void Start()
    {
        if (connectedBody == null)
        {
            return;
        }
        var jointDef = new DistanceJointDef();

        jointDef.CollideConnected = collideConnected;

        if (fixedLength)
        {
            jointDef.Body1        = GetComponent <Box2DBody>();
            jointDef.Body2        = connectedBody;
            jointDef.LocalAnchor1 = transform.InverseTransformPoint(anchor);
            jointDef.LocalAnchor2 = connectedBody.transform.InverseTransformPoint(connectedAnchor);
            jointDef.Length       = length;
        }
        else
        {
            jointDef.Initialize(GetComponent <Box2DBody>(), connectedBody, anchor, connectedAnchor);
        }
        jointDef.FrequencyHz  = frequencyHz;
        jointDef.DampingRatio = dampingRatio;

        var world = Box2DWorld.Instance();

        joint = (DistanceJoint)world.CreateJoint(jointDef);
    }
    // Use this for initialization
    protected override IntPtr Init()
    {
        DistanceJointDef jd = new DistanceJointDef(other.body, body.body);

        jd.Initialize(other.body, body.body, anchor1, anchor2);
        jd.frequencyHz  = frequencyHz;
        jd.dampingRatio = dampingRatio;
        return(API.CreateDistanceJoint(B2DWorld.instance.world, jd));
    }
Example #3
0
        /// <summary>
        /// Creates a distance joint between two bodies
        /// </summary>
        /// <param name="b1"></param>
        /// <param name="b2"></param>
        /// <returns></returns>
        public DistanceJoint joinBodies_Distance(Body b1, Body b2)
        {
            Vector2          pos1 = b1.GetWorldCenter();
            Vector2          pos2 = b2.GetWorldCenter();
            DistanceJointDef djd  = new DistanceJointDef();

            djd.Initialize(b1, b2, pos1, pos2);
            djd.collideConnected = false;
            DistanceJoint dj = physicsWorld.CreateJoint(djd) as DistanceJoint;

            return(dj);
        }
Example #4
0
        // Š”Š²ŃŠ·ŃŒ Š¾ŃŠ½Š¾Š²Š°Š½Š½Š°Ń Š½Š° Š“ŠøстŠ°Š½Ń†ŠøŠø Š¶ŠµŃŃ‚ŠŗŠ¾ŃŃ‚ŃŒ ŠŗŠ¾Ń‚Š¾Ń€Š¾Š¹ Š¼Š¾Š¶Š½Š¾ рŠµŠ³ŃƒŠ»ŠøрŠ¾Š²Š°Ń‚ŃŒ
        public Joint AddDistanceJoint(Body b1, Body b2, float x1, float y1, float x2, float y2,
                                      bool collideConnected = true, float hz = 1f)
        {
            DistanceJointDef jd = new DistanceJointDef();

            jd.Initialize(b1, b2, new Vec2(x1, y1), new Vec2(x2, y2));
            jd.CollideConnected = collideConnected;
            jd.FrequencyHz      = hz;

            Joint joint = world.CreateJoint(jd);

            return(joint);
        }
Example #5
0
        public Joint AddDistanceJoint(Body b1, Body b2, float x1, float y1, float x2, float y2, float length,
                                      bool collideConnected = true, float hz = 1f)
        {
            DistanceJointDef jd = new DistanceJointDef();

            jd.Initialize(b1, b2, new Vec2(x1 / metric, y1 / metric), new Vec2(x2 / metric, y2 / metric));
            jd.FrequencyHz      = 0.3f;
            jd.CollideConnected = collideConnected;
            jd.FrequencyHz      = hz;
            jd.Length           = length;

            Joint joint = world.CreateJoint(jd);

            return(joint);
        }
Example #6
0
        public Joint JointDistance(RigidBody body, float x1, float y1, float x2, float y2, bool isCollide, float hz, float length, float dampingRatio = 0)
        {
            var p1 = GetBody().GetPosition() + new Vec2(x1 / PhysicsController.metric, y1 / PhysicsController.metric);
            var p2 = body.GetBody().GetPosition() +
                     new Vec2(x2 / PhysicsController.metric, y2 / PhysicsController.metric);

            DistanceJointDef jd = new DistanceJointDef();

            jd.Initialize(GetBody(), body.GetBody(), p1, p2);
            jd.FrequencyHz      = hz;
            jd.CollideConnected = isCollide;
            jd.Length           = length;
            jd.DampingRatio     = dampingRatio;

            Joint joint = Physics.GetWorld().CreateJoint(jd);

            return(joint);
        }
Example #7
0
        private DistanceJointTest()
        {
            Body ground;
            {
                BodyDef bd = new BodyDef();
                ground = BodyFactory.CreateFromDef(World, bd);

                EdgeShape shape = new EdgeShape();
                shape.SetTwoSided(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.AddFixture(shape);
            }

            {
                BodyDef bd = new BodyDef();
                bd.Type           = BodyType.Dynamic;
                bd.AngularDamping = 0.1f;

                bd.Position = new Vector2(0.0f, 5.0f);
                Body body = BodyFactory.CreateFromDef(World, bd);

                PolygonShape shape = new PolygonShape(5.0f);
                shape.SetAsBox(0.5f, 0.5f);
                body.AddFixture(shape);

                _hertz        = 1.0f;
                _dampingRatio = 0.7f;

                DistanceJointDef jd = new DistanceJointDef();
                jd.Initialize(ground, body, new Vector2(0.0f, 15.0f), bd.Position);
                jd.CollideConnected = true;
                _length             = jd.Length;
                _minLength          = _length;
                _maxLength          = _length;
                JointHelper.LinearStiffness(_hertz, _dampingRatio, jd.BodyA, jd.BodyB, out float stiffness, out float damping);
                jd.Stiffness = stiffness;
                jd.Damping   = damping;

                _joint = (DistanceJoint)JointFactory.CreateFromDef(World, jd);
            }
        }
        public DistanceJointTest()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = World.CreateBody(bd);

                EdgeShape shape = new EdgeShape();
                shape.SetTwoSided(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }
            {
                BodyDef bd = new BodyDef();
                bd.BodyType       = BodyType.DynamicBody;
                bd.AngularDamping = 0.1f;

                bd.Position.Set(0.0f, 5.0f);
                Body body = World.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);
                body.CreateFixture(shape, 5.0f);

                m_hertz        = 1.0f;
                m_dampingRatio = 0.7f;

                DistanceJointDef jd = new DistanceJointDef();
                jd.Initialize(ground, body, new Vector2(0.0f, 15.0f), bd.Position);
                jd.CollideConnected = true;
                m_length            = jd.Length;
                m_minLength         = m_length;
                m_maxLength         = m_length;
                JointUtils.LinearStiffness(out jd.Stiffness, out jd.Damping, m_hertz, m_dampingRatio, jd.BodyA, jd.BodyB);
                m_joint = (DistanceJoint)World.CreateJoint(jd);
            }
        }
Example #9
0
        public void JointReactions()
        {
            var   gravity = new Vector2(0, -10.0f);
            World world   = new World(gravity);

            BodyDef bodyDef = new BodyDef();
            Body    ground  = world.CreateBody(bodyDef);

            CircleShape circle = new CircleShape();

            circle.Radius = 1.0f;

            FixtureDef fixtureDef = new FixtureDef();

