Constraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];
                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
                        Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += step.dt;
                        minSleepTime = Mathf.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
Beispiel #24
0
 private void JointRemovedFired(Joint joint)
 {
     if (joint is DistanceJoint)
         _removedJoints++;
 }
Beispiel #25
0
		protected void readCustomPropertiesFromJson(Joint item, JObject value)
		{
			if (null == item)
				return;
			
			if (value["customProperties"] != null)
				return;
			
			int i = 0;
			JArray propValues = (JArray)value["customProperties"];
			if (null != propValues)
			{
				int numPropValues = propValues.Count;
				for (i = 0; i < numPropValues; i++)
				{
					JObject propValue = (JObject)propValues[i];
					String propertyName = propValue["name"].ToString();
					if (propValue["int"] != null)
						SetCustomInt(item, propertyName, (int)propValue["int"]);
					if (propValue["float"] != null)
						SetCustomFloat(item, propertyName, (float)propValue["float"]);
					if (propValue["string"] != null)
						SetCustomString(item, propertyName, propValue["string"].ToString());
					if (propValue["vec2"] != null)
						SetCustomVector(item, propertyName, this.jsonToVec("vec2", propValue));
					if (propValue["bool"] != null)
						SetCustomBool(item, propertyName, (bool)propValue["bool"]);
				}
			}
		}
        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="jointA">The first joint.</param>
        /// <param name="jointB">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        public GearJoint(Joint jointA, Joint jointB, float ratio)
            : base(jointA.BodyA, jointA.BodyB)
        {
            JointType = JointType.Gear;
            JointA = jointA;
            JointB = jointB;
            Ratio = ratio;

            m_typeA = jointA.JointType;
            m_typeB = jointB.JointType;

            // Make sure its the right kind of joint
            Debug.Assert(m_typeA == JointType.Revolute || m_typeA == JointType.Prismatic || m_typeA == JointType.FixedRevolute || m_typeA == JointType.FixedPrismatic);
            Debug.Assert(m_typeB == JointType.Revolute || m_typeB == JointType.Prismatic || m_typeB == JointType.FixedRevolute || m_typeB == JointType.FixedPrismatic);

            float coordinateA = 0.0f, coordinateB = 0.0f;

            m_bodyC = m_joint1.BodyA;
            BodyA = m_joint1.BodyB;

            // Get geometry of joint1
            Transform xfA = BodyA.Xf;
            float aA = BodyA.Sweep.A;
            Transform xfC = m_bodyC.Xf;
            float aC = m_bodyC.Sweep.A;

            if (m_typeA == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)jointA;
                m_localAnchorC = revolute.LocalAnchorA;
                m_localAnchorA = revolute.LocalAnchorB;
                m_referenceAngleA = revolute.ReferenceAngle;
                m_localAxisC = Vector2.Zero;

                coordinateA = aA - aC - m_referenceAngleA;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)jointA;
                m_localAnchorC = prismatic.LocalAnchorA;
                m_localAnchorA = prismatic.LocalAnchorB;
                m_referenceAngleA = prismatic.ReferenceAngle;
                m_localAxisC = prismatic.LocalXAxisA;

                Vector2 pC = m_localAnchorC;
                Vector2 pA = MathUtils.MulT(xfC.q, MathUtils.Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
                coordinateA = Vector2.Dot(pA - pC, m_localAxisC);
            }

            m_bodyD = m_joint2.BodyA;
            BodyB = m_joint2.BodyB;

            // Get geometry of joint2
            Transform xfB = BodyB.Xf;
            float aB = BodyB.Sweep.A;
            Transform xfD = m_bodyD.Xf;
            float aD = m_bodyD.Sweep.A;

            if (m_typeB == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)jointB;
                m_localAnchorD = revolute.LocalAnchorA;
                m_localAnchorB = revolute.LocalAnchorB;
                m_referenceAngleB = revolute.ReferenceAngle;
                m_localAxisD = Vector2.Zero;

                coordinateB = aB - aD - m_referenceAngleB;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)jointB;
                m_localAnchorD = prismatic.LocalAnchorA;
                m_localAnchorB = prismatic.LocalAnchorB;
                m_referenceAngleB = prismatic.ReferenceAngle;
                m_localAxisD = prismatic.LocalXAxisA;

