Ejemplo n.º 1
0
        private void AddSpringBody(ClosedShape shape)
        {
            DraggableSpringBody body = new DraggableSpringBody();
            body.Setup(JellyWorldManager.World, shape, 1f, SpringK, Damping, SpringK, Damping, transform.position, transform.rotation.eulerAngles.z, Vector2.one);
            body.Gravity = GravityModifier;

            int i = springs.Count-1, l = -1;
            for(;i>l;i-=detail)
            {
                Vector2 v = springs[i];
                try{
                    //TODO: check if triangle is already added, if so, flip triangle.
                    body.addInternalSpring((int)v.x, (int)v.y,SpringK,Damping);
                }
                catch{
            //                  Debug.Log("couldnt add spring at " +i);
                }
            }
            _body = body;
        }
Ejemplo n.º 2
0
        private void AddSpringBody(ClosedShape shape)
        {
            DraggableSpringBody body = new DraggableSpringBody();

            body.Setup(JellyWorldManager.World, shape, 1f, SpringK, Damping, SpringK, Damping, transform.position, transform.rotation.eulerAngles.z, Vector2.one);
            body.Gravity = GravityModifier;

            int i = springs.Count - 1, l = -1;

            for (; i > l; i -= detail)
            {
                Vector2 v = springs[i];
                try{
                    //TODO: check if triangle is already added, if so, flip triangle.
                    body.addInternalSpring((int)v.x, (int)v.y, SpringK, Damping);
                }
                catch {
//                  Debug.Log("couldnt add spring at " +i);
                }
            }
            _body = body;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        void Update()
        {
            // UPDATE the physics!
            for (int i = 0; i < 3; i++)
                mWorld.update(1 / 120f);

            // cursor movement.
            cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            // if the user presses the A button, create a new body at the cursor position.
            if (Input.GetKeyDown(KeyCode.A))
            {
                GameObject s = new GameObject ();
                JelloPhysics.ClosedShape shape = new JelloPhysics.ClosedShape ();

                shape.begin();
                shape.addVertex(new Vector2(-1.0f, 0f));
                shape.addVertex(new Vector2(0f, 1.0f));
                shape.addVertex(new Vector2(1.0f, 0f));
                shape.addVertex(new Vector2(0f, -1.0f));
                shape.finish();

                DraggableSpringBody body = new DraggableSpringBody();
                body.Setup(mWorld, shape, 1f, 150, 5,300,15, new Vector2(cursorPos.x, cursorPos.y),((float)UnityEngine.Random.Range(0,360)), Vector2.one);

                body.addInternalSpring(0, 2, 400f, 12f);
                body.addInternalSpring(1, 3, 400f, 12f);
            }

            if (Input.GetKeyDown(KeyCode.B))
            {
                GameObject s = new GameObject ();
                JelloPhysics.ClosedShape shape = new JelloPhysics.ClosedShape ();

                shape.begin();
                for (int i = 0; i < 360; i += 20)
                {
                    shape.addVertex(new Vector2((float)Mathf.Cos(((float)-i) * Mathf.Deg2Rad), (float)Mathf.Sin(((float)-i) * Mathf.Deg2Rad)));
                }
                shape.finish();

                DraggablePressureBody pb = new DraggablePressureBody();
                pb.Setup(mWorld, shape, 1.0f, 40.0f, 10.0f, 1.0f, 300.0f, 20.0f, cursorPos, 0, Vector2.one);
                pb.addTriangle(0, 10, 9);
                pb.addTriangle(0, 9, 1);
                pb.addTriangle(1, 9, 8);
                pb.addTriangle(1, 8, 2);
                pb.addTriangle(2, 8, 7);
                pb.addTriangle(2, 7, 3);
                pb.addTriangle(3, 7, 6);
                pb.addTriangle(3, 6, 4);
                pb.addTriangle(4, 6, 5);
                pb.addTriangle(17, 10, 0);
                pb.addTriangle(17, 11, 10);
                pb.addTriangle(16, 11, 17);
                pb.addTriangle(16, 12, 11);
                pb.addTriangle(15, 12, 16);
                pb.addTriangle(15, 13, 12);
                pb.addTriangle(14, 12, 15);
                pb.addTriangle(14, 13, 12);
                pb.finalizeTriangles(Color.white);

                pb.addInternalSpring(0, 2, 400f, 12f);
                pb.addInternalSpring(1, 3, 400f, 12f);
            }