            // Disable collision
            fixtureDef.Filter.MaskBits = 0;
            fixtureDef.Density         = 1.0f;
            fixtureDef.Shape           = circle;

            bodyDef.BodyType = BodyType.DynamicBody;
            bodyDef.Position.Set(-2.0f, 3.0f);

            var bodyA = world.CreateBody(bodyDef);
            var bodyB = world.CreateBody(bodyDef);
            var bodyC = world.CreateBody(bodyDef);

            circle.ComputeMass(out var massData, fixtureDef.Density);
            var mg = massData.Mass * gravity.Y;

            bodyA.CreateFixture(fixtureDef);
            bodyB.CreateFixture(fixtureDef);
            bodyC.CreateFixture(fixtureDef);

            DistanceJointDef distanceJointDef = new DistanceJointDef();

            distanceJointDef.Initialize(ground, bodyA, bodyDef.Position + new Vector2(0.0f, 4.0f), bodyDef.Position);
            distanceJointDef.MinLength = distanceJointDef.Length;
            distanceJointDef.MaxLength = distanceJointDef.Length;

            PrismaticJointDef prismaticJointDef = new PrismaticJointDef();

            prismaticJointDef.Initialize(ground, bodyB, bodyDef.Position, new Vector2(1.0f, 0.0f));

            RevoluteJointDef revoluteJointDef = new RevoluteJointDef();

            revoluteJointDef.Initialize(ground, bodyC, bodyDef.Position);

            var distanceJoint  = (DistanceJoint)world.CreateJoint(distanceJointDef);
            var prismaticJoint = (PrismaticJoint)world.CreateJoint(prismaticJointDef);
            var revoluteJoint  = (RevoluteJoint)world.CreateJoint(revoluteJointDef);

            const float timeStep           = 1 / 60f;
            const float invTimeStep        = 60.0f;
            const int   velocityIterations = 6;
            const int   positionIterations = 2;

            world.Step(timeStep, velocityIterations, positionIterations);

            const float tol = 1e-5f;
            {
                var F = distanceJoint.GetReactionForce(invTimeStep);
                var T = distanceJoint.GetReactionTorque(invTimeStep);
                F.X.ShouldBe(0.0f);
                Math.Abs(F.Y + mg).ShouldBeLessThan(tol);
                T.ShouldBe(0.0f);
            }

            {
                var F = prismaticJoint.GetReactionForce(invTimeStep);
                var T = prismaticJoint.GetReactionTorque(invTimeStep);
                F.X.ShouldBe(0.0f);
                Math.Abs(F.Y + mg).ShouldBeLessThan(tol);
                T.ShouldBe(0.0f);
            }

            {
                var F = revoluteJoint.GetReactionForce(invTimeStep);
                var T = revoluteJoint.GetReactionTorque(invTimeStep);
                F.X.ShouldBe(0.0f);
                Math.Abs(F.Y + mg).ShouldBeLessThan(tol);
                T.ShouldBe(0.0f);
            }
        }
Example #10
0
        public Cloth()
        {
            FixtureDef boxFix = new FixtureDef(new CircleShape(ClothBodySize), 0.2f);
            BodyDef    boxBod = new BodyDef(BodyType.Dynamic, Vec2.Empty);

            boxFix.Filter.GroupIndex = -1;
            boxBod.Position          = new Vec2(-ClothTotalWidth / 2, 30);

            Body bar;

            {
                bar = m_world.CreateBody(new BodyDef(BodyType.Static, new Vec2(-ClothBodySpacingWidth / 2, 30)));

                var fd = new FixtureDef(new PolygonShape((ClothTotalWidth / 2) + ClothBodySpacingWidth, 0.25f));
                fd.Filter.GroupIndex = -1;
                bar.CreateFixture(fd);
            }

            for (int y = 0; y < ClothSegmentsHeight; ++y)
            {
                for (int x = 0; x < ClothSegmentsWidth; ++x)
                {
                    Body body = m_world.CreateBody(boxBod);
                    boxBod.Position += new Vec2(ClothBodySpacingWidth, 0);

                    body.CreateFixture(boxFix);

                    if (y == 0)
                    {
                        WeldJointDef wjd = new WeldJointDef();
                        wjd.Initialize(body, bar, body.WorldCenter);
                        m_world.CreateJoint(wjd);
                    }

                    cloth[x, y] = body;
                }

                boxBod.Position = new Vec2(-ClothTotalWidth / 2, boxBod.Position.Y - ClothBodySpacingWidth);
            }

            for (int y = 0; y < ClothSegmentsHeight; ++y)
            {
                for (int x = 0; x < ClothSegmentsWidth; ++x)
                {
                    Body leftBody, rightBody;

                    DistanceJointDef djd = new DistanceJointDef();
                    djd.FrequencyHz  = 15 + Rand.RandomFloat(0, 6);
                    djd.DampingRatio = 0.11f + Rand.RandomFloat(0.01f, 0.15f);

                    // connect to right
                    if (x != ClothSegmentsWidth - 1)
                    {
                        leftBody  = cloth[x, y];
                        rightBody = cloth[x + 1, y];

                        djd.Initialize(leftBody, rightBody, leftBody.WorldCenter, rightBody.WorldCenter);
                        m_world.CreateJoint(djd);
                    }

                    // connect to up
                    if (y != 0)
                    {
                        leftBody  = cloth[x, y];
                        rightBody = cloth[x, y - 1];

                        djd.Initialize(leftBody, rightBody, leftBody.WorldCenter, rightBody.WorldCenter);
                        m_world.CreateJoint(djd);
                    }
                }
            }
        }
Example #11
0
        void CreateLeg(float s, Vector2 wheelAnchor)
        {
            Vector2 p1 = new Vector2(5.4f * s, -6.1f);
            Vector2 p2 = new Vector2(7.2f * s, -1.2f);
            Vector2 p3 = new Vector2(4.3f * s, -1.9f);
            Vector2 p4 = new Vector2(3.1f * s, 0.8f);
            Vector2 p5 = new Vector2(6.0f * s, 1.5f);
            Vector2 p6 = new Vector2(2.5f * s, 3.7f);

            FixtureDef fd1 = new FixtureDef();
            FixtureDef fd2 = new FixtureDef();

            fd1.filter.groupIndex = -1;
            fd2.filter.groupIndex = -1;
            fd1.density = 1.0f;
            fd2.density = 1.0f;

            PolygonShape poly1 = new PolygonShape();
            PolygonShape poly2 = new PolygonShape();

            Vector2[] vertices = new Vector2[3];

            if (s > 0.0f)
            {
                vertices[0] = p1;
                vertices[1] = p2;
                vertices[2] = p3;
                poly1.Set(vertices, 3);

                vertices[0] = Vector2.Zero;
                vertices[1] = p5 - p4;
                vertices[2] = p6 - p4;
                poly2.Set(vertices, 3);
            }
            else
            {
                vertices[0] = p1;
                vertices[1] = p3;
                vertices[2] = p2;
                poly1.Set(vertices, 3);

                vertices[0] = Vector2.Zero;
                vertices[1] = p6 - p4;
                vertices[2] = p5 - p4;
                poly2.Set(vertices, 3);
            }

            fd1.shape = poly1;
            fd2.shape = poly2;

            BodyDef bd1 = new BodyDef();
            BodyDef bd2 = new BodyDef();
            bd1.type = BodyType.Dynamic;
            bd2.type = BodyType.Dynamic;

            bd1.position = _offset;
            bd2.position = p4 + _offset;

            bd1.angularDamping = 10.0f;
            bd2.angularDamping = 10.0f;

            Body body1 = _world.CreateBody(bd1);
            Body body2 = _world.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            DistanceJointDef djd = new DistanceJointDef();

