public override void OnEnter() { base.OnEnter(); space.SetIterations(5); space.SetDamping(0.1f); float mass = 1.0f; { float size = 100.0f; cpBody body = space.AddBody(new cpBody(mass, cp.MomentForBox(mass, size, size))); body.SetPosition(new cpVect(100.0f, 50.0f)); shape1 = space.AddShape(cpPolyShape.BoxShape(body, size, size, 0.0f)); //shape1.SetGroup(1); } { float size = 100.0f; cpBody body = space.AddBody(new cpBody(mass, cp.MomentForBox(mass, size, size))); body.SetPosition(new cpVect(120.0f, -40.0f)); body.SetAngle(1e-2f); shape2 = space.AddShape(cpPolyShape.BoxShape(body, size, size, 0.0f)); //shape2.SetGroup(1); } Schedule(); }
//public cpBodyType BodyType { get { return mRigidbody2D.bodyType; } set { mBodyType = value; mRigidbody2D.SetBodyType(mBodyType); } } //public float Mass { get { return mRigidbody2D.GetMass(); } set { mMass = value; mRigidbody2D.SetMass(mMass); } } public void Init() { mRigidbody2D = new cpBody(mMass, mMonent); mRigidbody2D.SetBodyType(mBodyType); mRigidbody2D.SetPositionUpdateFunc(UpdatePosition);//Set Update Poition callback cpVect pos = new cpVect(this.transform.position.x * XSpaceManager.PixelsPerUnit, this.transform.position.y * XSpaceManager.PixelsPerUnit); mRigidbody2D.SetPosition(pos); mRigidbody2D.SetAngle(cp.cpfradian(this.transform.eulerAngles.z)); // mRigidbody2D.SetTransform(pos, cp.cpfradian(this.transform.eulerAngles.z)); //设置这个不对,position不更新 //X.Tools.LogUtils.Debug(X.Tools.LogTag.Test, this.gameObject.name + ":" + mRigidbody2D.GetPosition().ToString()); //this.transform.SetPositionAndRotation(Vector3.zero, Quaternion.Euler(0, 0, 0)); //X.Tools.LogUtils.Debug(string.Format("rotation:{0}, eulerAngles:{1}, {2} ,{3}", this.transform.rotation, this.transform.eulerAngles, this.transform.localRotation, this.transform.localEulerAngles)); }
/// <summary> /// Create a physics body and a box shape and adds it to the world /// NOTE: Be sure to call activate on the body when you are ready for it to be simulated! /// </summary> /// <param name="world">The world to add it to</param> /// <param name="position">The position of the center of the box</param> /// <param name="rotation">The rotation of the box</param> /// <param name="size">The size of the box</param> /// <param name="bodyType">The body type of the physics body</param> /// <param name="mass">The mass of the physics body</param> /// <param name="moment">The moment of inertia for the physics body</param> /// <returns></returns> public static PhysicsObject CreateBox(World world, Vector2 position, float rotation, Vector2 size, cpBodyType bodyType = cpBodyType.DYNAMIC, float mass = 1, float moment = 1) { //Create body cpBody body = CreateBody(world, bodyType, mass, moment); body.SetPosition(new cpVect(position.X / PHYSICS_TRANSFORM_SCALE, position.Y / PHYSICS_TRANSFORM_SCALE)); body.SetAngle(rotation); cpPolyShape box = cpPolyShape.BoxShape(body, size.X / PHYSICS_TRANSFORM_SCALE, size.Y / PHYSICS_TRANSFORM_SCALE, 0.1f); Worlds[world].AddShape(box); //Return the Physics body return(new PhysicsObject() { Body = body, Shape = box }); }
/// <summary> /// Create a physics body and a circle shape and adds it to the world /// NOTE: Be sure to call activate on the body when you are ready for it to be simulated! /// </summary> /// <param name="world">The world to add it to</param> /// <param name="position">The starting position for the circle</param> /// <param name="rotation">The starting rotation for the circle</param> /// <param name="radius">The radius of the circle</param> /// <param name="bodyType">The body type of the physics body</param> /// <param name="mass">The mass of the physics body</param> /// <param name="moment">The moment of inertia for the physics body</param> /// <returns></returns> public static PhysicsObject CreateCircle(World world, Vector2 position, float rotation, float radius, cpBodyType bodyType = cpBodyType.DYNAMIC, float mass = 1, float moment = 1) { //Create a body and set its transform cpBody body = CreateBody(world, bodyType, mass, moment); body.SetPosition(new cpVect(position.X / PHYSICS_TRANSFORM_SCALE, position.Y / PHYSICS_TRANSFORM_SCALE)); body.SetAngle(rotation); //Create the circle shape and add it to the world cpCircleShape circleShape = new cpCircleShape(body, radius / PHYSICS_TRANSFORM_SCALE, cpVect.Zero); Worlds[world].AddShape(circleShape); //Return the phyics object return(new PhysicsObject() { Body = body, Shape = circleShape }); }