            // dragging!
            if (Input.GetMouseButton(0))
            {
                if (dragBody != null)
                {
                    PointMass pm = dragBody.getPointMass(dragPoint);
                    if (dragBody.GetType().Name == "DraggableSpringBody")
                        ((DraggableSpringBody)dragBody).setDragForce(JelloPhysics.VectorTools.calculateSpringForce(pm.Position, pm.Velocity, cursorPos, Vector2.zero, 0.0f, 100.0f, 10.0f), dragPoint);
                    else if (dragBody.GetType().Name == "DraggablePressureBody")
                        ((DraggablePressureBody)dragBody).setDragForce(JelloPhysics.VectorTools.calculateSpringForce(pm.Position, pm.Velocity, cursorPos, Vector2.zero, 0.0f, 100.0f, 10.0f), dragPoint);

                }
            }
            else
            {
                dragBody = null;
                dragPoint = -1;
            }

            if (Input.GetMouseButtonDown(0))
            {
                if (dragBody == null)
                {
                    int body;
                    mWorld.getClosestPointMass(cursorPos, out body, out dragPoint);
                    dragBody = mWorld.getBody(body);
                }
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        void Update()
        {
            // UPDATE the physics!
            for (int i = 0; i < 3; i++)
            {
                mWorld.update(1 / 120f);
            }

            // cursor movement.
            cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            // if the user presses the A button, create a new body at the cursor position.
            if (Input.GetKeyDown(KeyCode.A))
            {
                GameObject s = new GameObject();
                JelloPhysics.ClosedShape shape = new JelloPhysics.ClosedShape();

                shape.begin();
                shape.addVertex(new Vector2(-1.0f, 0f));
                shape.addVertex(new Vector2(0f, 1.0f));
                shape.addVertex(new Vector2(1.0f, 0f));
                shape.addVertex(new Vector2(0f, -1.0f));
                shape.finish();

                DraggableSpringBody body = new DraggableSpringBody();
                body.Setup(mWorld, shape, 1f, 150, 5, 300, 15, new Vector2(cursorPos.x, cursorPos.y), ((float)UnityEngine.Random.Range(0, 360)), Vector2.one);

                body.addInternalSpring(0, 2, 400f, 12f);
                body.addInternalSpring(1, 3, 400f, 12f);
            }

            if (Input.GetKeyDown(KeyCode.B))
            {
                GameObject s = new GameObject();
                JelloPhysics.ClosedShape shape = new JelloPhysics.ClosedShape();

                shape.begin();
                for (int i = 0; i < 360; i += 20)
                {
                    shape.addVertex(new Vector2((float)Mathf.Cos(((float)-i) * Mathf.Deg2Rad), (float)Mathf.Sin(((float)-i) * Mathf.Deg2Rad)));
                }
                shape.finish();

                DraggablePressureBody pb = new DraggablePressureBody();
                pb.Setup(mWorld, shape, 1.0f, 40.0f, 10.0f, 1.0f, 300.0f, 20.0f, cursorPos, 0, Vector2.one);
                pb.addTriangle(0, 10, 9);
                pb.addTriangle(0, 9, 1);
                pb.addTriangle(1, 9, 8);
                pb.addTriangle(1, 8, 2);
                pb.addTriangle(2, 8, 7);
                pb.addTriangle(2, 7, 3);
                pb.addTriangle(3, 7, 6);
                pb.addTriangle(3, 6, 4);
                pb.addTriangle(4, 6, 5);
                pb.addTriangle(17, 10, 0);
                pb.addTriangle(17, 11, 10);
                pb.addTriangle(16, 11, 17);
                pb.addTriangle(16, 12, 11);
                pb.addTriangle(15, 12, 16);
                pb.addTriangle(15, 13, 12);
                pb.addTriangle(14, 12, 15);
                pb.addTriangle(14, 13, 12);
                pb.finalizeTriangles(Color.white);

                pb.addInternalSpring(0, 2, 400f, 12f);
                pb.addInternalSpring(1, 3, 400f, 12f);
            }