            // Using a soft distanceraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.dampingRatio = 0.5f;
            djd.frequencyHz = 10.0f;

            djd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            RevoluteJointDef rjd = new RevoluteJointDef();

            rjd.Initialize(body2, _chassis, p4 + _offset);
            _world.CreateJoint(rjd);
        }
Example #12
0
        private void CreateLeg(float s, Vector2 wheelAnchor)
        {
            var p1 = new Vector2(5.4f * s, -6.1f);
            var p2 = new Vector2(7.2f * s, -1.2f);
            var p3 = new Vector2(4.3f * s, -1.9f);
            var p4 = new Vector2(3.1f * s, 0.8f);
            var p5 = new Vector2(6.0f * s, 1.5f);
            var p6 = new Vector2(2.5f * s, 3.7f);

            var fd1 = new FixtureDef {
                Filter = { GroupIndex = -1 }, Density = 1.0f
            };
            var fd2 = new FixtureDef {
                Filter = { GroupIndex = -1 }, Density = 1.0f
            };

            var poly1 = new PolygonShape();
            var poly2 = new PolygonShape();

            if (s > 0.0f)
            {
                var vertices = new Vector2[3];

                vertices[0] = p1;
                vertices[1] = p2;
                vertices[2] = p3;
                poly1.Set(vertices);

                vertices[0] = Vector2.Zero;
                vertices[1] = p5 - p4;
                vertices[2] = p6 - p4;
                poly2.Set(vertices);
            }
            else
            {
                var vertices = new Vector2[3];

                vertices[0] = p1;
                vertices[1] = p3;
                vertices[2] = p2;
                poly1.Set(vertices);

                vertices[0] = Vector2.Zero;
                vertices[1] = p6 - p4;
                vertices[2] = p5 - p4;
                poly2.Set(vertices);
            }

            fd1.Shape = poly1;
            fd2.Shape = poly2;

            var bd1 = new BodyDef();
            var bd2 = new BodyDef();

            bd1.BodyType = BodyType.DynamicBody;
            bd2.BodyType = BodyType.DynamicBody;
            bd1.Position = _offset;
            bd2.Position = p4 + _offset;

            bd1.AngularDamping = 10.0f;
            bd2.AngularDamping = 10.0f;

            var body1 = World.CreateBody(bd1);
            var body2 = World.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            var djd = new DistanceJointDef();

            // Using a soft distance constraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.DampingRatio = 0.5f;
            djd.FrequencyHz  = 10.0f;

            djd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
            World.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
            World.CreateJoint(djd);

            djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
            World.CreateJoint(djd);

            djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
            World.CreateJoint(djd);

            var rjd = new RevoluteJointDef();

            rjd.Initialize(body2, _chassis, p4 + _offset);
            World.CreateJoint(rjd);
        }
Example #13
0
        void CreateLeg(double s, Vector2 wheelAnchor)
        {
            Vector2 p1 = new Vector2(5.4f * s, -6.1f);
            Vector2 p2 = new Vector2(7.2f * s, -1.2f);
            Vector2 p3 = new Vector2(4.3f * s, -1.9f);
            Vector2 p4 = new Vector2(3.1f * s, 0.8f);
            Vector2 p5 = new Vector2(6.0f * s, 1.5f);
            Vector2 p6 = new Vector2(2.5f * s, 3.7f);

            FixtureDef fd1 = new FixtureDef();
            FixtureDef fd2 = new FixtureDef();

            fd1.filter.groupIndex = -1;
            fd2.filter.groupIndex = -1;
            fd1.density           = 1.0f;
            fd2.density           = 1.0f;

            PolygonShape poly1 = new PolygonShape();
            PolygonShape poly2 = new PolygonShape();

            Vector2[] vertices = new Vector2[3];

            if (s > 0.0f)
            {
                vertices[0] = p1;
                vertices[1] = p2;
                vertices[2] = p3;
                poly1.Set(vertices, 3);

                vertices[0] = Vector2.Zero;
                vertices[1] = p5 - p4;
                vertices[2] = p6 - p4;
                poly2.Set(vertices, 3);
            }
            else
            {
                vertices[0] = p1;
                vertices[1] = p3;
                vertices[2] = p2;
                poly1.Set(vertices, 3);

                vertices[0] = Vector2.Zero;
                vertices[1] = p6 - p4;
                vertices[2] = p5 - p4;
                poly2.Set(vertices, 3);
            }

            fd1.shape = poly1;
            fd2.shape = poly2;

            BodyDef bd1 = new BodyDef();
            BodyDef bd2 = new BodyDef();

            bd1.type = BodyType.Dynamic;
            bd2.type = BodyType.Dynamic;

            bd1.position = _offset;
            bd2.position = p4 + _offset;

            bd1.angularDamping = 10.0f;
            bd2.angularDamping = 10.0f;

            Body body1 = _world.CreateBody(bd1);
            Body body2 = _world.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            DistanceJointDef djd = new DistanceJointDef();

            // Using a soft distanceraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.dampingRatio = 0.5f;
            djd.frequencyHz  = 10.0f;

            djd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            RevoluteJointDef rjd = new RevoluteJointDef();

            rjd.Initialize(body2, _chassis, p4 + _offset);
            _world.CreateJoint(rjd);
        }
Example #14
0
        void CreateLeg(float s, Vec2 wheelAnchor)
        {
            Vec2 p1 = new Vec2(5.4f * s, -6.1f);
            Vec2 p2 = new Vec2(7.2f * s, -1.2f);
            Vec2 p3 = new Vec2(4.3f * s, -1.9f);
            Vec2 p4 = new Vec2(3.1f * s, 0.8f);
            Vec2 p5 = new Vec2(6.0f * s, 1.5f);
            Vec2 p6 = new Vec2(2.5f * s, 3.7f);

            FixtureDef fd1 = new FixtureDef(), fd2 = new FixtureDef();

            fd1.Filter.GroupIndex = fd2.Filter.GroupIndex = -1;
            fd1.Density           = 1.0f;
            fd2.Density           = 1.0f;

            PolygonShape poly1 = new PolygonShape(), poly2 = new PolygonShape();

            if (s > 0.0f)
            {
                Vec2[] vertices = new Vec2[3];

                vertices[0]    = p1;
                vertices[1]    = p2;
                vertices[2]    = p3;
                poly1.Vertices = vertices;

                vertices[0]    = Vec2.Empty;
                vertices[1]    = p5 - p4;
                vertices[2]    = p6 - p4;
                poly2.Vertices = vertices;
            }
            else
            {
                Vec2[] vertices = new Vec2[3];

                vertices[0]    = p1;
                vertices[1]    = p3;
                vertices[2]    = p2;
                poly1.Vertices = vertices;

                vertices[0]    = Vec2.Empty;
                vertices[1]    = p6 - p4;
                vertices[2]    = p5 - p4;
                poly2.Vertices = vertices;
            }

            fd1.Shape = poly1;
            fd2.Shape = poly2;

            BodyDef bd1 = new BodyDef(), bd2 = new BodyDef();

            bd1.BodyType = BodyType.Dynamic;
            bd2.BodyType = BodyType.Dynamic;
            bd1.Position = m_offset;
            bd2.Position = p4 + m_offset;

            bd1.AngularDamping = 10.0f;
            bd2.AngularDamping = 10.0f;

            Body body1 = m_world.CreateBody(bd1);
            Body body2 = m_world.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            DistanceJointDef djd = new DistanceJointDef();