                Vector2 pD = m_localAnchorD;
                Vector2 pB = MathUtils.MulT(xfD.q, MathUtils.Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
                coordinateB = Vector2.Dot(pB - pD, m_localAxisD);
            }

            _ratio = ratio;
            m_constant = coordinateA + _ratio * coordinateB;
        }
Beispiel #27
0
		public void SetCustomFloat(Joint item, String propertyName, float val)
		{
			m_jointsWithCustomProperties.Add(item);
			GetCustomPropertiesForItem(item, true).m_customPropertyMap_float.Add(propertyName, (float)val);
		}
Beispiel #28
0
        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="joint1">The first joint.</param>
        /// <param name="joint2">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        public GearJoint(Joint joint1, Joint joint2, float ratio = 1f)
        {
            JointType = JointType.Gear;
            Joint1 = joint1;
            Joint2 = joint2;
            Ratio = ratio;

            _typeA = joint1.JointType;
            _typeB = joint2.JointType;

            Debug.Assert(_typeA == JointType.Revolute || _typeA == JointType.Prismatic || _typeA == JointType.FixedRevolute || _typeA == JointType.FixedPrismatic);
            Debug.Assert(_typeB == JointType.Revolute || _typeB == JointType.Prismatic || _typeB == JointType.FixedRevolute || _typeB == JointType.FixedPrismatic);

            float coordinateA, coordinateB;

            // TODO_ERIN there might be some problem with the joint edges in b2Joint.

            _bodyC = Joint1.BodyA;
            _bodyA = Joint1.BodyB;

            // Get geometry of joint1
            Transform xfA = _bodyA.Xf;
            float aA = _bodyA.Sweep.A;
            Transform xfC = _bodyC.Xf;
            float aC = _bodyC.Sweep.A;

            if (_typeA == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)joint1;
                _localAnchorC = revolute.LocalAnchorA;
                _localAnchorA = revolute.LocalAnchorB;
                _referenceAngleA = revolute.ReferenceAngle;
                _localAxisC = Vector2.Zero;

                coordinateA = aA - aC - _referenceAngleA;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)joint1;
                _localAnchorC = prismatic.LocalAnchorA;
                _localAnchorA = prismatic.LocalAnchorB;
                _referenceAngleA = prismatic.ReferenceAngle;
                _localAxisC = prismatic.LocalXAxisA;

                Vector2 pC = _localAnchorC;
                Vector2 pA = MathUtils.MulT(xfC.q, MathUtils.Mul(xfA.q, _localAnchorA) + (xfA.p - xfC.p));
                coordinateA = Vector2.Dot(pA - pC, _localAxisC);
            }

            _bodyD = Joint2.BodyA;
            _bodyB = Joint2.BodyB;

            // Get geometry of joint2
            Transform xfB = _bodyB.Xf;
            float aB = _bodyB.Sweep.A;
            Transform xfD = _bodyD.Xf;
            float aD = _bodyD.Sweep.A;

            if (_typeB == JointType.Revolute)
            {
                RevoluteJoint revolute = (RevoluteJoint)joint2;
                _localAnchorD = revolute.LocalAnchorA;
                _localAnchorB = revolute.LocalAnchorB;
                _referenceAngleB = revolute.ReferenceAngle;
                _localAxisD = Vector2.Zero;

                coordinateB = aB - aD - _referenceAngleB;
            }
            else
            {
                PrismaticJoint prismatic = (PrismaticJoint)joint2;
                _localAnchorD = prismatic.LocalAnchorA;
                _localAnchorB = prismatic.LocalAnchorB;
                _referenceAngleB = prismatic.ReferenceAngle;
                _localAxisD = prismatic.LocalXAxisA;

                Vector2 pD = _localAnchorD;
                Vector2 pB = MathUtils.MulT(xfD.q, MathUtils.Mul(xfB.q, _localAnchorB) + (xfB.p - xfD.p));
                coordinateB = Vector2.Dot(pB - pD, _localAxisD);
            }

            _ratio = ratio;

            _constant = coordinateA + _ratio * coordinateB;