            // dragging!
            if (Input.GetMouseButton(0))
            {
                if (dragBody != null)
                {
                    PointMass pm = dragBody.getPointMass(dragPoint);
                    if (dragBody.GetType().Name == "DraggableSpringBody")
                    {
                        ((DraggableSpringBody)dragBody).setDragForce(JelloPhysics.VectorTools.calculateSpringForce(pm.Position, pm.Velocity, cursorPos, Vector2.zero, 0.0f, 100.0f, 10.0f), dragPoint);
                    }
                    else if (dragBody.GetType().Name == "DraggablePressureBody")
                    {
                        ((DraggablePressureBody)dragBody).setDragForce(JelloPhysics.VectorTools.calculateSpringForce(pm.Position, pm.Velocity, cursorPos, Vector2.zero, 0.0f, 100.0f, 10.0f), dragPoint);
                    }
                }
            }
            else
            {
                dragBody  = null;
                dragPoint = -1;
            }

            if (Input.GetMouseButtonDown(0))
            {
                if (dragBody == null)
                {
                    int body;
                    mWorld.getClosestPointMass(cursorPos, out body, out dragPoint);
                    dragBody = mWorld.getBody(body);
                }
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            #if XBOX360
            graphics.PreferredBackBufferWidth = this.Window.ClientBounds.Width;
            graphics.PreferredBackBufferHeight = this.Window.ClientBounds.Height;
            graphics.PreferMultiSampling = true;
            #else
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            #endif
            graphics.ApplyChanges();

            screenWidth = graphics.GraphicsDevice.Viewport.Width;
            screenHeight = graphics.GraphicsDevice.Viewport.Height;

            // setup camera
            cameraPos = new Vector3(-2f, -15f, 25f);
            cameraLookVector = Vector3.Forward;

            // basic effect used for drawing all objects, based on vertexcolor.
            lineEffect = new BasicEffect(graphics.GraphicsDevice, null);
            lineEffect.LightingEnabled = false;
            lineEffect.VertexColorEnabled = true;
            lineEffect.Alpha = 1.0f;

            // initialize physics world
            mWorld = new World();

            // lists to keep track of bodies.
            mSpringBodies = new List<DraggableSpringBody>();
            mPressureBodies = new List<DraggablePressureBody>();
            mStaticBodies = new List<Body>();

            // STATIC COLLISION SHAPE
            // all Closed Shape objects are assumed to be a list of lines going from point to point, with the last point
            // connecting back to the first point to close the shape.  This is a simple rectangle to represent the ground for this demo.
            // ClosedShape objects are automatically "centered" when you call finish(), and that center becomes the center when
            // setting the position of the object.
            ClosedShape stat = new ClosedShape();
            stat.begin();
            stat.addVertex(new Vector2(-20f,-1f));
            stat.addVertex(new Vector2(-20f, 1f));
            stat.addVertex(new Vector2(20f, 1f));
            stat.addVertex(new Vector2(20f, -1f));
            stat.finish();

            // creating the body.  Since this is a static body, we can use the base class Body.
            // setting the mass per point to PositiveInfinity makes it immobile / static.
            Body b = new Body(mWorld, stat, float.PositiveInfinity, new Vector2(0f, -19f), 0, Vector2.One, false);
            mStaticBodies.Add(b);

            // this is a more complex body, in the shape of a capital "I", and connected with many internal springs.
            ClosedShape shape = new ClosedShape();
            shape.begin();
            shape.addVertex(new Vector2(-1.5f, 2.0f));
            shape.addVertex(new Vector2(-0.5f, 2.0f));
            shape.addVertex(new Vector2(0.5f, 2.0f));
            shape.addVertex(new Vector2(1.5f, 2.0f));
            shape.addVertex(new Vector2(1.5f, 1.0f));
            shape.addVertex(new Vector2(0.5f, 1.0f));
            shape.addVertex(new Vector2(0.5f, -1.0f));
            shape.addVertex(new Vector2(1.5f, -1.0f));
            shape.addVertex(new Vector2(1.5f, -2.0f));
            shape.addVertex(new Vector2(0.5f, -2.0f));
            shape.addVertex(new Vector2(-0.5f, -2.0f));
            shape.addVertex(new Vector2(-1.5f, -2.0f));
            shape.addVertex(new Vector2(-1.5f, -1.0f));
            shape.addVertex(new Vector2(-0.5f, -1.0f));
            shape.addVertex(new Vector2(-0.5f, 1.0f));
            shape.addVertex(new Vector2(-1.5f, 1.0f));
            shape.finish();