            // Using a soft distance constraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.DampingRatio = 0.5f;
            djd.FrequencyHz  = 10.0f;

            djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset);
            m_world.CreateJoint(djd);

            RevoluteJointDef rjd = new RevoluteJointDef();

            rjd.Initialize(body2, m_chassis, p4 + m_offset);
            m_world.CreateJoint(rjd);
        }
        private void CreateLeg(float s, Vector2 wheelAnchor)
        {
            Vector2 p1 = new Vector2(5.4f * s, -6.1f);
            Vector2 p2 = new Vector2(7.2f * s, -1.2f);
            Vector2 p3 = new Vector2(4.3f * s, -1.9f);
            Vector2 p4 = new Vector2(3.1f * s, 0.8f);
            Vector2 p5 = new Vector2(6.0f * s, 1.5f);
            Vector2 p6 = new Vector2(2.5f * s, 3.7f);

            FixtureDef fd1 = new FixtureDef(), fd2 = new FixtureDef();

            fd1.Filter.Group = -1;
            fd2.Filter.Group = -1;

            PolygonShape poly1 = new PolygonShape(1.0f), poly2 = new PolygonShape(1.0f);

            if (s > 0.0f)
            {
                Vertices vertices = new Vertices(3);

                vertices.Add(p1);
                vertices.Add(p2);
                vertices.Add(p3);
                poly1.Vertices = vertices;

                vertices[0]    = Vector2.Zero;
                vertices[1]    = p5 - p4;
                vertices[2]    = p6 - p4;
                poly2.Vertices = vertices;
            }
            else
            {
                Vertices vertices = new Vertices(3);

                vertices.Add(p1);
                vertices.Add(p3);
                vertices.Add(p2);
                poly1.Vertices = vertices;

                vertices[0]    = Vector2.Zero;
                vertices[1]    = p6 - p4;
                vertices[2]    = p5 - p4;
                poly2.Vertices = vertices;
            }

            fd1.Shape = poly1;
            fd2.Shape = poly2;

            BodyDef bd1 = new BodyDef(), bd2 = new BodyDef();

            bd1.Type     = BodyType.Dynamic;
            bd2.Type     = BodyType.Dynamic;
            bd1.Position = _offset;
            bd2.Position = p4 + _offset;

            bd1.AngularDamping = 10.0f;
            bd2.AngularDamping = 10.0f;

            Body body1 = BodyFactory.CreateFromDef(World, bd1);
            Body body2 = BodyFactory.CreateFromDef(World, bd2);

            body1.AddFixture(fd1);
            body2.AddFixture(fd2);

            {
                DistanceJointDef jd = new DistanceJointDef();

                // Using a soft distance constraint can reduce some jitter.
                // It also makes the structure seem a bit more fluid by
                // acting like a suspension system.
                float dampingRatio = 0.5f;
                float frequencyHz  = 10.0f;

                jd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
                JointHelper.LinearStiffness(frequencyHz, dampingRatio, jd.BodyA, jd.BodyB, out float stiffness, out float damping);
                jd.Stiffness = stiffness;
                jd.Damping   = damping;
                JointFactory.CreateFromDef(World, jd);

                jd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
                JointHelper.LinearStiffness(frequencyHz, dampingRatio, jd.BodyA, jd.BodyB, out stiffness, out damping);
                jd.Stiffness = stiffness;
                jd.Damping   = damping;
                JointFactory.CreateFromDef(World, jd);

                jd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
                JointHelper.LinearStiffness(frequencyHz, dampingRatio, jd.BodyA, jd.BodyB, out stiffness, out damping);
                jd.Stiffness = stiffness;
                jd.Damping   = damping;
                JointFactory.CreateFromDef(World, jd);

                jd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
                JointHelper.LinearStiffness(frequencyHz, dampingRatio, jd.BodyA, jd.BodyB, out stiffness, out damping);
                jd.Stiffness = stiffness;
                jd.Damping   = damping;
                JointFactory.CreateFromDef(World, jd);
            }

            {
                RevoluteJointDef jd = new RevoluteJointDef();
                jd.Initialize(body2, _chassis, p4 + _offset);
                JointFactory.CreateFromDef(World, jd);
            }
        }
Example #16
0
        /// <summary>
        /// Resets the bike and the driver to their initial positions
        /// Resets all angular and linear speeds
        /// Recreates the joints if they were destroyed
        /// </summary>
        public void Reset()
        {
            foreach (var part in parts)
            {
                part.SetAngularVelocity(0);
                part.SetLinearVelocity(Vector2.Zero);
            }

            frontWheel.SetTransform(frontWheelInitPos / Level.FACTOR, 0);
            frontFork.SetTransform(frontForkInitPos / Level.FACTOR, 0);
            rearWheel.SetTransform(rearWheelInitPos / Level.FACTOR, 0);
            rearFork.SetTransform(rearForkInitPos / Level.FACTOR,
                                  rearForkInitRot * Level.DEG_TO_RAD);
            bikeBody.SetTransform(bikeBodyInitPos / Level.FACTOR,
                                  bikeBodyInitRot * Level.DEG_TO_RAD);

            head.SetTransform(headInitPos / Level.FACTOR, headInitRot * Level.DEG_TO_RAD);
            humanBody.SetTransform(humanBodyInitPos / Level.FACTOR, 0);
            hand.SetTransform(handInitPos / Level.FACTOR, handInitRot * Level.DEG_TO_RAD);
            arm.SetTransform(armInitPos / Level.FACTOR, armInitRot * Level.DEG_TO_RAD);

            if (OffTheBike)
            {
                RevoluteJointDef handToBikeDef = new RevoluteJointDef();
                Vector2          anchor        = hand.GetWorldPoint(new Vector2(17.06f / Level.FACTOR,
                                                                                4.26f / Level.FACTOR));
                handToBikeDef.Initialize(hand, bikeBody, anchor);
                handToBikeDef.maxMotorTorque = 300.0f;
                handToBike = world.CreateJoint(handToBikeDef);

                RevoluteJointDef humanToBikeDef = new RevoluteJointDef();
                anchor    = humanBody.GetWorldCenter();
                anchor.Y += (30.0f / Level.FACTOR);
                humanToBikeDef.Initialize(humanBody, bikeBody, anchor);
                humanToBikeDef.maxMotorTorque = 300.0f;
                humanToBike = world.CreateJoint(humanToBikeDef);

                DistanceJointDef armToBikeDef = new DistanceJointDef();
                armToBikeDef.Initialize(hand, bikeBody,
                                        hand.GetWorldPoint(new Vector2(-17.00f / Level.FACTOR,
                                                                       4.26f / Level.FACTOR)),
                                        bikeBody.GetWorldCenter());
                armToBikeDef.length           = 40.0f / Level.FACTOR;
                armToBikeDef.frequencyHz      = 10.0f;
                armToBikeDef.dampingRatio     = 1.0f;
                armToBikeDef.collideConnected = true;
                armToBike = world.CreateJoint(armToBikeDef);

                OffTheBike = false;
            }

            if (!bikeBody.IsAwake())
            {
                bikeBody.SetAwake(true);
            }

            if (RotationData.device)
            {
                motor._enableMotor = true;
            }
        }
Example #17
0
    void CreateLeg(float s, Vector2 wheelAnchor)
    {
        Vector2 p1 = new Vector2(5.4f * s, -6.1f);
        Vector2 p2 = new Vector2(7.2f * s, -1.2f);
        Vector2 p3 = new Vector2(4.3f * s, -1.9f);
        Vector2 p4 = new Vector2(3.1f * s, 0.8f);
        Vector2 p5 = new Vector2(6.0f * s, 1.5f);
        Vector2 p6 = new Vector2(2.5f * s, 3.7f);