void add_box() { const float size = 10; const float mass = 1; cpVect[] verts = new cpVect[] { new cpVect(-size, -size), new cpVect(-size, size), new cpVect(size, size), new cpVect(size, -size) }; float radius = cpVect.cpvlength(new cpVect(size, size)); cpVect pos = rand_pos(radius); cpBody body = space.AddBody(new cpBody(mass, cp.MomentForPoly(mass, 4, verts, cpVect.Zero, 0.0f))); body.SetVelocityUpdateFunc( (s, f1, f2) => planetGravityVelocityFunc(body, s, f1, f2) ); body.SetPosition(pos); // Set the box's velocity to put it into a circular orbit from its // starting position. float r = cpVect.cpvlength(pos); float v = cp.cpfsqrt(gravityStrength / r) / r; body.SetVelocity(cpVect.cpvmult(cpVect.cpvperp(pos), v)); // Set the box's angular velocity to match its orbital period and // align its initial angle with its position. body.SetAngularVelocity(v); body.SetAngle(cp.cpfatan2(pos.y, pos.x)); cpShape shape = space.AddShape(new cpPolyShape(body, 4, verts, cpTransform.Identity, 0.0f)); //cpTransformIdentity shape.SetElasticity(0); shape.SetFriction(0.7f); }
public override void OnEnter() { base.OnEnter(); SetSubTitle("Use the arrow keys to control the machine."); space.SetGravity(new cpVect(0, -600)); cpBody staticBody = space.GetStaticBody(); cpShape shape; // beveling all of the line segments slightly helps prevent things from getting stuck on cracks shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-256, 16), new cpVect(-256, 300), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-256, 16), new cpVect(-192, 0), 2.0f)); shape.SetElasticity(0.0f); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-192, 0), new cpVect(-192, -64), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-128, -64), new cpVect(-128, 144), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-192, 80), new cpVect(-192, 176), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-192, 176), new cpVect(-128, 240), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-128, 144), new cpVect(192, 64), 2.0f)); shape.SetElasticity(0.0f); shape.SetFriction(0.5f); shape.SetFilter(NOT_GRABBABLE_FILTER); cpVect[] verts = new cpVect[] { new cpVect(-30, -80), new cpVect(-30, 80), new cpVect(30, 64), new cpVect(30, -80), }; cpBody plunger = space.AddBody(new cpBody(1.0f, cp.Infinity)); plunger.SetPosition(new cpVect(-160, -80)); shape = space.AddShape(new cpPolyShape(plunger, 4, verts, cpTransform.Identity, 0)); shape.SetElasticity(1.0f); shape.SetFriction(0.5f); shape.SetFilter(new cpShapeFilter(cp.NO_GROUP, 1, 1)); balls = new cpBody[numBalls]; // add balls to hopper for (int i = 0; i < numBalls; i++) { balls[i] = add_ball(space, new cpVect(-224 + i, 80 + 64 * i)); } // add small gear cpBody smallGear = space.AddBody(new cpBody(10.0f, cp.MomentForCircle(10.0f, 80, 0, cpVect.Zero))); smallGear.SetPosition(new cpVect(-160, -160)); smallGear.SetAngle(-cp.M_PI_2); shape = space.AddShape(new cpCircleShape(smallGear, 80.0f, cpVect.Zero)); shape.SetFilter(cpShape.FILTER_NONE); space.AddConstraint(new cpPivotJoint(staticBody, smallGear, new cpVect(-160, -160), cpVect.Zero)); // add big gear cpBody bigGear = space.AddBody(new cpBody(40.0f, cp.MomentForCircle(40.0f, 160, 0, cpVect.Zero))); bigGear.SetPosition(new cpVect(80, -160)); bigGear.SetAngle(cp.M_PI_2); shape = space.AddShape(new cpCircleShape(bigGear, 160.0f, cpVect.Zero)); shape.SetFilter(cpShape.FILTER_NONE); space.AddConstraint(new cpPivotJoint(staticBody, bigGear, new cpVect(80, -160), cpVect.Zero)); // connect the plunger to the small gear. space.AddConstraint(new cpPinJoint(smallGear, plunger, new cpVect(80, 0), new cpVect(0, 0))); // connect the gears. space.AddConstraint(new cpGearJoint(smallGear, bigGear, -cp.M_PI_2, -2.0f)); // feeder mechanism float bottom = -300.0f; float top = 32.0f; cpBody feeder = space.AddBody(new cpBody(1.0f, cp.MomentForSegment(1.0f, new cpVect(-224.0f, bottom), new cpVect(-224.0f, top), 0.0f))); feeder.SetPosition(new cpVect(-224, (bottom + top) / 2.0f)); float len = top - bottom; shape = space.AddShape(new cpSegmentShape(feeder, new cpVect(0.0f, len / 2.0f), new cpVect(0.0f, -len / 2.0f), 20.0f)); shape.SetFilter(GRAB_FILTER); space.AddConstraint(new cpPivotJoint(staticBody, feeder, new cpVect(-224.0f, bottom), new cpVect(0.0f, -len / 2.0f))); cpVect anchr = feeder.WorldToLocal(new cpVect(-224.0f, -160.0f)); space.AddConstraint(new cpPinJoint(feeder, smallGear, anchr, new cpVect(0.0f, 80.0f))); // motorize the second gear motor = space.AddConstraint(new cpSimpleMotor(staticBody, bigGear, 3.0f)); Schedule(); }