            _impulse = 0.0f;
        }
Beispiel #29
0
		public void SetCustomString(Joint item, String propertyName, String val)
		{
			m_jointsWithCustomProperties.Add(item);
			GetCustomPropertiesForItem(item, true).m_customPropertyMap_string.Add(propertyName, val);
		}
 public void Add(Joint joint)
 {
     Debug.Assert(JointCount < _jointCapacity);
     _joints[JointCount++] = joint;
 }
Beispiel #31
0
		public void SetCustomVector(Joint item, String propertyName, Vector2 val)
		{
			m_jointsWithCustomProperties.Add(item);
			GetCustomPropertiesForItem(item, true).m_customPropertyMap_vec2.Add(propertyName, val);
		}
Beispiel #32
0
        /// <summary>
        /// Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding.
        /// </summary>
        /// <param name="joint">The joint.</param>
        public void AddJoint(Joint joint)
        {
            Debug.Assert(!_jointAddList.Contains(joint), "You are adding the same joint more than once.");

            if (!_jointAddList.Contains(joint))
                _jointAddList.Add(joint);
        }
Beispiel #33
0
		public void SetCustomBool(Joint item, String propertyName, bool val)
		{
			m_jointsWithCustomProperties.Add(item);
			GetCustomPropertiesForItem(item, true).m_customPropertyMap_bool.Add(propertyName, val);
		}
Beispiel #34
0
 /// <summary>
 /// Destroy a joint. This may cause the connected bodies to begin colliding.
 /// </summary>
 /// <param name="joint">The joint.</param>
 public void RemoveJoint(Joint joint)
 {
     RemoveJoint(joint, true);
 }
Beispiel #35
0
		public JObject B2n(Joint joint)
		{
			JObject jointValue = new JObject();
			
			String jointName = GetJointName(joint);
			if (null != jointName)
				jointValue["name"] = jointName;
			
			int bodyIndexA = lookupBodyIndex(joint.BodyA);
			int bodyIndexB = lookupBodyIndex(joint.BodyB);
			jointValue["bodyA"] = bodyIndexA;
			jointValue["bodyB"] = bodyIndexB;
			if (joint.CollideConnected)
				jointValue["collideConnected"] = true;
			
			Body bodyA = joint.BodyA;
			Body bodyB = joint.BodyB;
			
			// why do Joint.getAnchor methods need to take an argOut style
			// parameter!?
			Vector2 tmpAnchor = new Vector2();
			
			switch (joint.JointType)
			{
			case JointType.Revolute:
			{
				jointValue["type"] = "revolute";
				
				RevoluteJoint revoluteJoint = (RevoluteJoint)joint;
				tmpAnchor = revoluteJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = revoluteJoint.WorldAnchorA;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				
				
				FloatToJson("refAngle", bodyB.Rotation - bodyA.Rotation - revoluteJoint.JointAngle, jointValue);
				FloatToJson("jointSpeed", revoluteJoint.JointSpeed, jointValue);
				jointValue["enableLimit"] = revoluteJoint.LimitEnabled;
				FloatToJson("lowerLimit", revoluteJoint.LowerLimit, jointValue);
				FloatToJson("upperLimit", revoluteJoint.UpperLimit, jointValue);
				jointValue["enableMotor"] = revoluteJoint.Enabled;
				FloatToJson("motorSpeed", revoluteJoint.MotorSpeed, jointValue);
				FloatToJson("maxMotorTorque", revoluteJoint.MaxMotorTorque, jointValue);
			}
				break;
			case JointType.Prismatic:
			{
				jointValue["type"] = "prismatic";
				
				PrismaticJoint prismaticJoint = (PrismaticJoint)joint;
				tmpAnchor = prismaticJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = prismaticJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				VecToJson("localAxisA", prismaticJoint.LocalXAxisA, jointValue);
				FloatToJson("refAngle", prismaticJoint.ReferenceAngle, jointValue);
				jointValue["enableLimit"] = prismaticJoint.LimitEnabled;
				FloatToJson("lowerLimit", prismaticJoint.LowerLimit, jointValue);
				FloatToJson("upperLimit", prismaticJoint.UpperLimit, jointValue);
				jointValue["enableMotor"] = prismaticJoint.MotorEnabled;
				FloatToJson("maxMotorForce", prismaticJoint.MaxMotorForce, jointValue);
				FloatToJson("motorSpeed", prismaticJoint.MotorSpeed, jointValue);
			}
				break;
			case JointType.Distance:
			{
				jointValue["type"] = "distance";
				