        ShapeDef sp = new ShapeDef(1.0f);

        sp.groupIndex = -1;
        Vector2[] vertices1 = new Vector2[3];
        Vector2[] vertices2 = new Vector2[3];
        if (s > 0.0f)
        {
            vertices1[0] = p1;
            vertices1[1] = p2;
            vertices1[2] = p3;

            vertices2[0] = Vector2.zero;
            vertices2[1] = p5 - p4;
            vertices2[2] = p6 - p4;
        }
        else
        {
            vertices1[0] = p1;
            vertices1[1] = p3;
            vertices1[2] = p2;

            vertices2[0] = Vector2.zero;
            vertices2[1] = p6 - p4;
            vertices2[2] = p5 - p4;
        }

        BodyDef bd1 = new BodyDef(BodyType.DYNAMIC_BODY);
        BodyDef bd2 = new BodyDef(BodyType.DYNAMIC_BODY);

        bd1.position = m_offset;
        bd2.position = p4 + m_offset;

        bd1.angularDamping = 10.0f;
        bd2.angularDamping = 10.0f;

        var body1 = API.CreateBody(world, bd1);
        var body2 = API.CreateBody(world, bd2);

        API.AddPolygonShape(body1, vertices1, vertices1.Length, sp);
        API.AddPolygonShape(body2, vertices2, vertices2.Length, sp);

        DistanceJointDef djd = new DistanceJointDef();

        djd.dampingRatio = 0.5f;
        djd.frequencyHz  = 10.0f;

        djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset);
        API.CreateDistanceJoint(world, djd);

        djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset);
        API.CreateDistanceJoint(world, djd);

        djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset);
        API.CreateDistanceJoint(world, djd);

        djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset);
        API.CreateDistanceJoint(world, djd);

        RevoluteJointDef rjd = new RevoluteJointDef();

        rjd.Initialize(body2, m_chassis, p4 + m_offset);
        API.CreateRevoluteJoint(world, rjd);
    }
Example #18
0
        public static Joint AddJoint(this IJointable ithis, V2DJoint joint, float offsetX, float offsetY)
        {
            Joint    result   = null;
            JointDef jointDef = null;
            //Body targ0 = ithis.VScreen.bodyMap[joint.Body1];
            //Body targ1 = ithis.VScreen.bodyMap[joint.Body2];
            Body targ0 = GetBody(ithis, joint.Body1);
            Body targ1 = GetBody(ithis, joint.Body2);

            // gears need the first body static
            if (targ0 != null && targ1 != null && targ1.GetType() == BodyType.Static && targ0.GetType() != BodyType.Static)
            {
                Body temp = targ0;
                targ0 = targ1;
                targ1 = temp;
            }

            Vector2 pt0 = new Vector2(joint.X + offsetX, joint.Y + offsetY);

            string name = joint.Name;

            Vector2 anchor0 = new Vector2(pt0.X / V2DScreen.WorldScale, pt0.Y / V2DScreen.WorldScale);
            Vector2 anchor1 = new Vector2();

            switch (joint.Type)
            {
            case V2DJointKind.Distance:
                Vector2 pt1 = new Vector2(joint.X2 + offsetX, joint.Y2 + offsetY);
                anchor1 = new Vector2(pt1.X / V2DScreen.WorldScale, pt1.Y / V2DScreen.WorldScale);

                DistanceJointDef dj = new DistanceJointDef();
                dj.Initialize(targ0, targ1, anchor0, anchor1);
                dj.collideConnected = joint.CollideConnected;
                dj.dampingRatio     = joint.DampingRatio;
                dj.frequencyHz      = joint.FrequencyHz;
                if (joint.Length != -1)
                {
                    dj.length = joint.Length / V2DScreen.WorldScale;
                }

                jointDef = dj;
                break;

            case V2DJointKind.Revolute:
                float rot0 = joint.Min;                         //(typeof(joint["min"]) == "string") ? parseFloat(joint["min"]) / 180 * Math.PI : joint["min"];
                float rot1 = joint.Max;                         //(typeof(joint["max"]) == "string") ? parseFloat(joint["max"]) / 180 * Math.PI : joint["max"];

                RevoluteJointDef rj = new RevoluteJointDef();
                rj.Initialize(targ0, targ1, anchor0);
                rj.lowerAngle = rot0;
                rj.upperAngle = rot1;

                rj.enableLimit    = rot0 != 0 && rot1 != 0;
                rj.maxMotorTorque = joint.MaxMotorTorque;
                rj.motorSpeed     = joint.MotorSpeed;
                rj.enableMotor    = joint.EnableMotor;

                jointDef = rj;
                break;

            case V2DJointKind.Prismatic:
                float axisX = joint.AxisX;
                float axisY = joint.AxisY;
                float min   = joint.Min;
                float max   = joint.Max;

                PrismaticJointDef pj        = new PrismaticJointDef();
                Vector2           worldAxis = new Vector2(axisX, axisY);
                pj.Initialize(targ0, targ1, anchor0, worldAxis);
                pj.lowerTranslation = min / V2DScreen.WorldScale;
                pj.upperTranslation = max / V2DScreen.WorldScale;

                pj.enableLimit   = joint.EnableLimit;
                pj.maxMotorForce = joint.MaxMotorTorque;
                pj.motorSpeed    = joint.MotorSpeed;
                pj.enableMotor   = joint.EnableMotor;

                jointDef = pj;
                break;

            case V2DJointKind.Pully:
                Vector2 pt2 = new Vector2(joint.X2 + offsetX, joint.Y2 + offsetY);
                anchor1 = new Vector2(pt2.X / V2DScreen.WorldScale, pt2.Y / V2DScreen.WorldScale);

                Vector2 groundAnchor0 = new Vector2(joint.GroundAnchor1X / V2DScreen.WorldScale, joint.GroundAnchor1Y / V2DScreen.WorldScale);

                Vector2 groundAnchor1 = new Vector2(joint.GroundAnchor2X / V2DScreen.WorldScale, joint.GroundAnchor2Y / V2DScreen.WorldScale);

                float max0 = joint.MaxLength1;
                float max1 = joint.MaxLength2;

                float rat = joint.Ratio;

