public Wheel(
                b2World b2world,

                double x,
                double y,
                double width,
                double length,
                bool revolving,
                bool powered
                )
            {
                this.revolving = revolving;
                this.powered = powered;

                this.Initialize = car =>
                {

                    /*
                    wheel object 

                    pars:

                    car - car this wheel belongs to
                    x - horizontal position in meters relative to car's center
                    y - vertical position in meters relative to car's center
                    width - width in meters
                    length - length in meters
                    revolving - does this wheel revolve when steering?
                    powered - is this wheel powered?
                    */

                    var position = new double[] { x, y };
                    //this.car=pars.car;
                    //this.revolving=pars.revolving;
                    //this.powered=pars.powered;

                    //initialize body
                    var def = new b2BodyDef();
                    def.type = b2Body.b2_dynamicBody;
                    def.position = car.body.GetWorldPoint(new b2Vec2(position[0], position[1]));
                    def.angle = car.body.GetAngle();
                    this.body = b2world.CreateBody(def);

                    //initialize shape
                    var fixdef = new b2FixtureDef();
                    fixdef.density = 1;
                    fixdef.isSensor = true; //wheel does not participate in collision calculations: resulting complications are unnecessary

                    var fixdef_shape = new b2PolygonShape();

                    fixdef.shape = fixdef_shape;
                    fixdef_shape.SetAsBox(width / 2, length / 2);
                    body.CreateFixture(fixdef);

                    var jointdef = new b2RevoluteJointDef();

                    //create joint to connect wheel to body
                    if (revolving)
                    {
                        jointdef.Initialize(car.body, body, body.GetWorldCenter());
                        jointdef.enableMotor = false; //we'll be controlling the wheel's angle manually
                    }
                    else
                    {
                        jointdef.Initialize(car.body, body, body.GetWorldCenter()
                            //, new b2Vec2(1, 0)
                            );
                        jointdef.enableLimit = true;


                        //jointdef.lowerTranslation = 0;
                        //jointdef.upperTranslation = 0;
                    }
                    b2world.CreateJoint(jointdef);

                    #region setAngle
                    this.setAngle =
                        (angle) =>
                        {
                            /*
                            angle - wheel angle relative to car, in degrees
                            */
                            body.SetAngle(car.body.GetAngle() + angle.DegreesToRadians());
                        };
                    #endregion


                    #region getLocalVelocity
                    Func<double[]> getLocalVelocity = delegate
                    {
                        /*returns get velocity vector relative to car
                        */
                        var res = car.body.GetLocalVector(car.body.GetLinearVelocityFromLocalPoint(new b2Vec2(position[0], position[1])));
                        return new double[] { res.x, res.y };
                    };
                    #endregion



                    #region getDirectionVector
                    Func<double[]> getDirectionVector = delegate
                    {
                        /*
                        returns a world unit vector pointing in the direction this wheel is moving
                        */

                        if (getLocalVelocity()[1] > 0)
                            return vectors.rotate(new double[] { 0, 1 }, body.GetAngle());
                        else
                            return vectors.rotate(new double[] { 0, -1 }, body.GetAngle());
                    };
                    #endregion


                    #region getKillVelocityVector
                    Func<double[]> getKillVelocityVector = delegate
                    {
                        /*
                        substracts sideways velocity from this wheel's velocity vector and returns the remaining front-facing velocity vector
                        */
                        var velocity = body.GetLinearVelocity();
                        var sideways_axis = getDirectionVector();
                        var dotprod = vectors.dot(new[] { velocity.x, velocity.y }, sideways_axis);
                        return new double[] { sideways_axis[0] * dotprod, sideways_axis[1] * dotprod };
                    };
                    #endregion

                    #region killSidewaysVelocity
                    this.killSidewaysVelocity = delegate
                    {
                        /*
                        removes all sideways velocity from this wheels velocity
                        */
                        var kv = getKillVelocityVector();

                        body.SetLinearVelocity(new b2Vec2(kv[0], kv[1]));

                    };
                    #endregion
                };

            }
Example #2
0
        // SIN REVISAR
        b2Joint j2b2Joint(b2World world, JObject jointValue)
        {
            b2Joint joint = null;

            int bodyIndexA = (int)jointValue["bodyA"];
            int bodyIndexB = (int)jointValue["bodyB"];
            if (bodyIndexA >= m_bodies.Count || bodyIndexB >= m_bodies.Count)
                return null;

            // set features common to all joints
            //var bodyA = m_bodies[bodyIndexA];
            //var bodyB = m_bodies[bodyIndexB];
            //var collideConnected = jointValue["collideConnected"] == null ? false : (bool)jointValue["collideConnected"];