				DistanceJoint distanceJoint = (DistanceJoint)joint;
				tmpAnchor = distanceJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = distanceJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("length", distanceJoint.Length, jointValue);
				FloatToJson("frequency", distanceJoint.Frequency, jointValue);
				FloatToJson("dampingRatio", distanceJoint.DampingRatio, jointValue);
			}
				break;
			case JointType.Pulley:
			{
				jointValue["type"] = "pulley";
				
				PulleyJoint pulleyJoint = (PulleyJoint)joint;
				VecToJson("groundAnchorA", pulleyJoint.GroundAnchorA, jointValue);
				VecToJson("groundAnchorB", pulleyJoint.GroundAnchorB, jointValue);
				tmpAnchor = pulleyJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("lengthA", (pulleyJoint.GroundAnchorA - tmpAnchor).Length(), jointValue);
				tmpAnchor = pulleyJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("lengthB", (pulleyJoint.GroundAnchorB - tmpAnchor).Length(), jointValue);
				FloatToJson("ratio", pulleyJoint.Ratio, jointValue);
			}
				break;
			case JointType.FixedMouse:
			{
				jointValue["type"] = "mouse";
				
				FixedMouseJoint mouseJoint = (FixedMouseJoint)joint;
				VecToJson("target", mouseJoint.WorldAnchorB, jointValue);
				tmpAnchor = mouseJoint.WorldAnchorB;
				VecToJson("anchorB", tmpAnchor, jointValue);
				FloatToJson("maxForce", mouseJoint.MaxForce, jointValue);
				FloatToJson("frequency", mouseJoint.Frequency, jointValue);
				FloatToJson("dampingRatio", mouseJoint.DampingRatio, jointValue);
			}
				break;
			case JointType.Gear:
			{
				jointValue["type"] = "gear";
				GearJoint gearJoint = (GearJoint)joint;
				int jointIndex1 = lookupJointIndex(gearJoint.Joint1);
				int jointIndex2 = lookupJointIndex(gearJoint.Joint2);
				jointValue["joint1"] = jointIndex1;
				jointValue["joint2"] = jointIndex2;
				jointValue["ratio"] = gearJoint.Ratio;
			}
				break;
			case JointType.Wheel:
			{
				jointValue["type"] =  "wheel";
				WheelJoint wheelJoint = (WheelJoint)joint;
				tmpAnchor = wheelJoint.LocalAnchorA;
				VecToJson("anchorA", tmpAnchor, jointValue);
				tmpAnchor = wheelJoint.LocalAnchorB;
				VecToJson("anchorB", tmpAnchor, jointValue);
				VecToJson("localAxisA", wheelJoint.LocalXAxisA  , jointValue);
				jointValue["enableMotor"] = wheelJoint.MotorEnabled;
				FloatToJson("motorSpeed", wheelJoint.MotorSpeed, jointValue);
				FloatToJson("maxMotorTorque", wheelJoint.MaxMotorTorque, jointValue);
				FloatToJson("springFrequency", wheelJoint.SpringFrequencyHz, jointValue);
				FloatToJson("springDampingRatio", wheelJoint.SpringDampingRatio, jointValue);
				
				
			}
				break;
			case JointType.Weld:
			{
				jointValue["type"] = "weld";
				
				WeldJoint weldJoint = (WeldJoint)joint;
				tmpAnchor = weldJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = weldJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("refAngle", weldJoint.ReferenceAngle, jointValue);
                FloatToJson("frequency", weldJoint.FrequencyHz, jointValue);
                FloatToJson("dampingRatio", weldJoint.DampingRatio, jointValue);
            }
				break;
			case JointType.Friction:
			{
				jointValue["type"] = "friction";
				
				FrictionJoint frictionJoint = (FrictionJoint)joint;
				tmpAnchor = frictionJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = frictionJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("maxForce", frictionJoint.MaxForce, jointValue);
				FloatToJson("maxTorque", frictionJoint.MaxTorque, jointValue);
			}
				break;
			case JointType.Rope:
			{
				// Rope joints are apparently not implemented in JBox2D yet, but
				// when they are, commenting out the following section should work.
				
				jointValue["type"] = "rope";
				
				RopeJoint ropeJoint = (RopeJoint)joint;
				tmpAnchor = ropeJoint.WorldAnchorA;
				VecToJson("anchorA", bodyA.GetLocalPoint(tmpAnchor), jointValue);
				tmpAnchor = ropeJoint.WorldAnchorB;
				VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("maxLength", ropeJoint.MaxLength, jointValue);
				