                PulleyJointDef puj = new PulleyJointDef();
                puj.Initialize(targ0, targ1, groundAnchor0, groundAnchor1, anchor0, anchor1, rat);
                puj.maxLengthA = (max0 + max1) / V2DScreen.WorldScale;
                puj.maxLengthB = (max0 + max1) / V2DScreen.WorldScale;

                puj.collideConnected = joint.CollideConnected;

                jointDef = puj;
                break;

            case V2DJointKind.Gear:
                GearJointDef gj = new GearJointDef();
                gj.bodyA  = targ0;
                gj.bodyB  = targ1;
                gj.joint1 = GetFirstGearableJoint(targ0.GetJointList());
                gj.joint2 = GetFirstGearableJoint(targ1.GetJointList());
                gj.ratio  = joint.Ratio;
                jointDef  = gj;
                break;
            }

            if (jointDef != null)
            {
                result = SetJointWithReflection(ithis, name, jointDef);

                if (result != null)
                {
                    Dictionary <string, string> dict = new Dictionary <string, string>();
                    dict["name"] = name;
                    result.SetUserData(dict);
                }
            }

            return(result);
        }
Example #19
0
        // Main...
        public ElasticBody()
        {
            // Bottom static body
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(50.0f, 2.0f);
                sd.Friction    = 0.1f;
                sd.Restitution = 0.1f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-1.0f, -7.5f);
                _ground = _world.CreateBody(bd);
                _ground.CreateFixture(sd);
            }
            // Upper static body
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(20.0f, 0.50f, new Vec2(0.0f, 0.0f), 0.047f * Box2DNet.Common.Settings.Pi);
                sd.Friction    = 0.01f;
                sd.Restitution = 0.001f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-20.0f, 93.0f);
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);
                sd.SetAsBox(15.0f, 0.50f, new Vec2(-15.0f, 12.5f), 0.0f);
                g.CreateFixture(sd);

                sd.SetAsBox(20.0f, 0.5f, new Vec2(0.0f, -25.0f), -0.5f);
                g.CreateFixture(sd);
            }
            // Left channel left wall
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(0.7f, 55.0f);
                sd.Friction    = 0.1f;
                sd.Restitution = 0.1f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-49.3f, 50.0f);
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);
            }
            // Right wall
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(0.7f, 55.0f);
                sd.Friction    = 0.1f;
                sd.Restitution = 0.1f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(45.0f, 50.0f);
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);
            }
            // Left channel right upper wall
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(0.5f, 20.0f);
                sd.Friction    = 0.05f;
                sd.Restitution = 0.01f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-42.0f, 70.0f);
                bd.Angle = -0.03f * Box2DNet.Common.Settings.Pi;
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);
            }
            // Left channel right lower wall
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(0.50f, 23.0f);
                sd.Friction    = 0.05f;
                sd.Restitution = 0.01f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-44.0f, 27.0f);
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);
                // Bottom motors
                CircleDef cd = new CircleDef();
                cd.Radius      = 3.0f;
                cd.Density     = 15.0f;
                cd.Friction    = 1.0f;
                cd.Restitution = 0.2f;
                // 1.
                bd.Position.Set(-40.0f, 2.5f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                RevoluteJointDef jr = new RevoluteJointDef();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                jr.MaxMotorTorque = 30000.0f;
                jr.EnableMotor    = true;
                jr.MotorSpeed     = 20.0f;
                _world.CreateJoint(jr);
                // 1. left down
                bd.Position.Set(-46.0f, -2.5f);
                cd.Radius = 1.5f; jr.MotorSpeed = -20.0f;
                body      = _world.CreateBody(bd);
                body.CreateFixture(cd);
                sd.SetAsBox(2.0f, 0.50f);
                body.CreateFixture(sd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter());
                _world.CreateJoint(jr);
                // 2.
                cd.Radius = 3.0f; jr.MotorSpeed = 20.0f;
                bd.Position.Set(-32.0f, 2.5f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 3.
                jr.MotorSpeed = 20.0f;
                bd.Position.Set(-24.0f, 1.5f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 4.
                bd.Position.Set(-16.0f, 0.8f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 5.
                bd.Position.Set(-8.0f, 0.5f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 6.
                bd.Position.Set(0.0f, 0.1f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 7.
                bd.Position.Set(8.0f, -0.5f);
                body = _world.CreateBody(bd);
                body.CreateFixture(cd);
                sd.SetAsBox(3.7f, 0.5f);
                body.CreateFixture(sd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter() + new Vec2(0.0f, 1.0f));
                _world.CreateJoint(jr);
                // 8. right rotator
                sd.SetAsBox(5.0f, 0.5f);
                sd.Density = 2.0f;
                bd.Position.Set(18.0f, 1.0f);
                Body rightmotor = _world.CreateBody(bd);
                rightmotor.CreateFixture(sd);
                sd.SetAsBox(4.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DNet.Common.Settings.Pi / 3.0f);
                rightmotor.CreateFixture(sd);
                sd.SetAsBox(4.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DNet.Common.Settings.Pi * 2.0f / 3.0f);
                rightmotor.CreateFixture(sd);
                cd.Radius = 4.2f;
                rightmotor.CreateFixture(cd);
                rightmotor.SetMassFromShapes();
                jr.Initialize(g, rightmotor, rightmotor.GetWorldCenter());
                jr.MaxMotorTorque = 70000.0f;
                jr.MotorSpeed     = -4.0f;
                _world.CreateJoint(jr);
                // 9. left rotator
                sd.SetAsBox(8.5f, 0.5f);
                sd.Density = 2.0f;
                bd.Position.Set(-34.0f, 17.0f);
                body = _world.CreateBody(bd);
                body.CreateFixture(sd);
                sd.SetAsBox(8.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DNet.Common.Settings.Pi * .5f);
                body.CreateFixture(sd);
                cd.Radius   = 7.0f;
                cd.Friction = 0.9f;
                body.CreateFixture(cd);
                body.SetMassFromShapes();
                jr.Initialize(g, body, body.GetWorldCenter());
                jr.MaxMotorTorque = 100000.0f;
                jr.MotorSpeed     = -5.0f;
                _world.CreateJoint(jr);
                // big compressor
                sd.SetAsBox(3.0f, 4.0f);
                sd.Density = 10.0f;
                bd.Position.Set(-16.0f, 17.0f);
                Body hammerleft = _world.CreateBody(bd);
                hammerleft.CreateFixture(sd);
                hammerleft.SetMassFromShapes();
                DistanceJointDef jd = new DistanceJointDef();
                jd.Initialize(body, hammerleft, body.GetWorldCenter() + new Vec2(0.0f, 6.0f), hammerleft.GetWorldCenter());
                _world.CreateJoint(jd);

                bd.Position.Set(4.0f, 17.0f);
                Body hammerright = _world.CreateBody(bd);
                hammerright.CreateFixture(sd);
                hammerright.SetMassFromShapes();
                jd.Initialize(body, hammerright, body.GetWorldCenter() - new Vec2(0.0f, 6.0f), hammerright.GetWorldCenter());
                _world.CreateJoint(jd);
                // pusher
                sd.SetAsBox(6.0f, 0.75f);
                bd.Position.Set(-21.0f, 9.0f);
                Body pusher = _world.CreateBody(bd);
                pusher.CreateFixture(sd);
                sd.SetAsBox(2.0f, 1.5f, new Vec2(-5.0f, 0.0f), 0.0f);
                pusher.SetMassFromShapes();
                pusher.CreateFixture(sd);
                jd.Initialize(rightmotor, pusher, rightmotor.GetWorldCenter() + new Vec2(-8.0f, 0.0f),
                              pusher.GetWorldCenter() + new Vec2(5.0f, 0.0f));
                _world.CreateJoint(jd);
            }
            // Static bodies above motors
            {
                PolygonDef sd = new PolygonDef();
                CircleDef  cd = new CircleDef();
                sd.SetAsBox(9.0f, 0.5f);
                sd.Friction    = 0.05f;
                sd.Restitution = 0.01f;
                BodyDef bd = new BodyDef();
                bd.Position.Set(-15.5f, 12.0f);
                bd.Angle = 0.0f;
                Body g = _world.CreateBody(bd);
                g.CreateFixture(sd);

                sd.SetAsBox(8.0f, 0.5f, new Vec2(23.0f, 0.0f), 0.0f);
                g.CreateFixture(sd);
                // compressor statics
                sd.SetAsBox(7.0f, 0.5f, new Vec2(-2.0f, 9.0f), 0.0f);
                g.CreateFixture(sd);
                sd.SetAsBox(9.0f, 0.5f, new Vec2(22.0f, 9.0f), 0.0f);
                g.CreateFixture(sd);