            // keep these in scope after the if/else below
            b2RevoluteJointDef revoluteDef;
            b2PrismaticJointDef prismaticDef;
            b2DistanceJointDef distanceDef;
            b2PulleyJointDef pulleyDef;
            b2MouseJointDef mouseDef;
            b2GearJointDef gearDef;
            //b2WheelJoint wheelDef;
            b2WeldJointDef weldDef;
            b2FrictionJointDef frictionDef;
            b2RopeJointDef ropeDef;
            //MotorJoint motorDef;

            b2JointDef jointDef = null;

            b2Vec2 mouseJointTarget = new b2Vec2(0, 0);

            string type = jointValue["type"].ToString() == null ? "" : jointValue["type"].ToString();

            if (type == "revolute")
            {

                jointDef = revoluteDef = new b2RevoluteJointDef(); // JointFactory.CreateRevoluteJoint(world, bodyA, bodyB, jsonToVec("anchorB", jointValue));
                revoluteDef.localAnchorA = jsonToVec("anchorA", jointValue);
                revoluteDef.localAnchorB = jsonToVec("anchorB", jointValue);
                revoluteDef.referenceAngle = jsonToFloat("refAngle", jointValue);
                revoluteDef.enableLimit = jointValue["enableLimit"] == null ? false : (bool)jointValue["enableLimit"];
                revoluteDef.lowerAngle = jsonToFloat("lowerLimit", jointValue);
                revoluteDef.upperAngle = jsonToFloat("upperLimit", jointValue);
                revoluteDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];
                revoluteDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                revoluteDef.maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);
            }
            else if (type == "prismatic")
            {
                jointDef = prismaticDef = new b2PrismaticJointDef(); //JointFactory.CreatePrismaticJoint(world, bodyA, bodyB, localAnchorB, localAxis);

                prismaticDef.localAnchorA = jsonToVec("anchorA", jointValue);
                prismaticDef.localAnchorB = jsonToVec("anchorB", jointValue);

                if (jointValue["localAxisA"] != null)
                    prismaticDef.localAxisA = jsonToVec("localAxisA", jointValue);
                else
                    prismaticDef.localAxisA = jsonToVec("localAxis1", jointValue);

                prismaticDef.referenceAngle = jsonToFloat("refAngle", jointValue);

                prismaticDef.enableLimit = jointValue["enableLimit"] == null ? false : (bool)jointValue["enableLimit"];

                prismaticDef.lowerTranslation = jsonToFloat("lowerLimit", jointValue);
                prismaticDef.upperTranslation = jsonToFloat("upperLimit", jointValue);

                prismaticDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];

                prismaticDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                prismaticDef.maxMotorForce = jsonToFloat("maxMotorForce", jointValue);

            }
            else if (type == "distance")
            {

                jointDef = distanceDef = new b2DistanceJointDef();
                distanceDef.localAnchorA = jsonToVec("anchorA", jointValue);
                distanceDef.localAnchorB = jsonToVec("anchorB", jointValue);
                distanceDef.length = jsonToFloat("length", jointValue);
                distanceDef.frequencyHz = jsonToFloat("frequency", jointValue);
                distanceDef.dampingRatio = jsonToFloat("dampingRatio", jointValue);

            }
            else if (type == "pulley")
            {

                jointDef = pulleyDef = new b2PulleyJointDef();
                pulleyDef.groundAnchorA = jsonToVec("groundAnchorA", jointValue);
                pulleyDef.groundAnchorB = jsonToVec("groundAnchorB", jointValue);
                pulleyDef.localAnchorA = jsonToVec("anchorA", jointValue);
                pulleyDef.localAnchorB = jsonToVec("anchorB", jointValue);
                pulleyDef.lengthA = jsonToFloat("lengthA", jointValue);
                pulleyDef.lengthB = jsonToFloat("lengthB", jointValue);
                pulleyDef.ratio = jsonToFloat("ratio", jointValue);

            }
            else if (type == "mouse")
            {
                jointDef = mouseDef = new b2MouseJointDef();
                mouseJointTarget = jsonToVec("target", jointValue);
                mouseDef.target = jsonToVec("anchorB", jointValue);// alter after creating joint
                mouseDef.maxForce = jsonToFloat("maxForce", jointValue);
                mouseDef.frequencyHz = jsonToFloat("frequency", jointValue);
                mouseDef.dampingRatio = jsonToFloat("dampingRatio", jointValue);
            }
            // Gear joints are apparently not implemented in JBox2D yet, but
            // when they are, commenting out the following section should work.

