Beispiel #1
0
        // This is a simple example of building and running a simulation
        // using Box2DNet. Here we create a large ground box and a small dynamic
        // box.
        static void Main(string[] args)
        {
            // Define the size of the world. Simulation will still work
            // if bodies reach the end of the world, but it will be slower.
            AABB worldAABB = new AABB();

            worldAABB.LowerBound.Set(-100.0f);
            worldAABB.UpperBound.Set(100.0f);

            // Define the gravity vector.
            Vec2 gravity = new Vec2(0.0f, -10.0f);

            // Do we want to let bodies sleep?
            bool doSleep = true;

            // Construct a world object, which will hold and simulate the rigid bodies.
            World world = new World(worldAABB, gravity, doSleep);

            // Define the ground body.
            BodyDef groundBodyDef = new BodyDef();

            groundBodyDef.Position.Set(0.0f, -10.0f);

            // Call the body factory which  creates the ground box shape.
            // The body is also added to the world.
            Body groundBody = world.CreateBody(groundBodyDef);

            // Define the ground box shape.
            PolygonDef groundShapeDef = new PolygonDef();

            // The extents are the half-widths of the box.
            groundShapeDef.SetAsBox(50.0f, 10.0f);

            // Add the ground shape to the ground body.
            groundBody.CreateFixture(groundShapeDef);

            // Define the dynamic body. We set its position and call the body factory.
            BodyDef bodyDef = new BodyDef();

            bodyDef.Position.Set(0.0f, 4.0f);
            Body body = world.CreateBody(bodyDef);

            // Define another box shape for our dynamic body.
            PolygonDef shapeDef = new PolygonDef();

            shapeDef.SetAsBox(1.0f, 1.0f);

            // Set the box density to be non-zero, so it will be dynamic.
            shapeDef.Density = 1.0f;

            // Override the default friction.
            shapeDef.Friction = 0.3f;

            // Add the shape to the body.
            body.CreateFixture(shapeDef);

            // Now tell the dynamic body to compute it's mass properties base
            // on its shape.
            body.SetMassFromShapes();

            // Prepare for simulation. Typically we use a time step of 1/60 of a
            // second (60Hz) and 10 iterations. This provides a high quality simulation
            // in most game scenarios.
            float timeStep           = 1.0f / 60.0f;
            int   velocityIterations = 8;
            int   positionIterations = 1;

            // This is our little game loop.
            for (int i = 0; i < 100; ++i)
            {
                // Instruct the world to perform a single step of simulation. It is
                // generally best to keep the time step and iterations fixed.
                world.Step(timeStep, velocityIterations, positionIterations);

                // Now print the position and angle of the body.
                Vec2  position = body.GetPosition();
                float angle    = body.GetAngle();

                Console.WriteLine("Step: {3} - X: {0}, Y: {1}, Angle: {2}", new object[] { position.X.ToString(), position.Y.ToString(), angle.ToString(), i.ToString() });
            }

            // When the world destructor is called, all bodies and joints are freed. This can
            // create orphaned pointers, so be careful about your world management.

            Console.ReadLine();
        }
Beispiel #2
0
        // This is a simple example of building and running a simulation
        // using Box2D. Here we create a large ground box and a small dynamic
        // box.
        // There are no graphics for this example. Box2D is meant to be used
        // with your rendering engine in your game engine.
        public static int Main(string[] args)
        {
            // Define the gravity vector.
            Vec2 gravity = new Vec2(0.0f, -10.0f);

            // Construct a world object, which will hold and simulate the rigid bodies.
            World world = new World(gravity);

            // Define the ground body.
            BodyDef groundBodyDef = new BodyDef();

            groundBodyDef.Position.Set(0.0f, -10.0f);

            // 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.
            Body groundBody = world.CreateBody(groundBodyDef);

            // Define the ground box shape.
            PolygonShape groundBox = new PolygonShape();

            // The extents are the half-widths of the box.
            groundBox.SetAsBox(50.0f, 10.0f);
            groundBox.Density = 0;

            // Add the ground fixture to the ground body.
            groundBody.CreateFixture(groundBox);

            // Define the dynamic body. We set its position and call the body factory.
            BodyDef bodyDef = new BodyDef();

            bodyDef.type     = BodyType._dynamicBody;
            bodyDef.Position = new Vec2(0.0f, 4.0f);
            Body body = world.CreateBody(bodyDef);

            // Define another box shape for our dynamic body.
            PolygonShape dynamicBox = new PolygonShape();

            dynamicBox.SetAsBox(1.0f, 1.0f);

            // Define the dynamic body fixture.
            FixtureDef fixtureDef = new FixtureDef();

            fixtureDef.shape = dynamicBox;

            // Set the box Density to be non-zero, so it will be dynamic.
            fixtureDef.Density = 1.0f;

            // Override the default friction.
            fixtureDef.friction = 0.3f;

            // Add the shape to the body.
            body.CreateFixture(fixtureDef);

            // Prepare for simulation. Typically we use a time step of 1/60 of a
            // second (60Hz) and 10 iterations. This provides a high quality simulation
            // in most game scenarios.
            float timeStep           = 1.0f / 60.0f;
            int   velocityIterations = 6;
            int   positionIterations = 2;

            // This is our little game loop.
            for (int i = 0; i < 60; ++i)
            {
                // Instruct the world to perform a single step of simulation.
                // It is generally best to keep the time step and iterations fixed.
                world.Step(timeStep, velocityIterations, positionIterations);

                // Now print the position and angle of the body.
                Vec2  position = body.GetPosition();
                float angle    = body.GetAngle();

                Console.WriteLine("{0} {1} {2}", position.X.ToString("0000.00"), position.Y.ToString("0000.00"), angle.ToString("0000.00"));
            }

            // When the world destructor is called, all bodies and joints are freed. This can
            // create orphaned pointers, so be careful about your world management.
            Console.WriteLine("Done!");
            Console.ReadLine();
            return(0);
        }