                sd.SetAsBox(19.0f, 0.5f, new Vec2(-9.0f, 15.0f), -0.05f);
                g.CreateFixture(sd);
                sd.SetAsBox(4.7f, 0.5f, new Vec2(15.0f, 11.5f), -0.5f);
                g.CreateFixture(sd);
                // below compressor
                sd.SetAsBox(26.0f, 0.3f, new Vec2(17.0f, -4.4f), -0.02f);
                g.CreateFixture(sd);
                cd.Radius        = 1.0f; cd.Friction = 1.0f;
                cd.LocalPosition = new Vec2(29.0f, -6.0f);
                g.CreateFixture(cd);
                cd.Radius        = 0.7f;
                cd.LocalPosition = new Vec2(-2.0f, -4.5f);
                g.CreateFixture(cd);
            }
            // Elevator
            {
                BodyDef    bd = new BodyDef();
                CircleDef  cd = new CircleDef();
                PolygonDef sd = new PolygonDef();

                bd.Position.Set(40.0f, 4.0f);
                _elev = _world.CreateBody(bd);

                sd.SetAsBox(0.5f, 2.5f, new Vec2(3.0f, -3.0f), 0.0f);
                sd.Density  = 1.0f;
                sd.Friction = 0.01f;
                _elev.CreateFixture(sd);
                sd.SetAsBox(7.0f, 0.5f, new Vec2(-3.5f, -5.5f), 0.0f);
                _elev.CreateFixture(sd);
                sd.SetAsBox(0.5f, 2.5f, new Vec2(-11.0f, -3.5f), 0.0f);
                _elev.CreateFixture(sd);
                _elev.SetMassFromShapes();

                PrismaticJointDef jp = new PrismaticJointDef();
                jp.Initialize(_ground, _elev, bd.Position, new Vec2(0.0f, 1.0f));
                jp.LowerTranslation = 0.0f;
                jp.UpperTranslation = 100.0f;
                jp.EnableLimit      = true;
                jp.EnableMotor      = true;
                jp.MaxMotorForce    = 10000.0f;
                jp.MotorSpeed       = 0.0f;
                _joint_elev         = (PrismaticJoint)_world.CreateJoint(jp);

                // Korb
                sd.SetAsBox(2.3f, 0.5f, new Vec2(1.0f, 0.0f), 0.0f);
                sd.Density = 0.5f;
                bd.Position.Set(29.0f, 6.5f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(sd);
                sd.SetAsBox(2.5f, 0.5f, new Vec2(3.0f, -2.0f), Box2DNet.Common.Settings.Pi / 2.0f);
                body.CreateFixture(sd);
                sd.SetAsBox(4.6f, 0.5f, new Vec2(7.8f, -4.0f), 0.0f);
                body.CreateFixture(sd);
                sd.SetAsBox(0.5f, 4.5f, new Vec2(12.0f, 0.0f), 0.0f);
                body.CreateFixture(sd);

                sd.SetAsBox(0.5f, 0.5f, new Vec2(13.0f, 4.0f), 0.0f);
                body.CreateFixture(sd);

                cd.Radius        = 0.7f; cd.Density = 1.0f; cd.Friction = 0.01f;
                cd.LocalPosition = new Vec2(0.0f, 0.0f);
                body.CreateFixture(cd);
                body.SetMassFromShapes();

                RevoluteJointDef jr = new RevoluteJointDef();
                jr.Initialize(_elev, body, bd.Position);
                jr.EnableLimit      = true;
                jr.LowerAngle       = -0.2f;
                jr.UpperAngle       = Box2DNet.Common.Settings.Pi * 1.1f;
                jr.CollideConnected = true;
                _world.CreateJoint(jr);
                // upper body exit
                sd.SetAsBox(14.0f, 0.5f, new Vec2(-3.5f, -10.0f), 0.0f);
                bd.Position.Set(17.5f, 96.0f);
                body = _world.CreateBody(bd);
                body.CreateFixture(sd);
            }
            // "Elastic body" 64 bodies - something like a lin. elastic compound
            // connected via dynamic forces (springs)
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(0.55f, 0.55f);
                sd.Density           = 1.5f;
                sd.Friction          = 0.01f;
                sd.Filter.GroupIndex = -1;
                Vec2    startpoint = new Vec2(30.0f, 20.0f);
                BodyDef bd         = new BodyDef();
                bd.IsBullet   = false;
                bd.AllowSleep = false;
                for (int i = 0; i < 8; ++i)
                {
                    for (int j = 0; j < 8; ++j)
                    {
                        bd.Position.Set(j * 1.02f, 2.51f + 1.02f * i);
                        bd.Position += startpoint;
                        Body body = _world.CreateBody(bd);
                        bodies[8 * i + j] = body;
                        body.CreateFixture(sd);
                        body.SetMassFromShapes();
                    }
                }
            }
        }
Example #20
0
        /// <summary>
        /// Creates a new motorcycle and a driver into the given Box2D world.
        /// Creates all the parts of the motorcycle and driver and joints them together.
        /// </summary>
        /// <param name="pBikeSpeed">A pointer to the variable that describes the speed of the
        ///                          motorcycle</param>
        /// <param name="pRotationData">RotationData to provide the information of the rotation
        ///                             of the device</param>
        /// <param name="pWorld">The Box2D world where the bike is created into</param>
        /// <param name="pCamPos">A pointer to the variable that describes the position of the
        ///                       camera</param>
        /// <param name="pContent">The used ContentManager instance</param>
        /// <param name="pSpriteBatch">The used SpriteBatch instance</param>
        public Bike(float [] pBikeSpeed, RotationData pRotationData, World pWorld, float[] pCamPos,
                    ContentManager pContent)
        {
            OffTheBike   = false;
            camPos       = pCamPos;
            world        = pWorld;
            content      = pContent;
            RotationData = pRotationData;

            bikeSpeed = pBikeSpeed;

            frontWheel = CreateCirclePart("wheel", frontWheelInitPos, 35.0f, 0, 0.1f, 0.9f, 0.2f);
            frontFork  = CreateBoxPart("susp_lower_long", frontForkInitPos, 20.53f, 21.33f, 0, 0.8f,
                                       1.0f, 0.2f);
            rearWheel = CreateCirclePart("rearWheel", rearWheelInitPos, 32.0f, 0, 0.4f, 1.0f,
                                         0.2f);
            rearFork = CreateBoxPart("rearFork", rearForkInitPos, 64.0f, 17.0f, rearForkInitRot,
                                     0.5f, 1.0f, 0.2f);
            bikeBody = CreateBikeBody(bikeBodyInitPos, bikeBodyInitRot, 0.5f, 1.0f, 0.2f);

            RevoluteJointDef motorDef = new RevoluteJointDef();

            motorDef.Initialize(rearWheel, rearFork, rearWheel.GetWorldCenter());
            motorDef.maxMotorTorque = 2.0f;
            motorDef.enableMotor    = true;
            motor = (RevoluteJoint)world.CreateJoint(motorDef);

            RevoluteJointDef rearForkBodyDef = new RevoluteJointDef();
            Vector2          anchor          = rearFork.GetWorldCenter();

            anchor.X += (32.0f / Level.FACTOR);
            anchor.Y += (13.5f / Level.FACTOR);
            rearForkBodyDef.Initialize(rearFork, bikeBody, anchor);
            rearForkBodyDef.bodyA          = rearFork;
            rearForkBodyDef.bodyB          = bikeBody;
            rearForkBodyDef.maxMotorTorque = 300.0f;
            world.CreateJoint(rearForkBodyDef);