            // draggablespringbody is an inherited version of SpringBody that includes polygons for visualization, and the
            // ability to drag the body around the screen with the cursor.
            for (int x = -8; x <= 8; x += 4)
            {
                DraggableSpringBody body = new DraggableSpringBody(mWorld, shape, 1f, 150.0f, 5.0f, 300.0f, 15.0f, new Vector2(x, 0), 0.0f, Vector2.One);
                body.addInternalSpring(0, 14, 300.0f, 10.0f);
                body.addInternalSpring(1, 14, 300.0f, 10.0f);
                body.addInternalSpring(1, 15, 300.0f, 10.0f);
                body.addInternalSpring(1, 5, 300.0f, 10.0f);
                body.addInternalSpring(2, 14, 300.0f, 10.0f);
                body.addInternalSpring(2, 5, 300.0f, 10.0f);
                body.addInternalSpring(1, 5, 300.0f, 10.0f);
                body.addInternalSpring(14, 5, 300.0f, 10.0f);
                body.addInternalSpring(2, 4, 300.0f, 10.0f);
                body.addInternalSpring(3, 5, 300.0f, 10.0f);
                body.addInternalSpring(14, 6, 300.0f, 10.0f);
                body.addInternalSpring(5, 13, 300.0f, 10.0f);
                body.addInternalSpring(13, 6, 300.0f, 10.0f);
                body.addInternalSpring(12, 10, 300.0f, 10.0f);
                body.addInternalSpring(13, 11, 300.0f, 10.0f);
                body.addInternalSpring(13, 10, 300.0f, 10.0f);
                body.addInternalSpring(13, 9, 300.0f, 10.0f);
                body.addInternalSpring(6, 10, 300.0f, 10.0f);
                body.addInternalSpring(6, 9, 300.0f, 10.0f);
                body.addInternalSpring(6, 8, 300.0f, 10.0f);
                body.addInternalSpring(7, 9, 300.0f, 10.0f);

                // polygons!
                body.addTriangle(0, 15, 1);
                body.addTriangle(1, 15, 14);
                body.addTriangle(1, 14, 5);
                body.addTriangle(1, 5, 2);
                body.addTriangle(2, 5, 4);
                body.addTriangle(2, 4, 3);
                body.addTriangle(14, 13, 6);
                body.addTriangle(14, 6, 5);
                body.addTriangle(12, 11, 10);
                body.addTriangle(12, 10, 13);
                body.addTriangle(13, 10, 9);
                body.addTriangle(13, 9, 6);
                body.addTriangle(6, 9, 8);
                body.addTriangle(6, 8, 7);
                body.finalizeTriangles(Color.SpringGreen, Color.Navy);

                mSpringBodies.Add(body);
            }

            // pressure body. similar to a SpringBody, but with internal pressurized gas to help maintain shape.
            JelloPhysics.ClosedShape ball = new ClosedShape();
            ball.begin();
            for (int i = 0; i < 360; i += 20)
            {
                ball.addVertex(new Vector2((float)Math.Cos(MathHelper.ToRadians((float)-i)), (float)Math.Sin(MathHelper.ToRadians((float)-i))));
            }
            ball.finish();

            // make many of these.
            for (int x = -10; x <= 10; x+=5)
            {
                DraggablePressureBody pb = new DraggablePressureBody(mWorld, ball, 1.0f, 40.0f, 10.0f, 1.0f, 300.0f, 20.0f, new Vector2(x, -12), 0, Vector2.One);
                pb.addTriangle(0, 10, 9);
                pb.addTriangle(0, 9, 1);
                pb.addTriangle(1, 9, 8);
                pb.addTriangle(1, 8, 2);
                pb.addTriangle(2, 8, 7);
                pb.addTriangle(2, 7, 3);
                pb.addTriangle(3, 7, 6);
                pb.addTriangle(3, 6, 4);
                pb.addTriangle(4, 6, 5);
                pb.addTriangle(17, 10, 0);
                pb.addTriangle(17, 11, 10);
                pb.addTriangle(16, 11, 17);
                pb.addTriangle(16, 12, 11);
                pb.addTriangle(15, 12, 16);
                pb.addTriangle(15, 13, 12);
                pb.addTriangle(14, 12, 15);
                pb.addTriangle(14, 13, 12);
                pb.finalizeTriangles((x==-10) ? Color.Teal : Color.Maroon);
                mPressureBodies.Add(pb);
            }

            // default cursor position, etc.
            mCursorPos = new Vector2(cameraPos.X, cameraPos.Y);

            base.Initialize();
        }