            else if (type == "gear")
            {

                jointDef = gearDef = new b2GearJointDef();  //JointFactory.CreateGearJoint(world, joint1, joint2, ratio);
                int jointIndex1 = (int)jointValue["joint1"];
                int jointIndex2 = (int)jointValue["joint2"];
                var joint1 = m_joints[jointIndex1];
                var joint2 = m_joints[jointIndex2];
                var ratio = jsonToFloat("ratio", jointValue);

                //joint = gearDef = JointFactory.CreateGearJoint(world, joint1, joint2, ratio);

            }

            // Wheel joints are apparently not implemented in JBox2D yet, but
            // when they are, commenting out the following section should work.

            else if (type == "wheel")
            {

                jointDef = revoluteDef = new b2RevoluteJointDef();
                revoluteDef.localAnchorA = jsonToVec("anchorA", jointValue);
                revoluteDef.localAnchorB = jsonToVec("anchorB", jointValue);

                revoluteDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];

                revoluteDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                revoluteDef.maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);

                //jointDef = wheelDef = new b2WheelJointDef(); //JointFactory.CreateWheelJoint(world, bodyA, bodyB, localAnchorB, localAxisA);

                //var localAnchorA = jsonToVec("anchorA", jointValue);
                //var localAnchorB = (jsonToVec("anchorB", jointValue));
                //var localAxisA = (jsonToVec("localAxisA", jointValue));
                //var enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];
                //var motorSpeed = jsonToFloat("motorSpeed", jointValue);
                //var maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);
                //var frequencyHz = jsonToFloat("springFrequency", jointValue);
                //var dampingRatio = jsonToFloat("springDampingRatio", jointValue);

                //wheelDef.LocalAnchorA = localAnchorA;
                //wheelDef.LocalAnchorB = localAnchorB;
                //wheelDef.MotorEnabled = enableMotor;
                //wheelDef.MotorSpeed = motorSpeed;
                //wheelDef.SpringFrequencyHz = frequencyHz;
                //wheelDef.MaxMotorTorque = maxMotorTorque;
                //wheelDef.SpringDampingRatio = dampingRatio;
            }
            else if (type == "weld")
            {
                jointDef = weldDef = new b2WeldJointDef();
                weldDef.localAnchorA = jsonToVec("anchorA", jointValue);
                weldDef.localAnchorB = jsonToVec("anchorB", jointValue);
                weldDef.referenceAngle = 0;

            }
            else if (type == "friction")
            {
                jointDef = frictionDef = new b2FrictionJointDef();
                frictionDef.localAnchorA = jsonToVec("anchorA", jointValue);
                frictionDef.localAnchorB = jsonToVec("anchorB", jointValue);
                frictionDef.maxForce = jsonToFloat("maxForce", jointValue);
                frictionDef.maxTorque = jsonToFloat("maxTorque", jointValue);
            }
            else if (type == "rope")
            {
                jointDef = ropeDef = new b2RopeJointDef();
                ropeDef.localAnchorA = jsonToVec("anchorA", jointValue);
                ropeDef.localAnchorB = jsonToVec("anchorB", jointValue);
                ropeDef.maxLength = jsonToFloat("maxLength", jointValue);
            }

            //else if (type == "motor")
            //{
            //    var maxForce = jsonToFloat("maxForce", jointValue);
            //    var maxMotorTorque = jsonToFloat("maxTorque", jointValue);
            //    var angularOffset = jsonToFloat("refAngle", jointValue);

            //    joint = motorDef = new MotorJoint(bodyA, bodyB);
            //    world.AddJoint(joint);
            //    motorDef.LinearOffset = jsonToVec("anchorA", jointValue);
            //    motorDef.MaxForce = maxForce;
            //    motorDef.MaxTorque = maxMotorTorque;
            //    motorDef.AngularOffset = angularOffset;
            //}

            if (null != jointDef)
            {
                // set features common to all joints
                jointDef.BodyA = m_bodies[bodyIndexA];
                jointDef.BodyB = m_bodies[bodyIndexB];

                jointDef.CollideConnected = jointValue["collideConnected"] == null ? false : (bool)jointValue["collideConnected"];

                joint = world.CreateJoint(jointDef);

                if (type.Equals("mouse"))
                    ((b2MouseJoint)joint).SetTarget(mouseJointTarget);

                String jointName = jointValue["name"] == null ? "" : (string)jointValue["name"];

                if (!jointName.Equals(""))
                {
                    SetJointName(joint, jointName);
                }
            }

            return joint;
        }