            RevoluteJointDef frontWheelJointDef = new RevoluteJointDef();

            frontWheelJointDef.Initialize(frontWheel, frontFork, frontWheel.GetWorldCenter());
            frontWheelJointDef.maxMotorTorque = 300.0f;
            world.CreateJoint(frontWheelJointDef);

            DistanceJointDef frontSuspToBikeDef = new DistanceJointDef();

            frontSuspToBikeDef.Initialize(bikeBody, frontFork,
                                          frontFork.GetWorldCenter() + new Vector2(0, 0.4f),
                                          frontFork.GetWorldCenter());
            frontSuspToBikeDef.frequencyHz      = 4.0f;
            frontSuspToBikeDef.dampingRatio     = 0.1f;
            frontSuspToBikeDef.collideConnected = true;
            world.CreateJoint(frontSuspToBikeDef);

            DistanceJointDef rearForkDistanceDef = new DistanceJointDef();

            rearForkDistanceDef.Initialize(bikeBody, rearFork,
                                           rearFork.GetWorldCenter() + new Vector2(0, 0.4f),
                                           rearFork.GetWorldCenter());
            rearForkDistanceDef.frequencyHz      = 7.0f;
            rearForkDistanceDef.dampingRatio     = 0.1f;
            rearForkDistanceDef.collideConnected = true;
            world.CreateJoint(rearForkDistanceDef);

            PrismaticJointDef fSuspBikePrismaticDef = new PrismaticJointDef();

            fSuspBikePrismaticDef.Initialize(bikeBody, frontFork, bikeBody.GetWorldCenter(),
                                             new Vector2(0, 1));
            fSuspBikePrismaticDef.enableLimit      = true;
            fSuspBikePrismaticDef.lowerTranslation = -0.2f;
            fSuspBikePrismaticDef.upperTranslation = 0.2f;
            fSuspBikePrismaticDef.collideConnected = true;
            world.CreateJoint(fSuspBikePrismaticDef);

            humanBody = CreateBoxPart("human", humanBodyInitPos, 17.0f, 64.0f, 0, 0.1f, 1.0f,
                                      0.2f);
            head = CreateBoxPart("head", headInitPos, 38.4f, 29.9f, headInitRot, 0.1f, 1.0f,
                                 0.2f);
            hand = CreateBoxPart("hand", handInitPos, 34.13f, 8.53f, handInitRot, 0.1f, 1.0f,
                                 0.2f);
            arm = CreateBoxPart("arm", armInitPos, 42.67f, 8.53f, armInitRot, 0.1f, 1.0f, 0.2f);

            WeldJointDef headToHumanDef = new WeldJointDef();

            headToHumanDef.Initialize(head, humanBody, head.GetWorldCenter());
            world.CreateJoint(headToHumanDef);

            RevoluteJointDef humanToBikeDef = new RevoluteJointDef();

            anchor    = humanBody.GetWorldCenter();
            anchor.Y += (30.0f / Level.FACTOR);
            humanToBikeDef.Initialize(humanBody, bikeBody, anchor);
            humanToBikeDef.maxMotorTorque = 300.0f;
            humanToBike = world.CreateJoint(humanToBikeDef);

            RevoluteJointDef humanToArmDef = new RevoluteJointDef();

            anchor = arm.GetWorldPoint(new Vector2(-21.33f / Level.FACTOR, 4.26f / Level.FACTOR));
            humanToArmDef.Initialize(humanBody, arm, anchor);
            humanToArmDef.maxMotorTorque = 300.0f;
            world.CreateJoint(humanToArmDef);

            RevoluteJointDef armToHandDef = new RevoluteJointDef();

            anchor = arm.GetWorldPoint(new Vector2(21.33f / Level.FACTOR, 4.26f / Level.FACTOR));
            armToHandDef.Initialize(arm, hand, anchor);
            armToHandDef.maxMotorTorque = 300.0f;
            world.CreateJoint(armToHandDef);

            RevoluteJointDef handToBikeDef = new RevoluteJointDef();

            anchor = hand.GetWorldPoint(new Vector2(17.06f / Level.FACTOR, 4.26f / Level.FACTOR));
            handToBikeDef.Initialize(hand, bikeBody, anchor);
            handToBikeDef.maxMotorTorque = 300.0f;
            handToBike = world.CreateJoint(handToBikeDef);

            DistanceJointDef armToBikeDef = new DistanceJointDef();

            armToBikeDef.Initialize(hand, bikeBody,
                                    hand.GetWorldPoint(new Vector2(-17.00f / Level.FACTOR,
                                                                   4.26f / Level.FACTOR)),
                                    bikeBody.GetWorldCenter());
            armToBikeDef.length           = 40.0f / Level.FACTOR;
            armToBikeDef.frequencyHz      = 10.0f;
            armToBikeDef.dampingRatio     = 1.0f;
            armToBikeDef.collideConnected = true;
            armToBike = world.CreateJoint(armToBikeDef);
        }
Example #21
0
        public void CreateLeg(float s, Vec2 wheelAnchor)
        {
            Vec2 p1 = new Vec2(5.4f * s, -6.1f);
            Vec2 p2 = new Vec2(7.2f * s, -1.2f);
            Vec2 p3 = new Vec2(4.3f * s, -1.9f);
            Vec2 p4 = new Vec2(3.1f * s, 0.8f);
            Vec2 p5 = new Vec2(6.0f * s, 1.5f);
            Vec2 p6 = new Vec2(2.5f * s, 3.7f);

            PolygonDef sd1 = new PolygonDef(), sd2 = new PolygonDef();

            sd1.VertexCount       = 3;
            sd2.VertexCount       = 3;
            sd1.Filter.GroupIndex = -1;
            sd2.Filter.GroupIndex = -1;
            sd1.Density           = 1.0f;
            sd2.Density           = 1.0f;

            if (s > 0.0f)
            {
                sd1.Vertices[0] = p1;
                sd1.Vertices[1] = p2;
                sd1.Vertices[2] = p3;

                sd2.Vertices[0] = Vec2.Zero;
                sd2.Vertices[1] = p5 - p4;
                sd2.Vertices[2] = p6 - p4;
            }
            else
            {
                sd1.Vertices[0] = p1;
                sd1.Vertices[1] = p3;
                sd1.Vertices[2] = p2;

                sd2.Vertices[0] = Vec2.Zero;
                sd2.Vertices[1] = p6 - p4;
                sd2.Vertices[2] = p5 - p4;
            }

            BodyDef bd1 = new BodyDef(), bd2 = new BodyDef();

            bd1.Position = _offset;
            bd2.Position = p4 + _offset;

            bd1.AngularDamping = 10.0f;
            bd2.AngularDamping = 10.0f;

            Body body1 = _world.CreateBody(bd1);
            Body body2 = _world.CreateBody(bd2);

            body1.CreateShape(sd1);
            body2.CreateShape(sd2);

            body1.SetMassFromShapes();
            body2.SetMassFromShapes();

            DistanceJointDef djd = new DistanceJointDef();

            // Using a soft distance constraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.DampingRatio = 0.5f;
            djd.FrequencyHz  = 10.0f;

            djd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            RevoluteJointDef rjd = new RevoluteJointDef();

            rjd.Initialize(body2, _chassis, p4 + _offset);
            _world.CreateJoint(rjd);
        }