			}
				break;
				
				
			case JointType.Motor:
			{
				jointValue["type"] = "motor";
				MotorJoint motor = (MotorJoint)joint;
				tmpAnchor = motor.WorldAnchorA;
				VecToJson("anchorA", motor.LinearOffset, jointValue);
				//tmpAnchor = motor.WorldAnchorB;
				//VecToJson("anchorB", bodyB.GetLocalPoint(tmpAnchor), jointValue);
				FloatToJson("maxForce", motor.MaxForce, jointValue);
				FloatToJson("maxTorque", motor.MaxTorque, jointValue);
				FloatToJson("refAngle", motor.AngularOffset, jointValue);
			}
				break;
				
				
				
				
				
				
			default:
				Console.WriteLine("Unknown joint type : " + joint.JointType);
				break;
			}
			
			JArray customPropertyValue = WriteCustomPropertiesToJson(joint);
			if (customPropertyValue.Count > 0)
				jointValue["customProperties"] = customPropertyValue;
			
			return jointValue;
		}
Beispiel #36
0
        /// <summary>
        /// Destroy a joint. This may cause the connected bodies to begin colliding.
        /// </summary>
        /// <param name="joint">The joint.</param>
        public void RemoveJoint(Joint joint)
        {
            //You are removing a joint twice?
            Debug.Assert(!_jointRemoveList.Contains(joint));

            if (!_jointRemoveList.Contains(joint))
                _jointRemoveList.Add(joint);
        }
Beispiel #37
0
        /// <summary>
        /// Requires two existing revolute or prismatic joints (any combination will work).
        /// The provided joints must attach a dynamic body to a static body.
        /// </summary>
        /// <param name="jointA">The first joint.</param>
        /// <param name="jointB">The second joint.</param>
        /// <param name="ratio">The ratio.</param>
        public GearJoint(Joint jointA, Joint jointB, float ratio)
            : base(jointA.BodyA, jointA.BodyA)
        {
            this.JointType = JointType.Gear;
            this.JointA    = jointA;
            this.JointB    = jointB;
            this.Ratio     = ratio;

            JointType type1 = jointA.JointType;
            JointType type2 = jointB.JointType;

            // Make sure its the right kind of joint
            Debug.Assert(type1 == JointType.Revolute ||
                         type1 == JointType.Prismatic);
            Debug.Assert(type2 == JointType.Revolute ||
                         type2 == JointType.Prismatic);

            // In the case of a prismatic and revolute joint, the first body must be static.
            if (type1 == JointType.Revolute || type1 == JointType.Prismatic)
            {
                Debug.Assert(jointA.BodyB.BodyType == BodyType.Static);
            }
            if (type2 == JointType.Revolute || type2 == JointType.Prismatic)
            {
                Debug.Assert(jointB.BodyB.BodyType == BodyType.Static);
            }

            float coordinate1 = 0.0f, coordinate2 = 0.0f;

            switch (type1)
            {
            case JointType.Revolute:
                this.BodyA        = jointA.BodyA;
                this._revolute1   = (RevoluteJoint)jointA;
                this.LocalAnchor1 = this._revolute1.LocalAnchorA;
                coordinate1       = this._revolute1.JointAngle;
                break;

            case JointType.Prismatic:
                this.BodyA        = jointA.BodyA;
                this._prismatic1  = (PrismaticJoint)jointA;
                this.LocalAnchor1 = this._prismatic1.LocalAnchorA;
                coordinate1       = this._prismatic1.JointTranslation;
                break;
            }

            switch (type2)
            {
            case JointType.Revolute:
                this.BodyB        = jointB.BodyA;
                this._revolute2   = (RevoluteJoint)jointB;
                this.LocalAnchor2 = this._revolute2.LocalAnchorA;
                coordinate2       = this._revolute2.JointAngle;
                break;

            case JointType.Prismatic:
                this.BodyB        = jointB.BodyA;
                this._prismatic2  = (PrismaticJoint)jointB;
                this.LocalAnchor2 = this._prismatic2.LocalAnchorA;
                coordinate2       = this._prismatic2.JointTranslation;
                break;
            }

            this._ant = coordinate1 + this.Ratio * coordinate2;
        }