void InitPhysics()
        {
            var gravity = new b2Vec2(0.0f, -10.0f);
            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;

            b2Body groundBody = world.CreateBody(def);
            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));

            b2FixtureDef fd = new b2FixtureDef();
            fd.friction = 0.3f;
            fd.restitution = 0.1f;
            fd.shape = groundBox;

            groundBody.CreateFixture(fd);
        }
Example #2
0
        void InitPhysics()
        {
            CCSize s = Layer.VisibleBoundsWorldspace.Size;

            var gravity = new b2Vec2 (0.0f, -10.0f);
            world = new b2World (gravity);

            world.SetAllowSleeping (true);
            world.SetContinuousPhysics (true);

            var def = new b2BodyDef ();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = world.CreateBody (def);
            groundBody.SetActive (true);

            b2EdgeShape groundBox = new b2EdgeShape ();
            groundBox.Set (b2Vec2.Zero, new b2Vec2 (s.Width / PTM_RATIO, 0));
            b2FixtureDef fd = new b2FixtureDef ();
            fd.shape = groundBox;
            groundBody.CreateFixture (fd);
        }
Example #3
0
        private void initPhysics()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            var gravity = new b2Vec2(0.0f, -10.0f);
            _world = new b2World(gravity);
            float debugWidth = s.Width / PTM_RATIO * 2f;
            float debugHeight = s.Height / PTM_RATIO * 2f;
            CCDraw debugDraw = new CCDraw(new b2Vec2(debugWidth / 2f + 10, s.Height - debugHeight - 10), 2);
            debugDraw.AppendFlags(b2DrawFlags.e_shapeBit);
            _world.SetDebugDraw(debugDraw);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);

            //m_debugDraw = new GLESDebugDraw( PTM_RATIO );
            //world->SetDebugDraw(m_debugDraw);

            //uint32 flags = 0;
            //flags += b2Draw::e_shapeBit;
            //        flags += b2Draw::e_jointBit;
            //        flags += b2Draw::e_aabbBit;
            //        flags += b2Draw::e_pairBit;
            //        flags += b2Draw::e_centerOfMassBit;
            //m_debugDraw->SetFlags(flags);


            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            b2BodyDef def = b2BodyDef.Create();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);
            groundBody.SetActive(true);

            // Define the ground box shape.

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(s.Width / PTM_RATIO, 0));
            b2FixtureDef fd = b2FixtureDef.Create();
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // _world.Dump();
        }
Example #4
0
        public Mouse()
        {
            //m_destructionListener = new DestructionListener();
            m_debugDraw = new CCBox2dDraw("fonts/arial-16");

            b2Vec2 gravity = new b2Vec2();
            gravity.Set(500, 500);
           
            m_world = new b2World(gravity);

            
            m_world.SetAllowSleeping(false);
            m_world.SetContinuousPhysics(true);


            m_world.SetDebugDraw(m_debugDraw);
            m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit);

            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);
        }
Example #5
0
        public b2World N2b2World(JObject worldValue)
        {
            b2World world = new b2World(jsonToVec("gravity", worldValue));

            world.SetAllowSleeping((bool)worldValue.GetValue("allowSleep"));
            world.ClearForces();
            //world.Set(worldValue.getBoolean("autoClearForces"));
            world.SetWarmStarting((bool)worldValue.GetValue("warmStarting"));
            world.SetContinuousPhysics((bool)worldValue.GetValue("continuousPhysics"));
            world.SetSubStepping((bool)worldValue.GetValue("subStepping"));

            readCustomPropertiesFromJson(world, worldValue);

            int i = 0;
            JArray bodyValues = (JArray)worldValue["body"];
            if (null != bodyValues)
            {
                int numBodyValues = bodyValues.Count;
                for (i = 0; i < numBodyValues; i++)
                {
                    JObject bodyValue = (JObject)bodyValues[i];
                    b2Body body = N2b2Body(world, bodyValue);
                    readCustomPropertiesFromJson(body, bodyValue);
                    m_bodies.Add(body);
                    m_indexToBodyMap.Add(i, body);
                }
            }

            // need two passes for joints because gear joints reference other joints
            JArray jointValues = (JArray)worldValue["joint"];
            if (null != jointValues)
            {
                int numJointValues = jointValues.Count;
                for (i = 0; i < numJointValues; i++)
                {
                    JObject jointValue = (JObject)jointValues[i];
                    if (jointValue["type"].ToString() != "gear")
                    {
                        b2Joint joint = j2b2Joint(world, jointValue);
                        readCustomPropertiesFromJson(joint, jointValue);
                        m_joints.Add(joint);
                    }
                }
                for (i = 0; i < numJointValues; i++)
                {
                    JObject jointValue = (JObject)jointValues[i];
                    if (jointValue["type"].ToString() == "gear")
                    {
                        b2Joint joint = j2b2Joint(world, jointValue);
                        readCustomPropertiesFromJson(joint, jointValue);
                        m_joints.Add(joint);
                    }
                }
            }
            i = 0;
            JArray imageValues = (JArray)worldValue["image"];
            if (null != imageValues)
            {
                int numImageValues = imageValues.Count;
                for (i = 0; i < numImageValues; i++)
                {
                    JObject imageValue = (JObject)imageValues[i];
                    Nb2dJsonImage image = j2b2dJsonImage(imageValue);
                    readCustomPropertiesFromJson(image, imageValue);
                    m_images.Add(image);
                }
            }
            return world;
        }
Example #6
0
        static void SetupWorld(bool setupGround)
        {
            var gravity = new b2Vec2(0.0f, -10.0f);
            _world = new b2World(gravity);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);
            _world.SetSubStepping(true);
            _world.SetWarmStarting(true);
            _world.SetDestructionListener(new Destructo());
            _world.SetContactListener(new Contacto());
            if (!setupGround)
            {
                return;
            }
            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            b2BodyDef def = b2BodyDef.Create();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);
            groundBody.SetActive(true);

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0));
            b2FixtureDef fd = b2FixtureDef.Create();
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            _world.Dump();
        }
Example #7
0
        static void Main(string[] args)
        {
            var gravity = new b2Vec2(0.0f, -10.0f);
            b2World _world = new b2World(gravity);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);

            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            b2BodyDef def = b2BodyDef.Create();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);
            groundBody.SetActive(true);

            // Define the ground box shape.
            float width = 100f, height = 100f;
            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0));
            b2FixtureDef fd = b2FixtureDef.Create();
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            _world.Dump();

            Console.WriteLine("Enter the number of bodies you want to run?");
            string s = Console.ReadLine();
            Random ran = new Random();
            for (int i = 0; i < int.Parse(s); i++)
            {
                def = b2BodyDef.Create();
                def.position = new b2Vec2(width * (float)ran.NextDouble(), height * (float)ran.NextDouble());
                def.type = b2BodyType.b2_dynamicBody;
                b2Body body = _world.CreateBody(def);
                // Define another box shape for our dynamic body.
                var dynamicBox = new b2PolygonShape();
                dynamicBox.SetAsBox(.5f, .5f); //These are mid points for our 1m box

                // Define the dynamic body fixture.
                fd = b2FixtureDef.Create();
                fd.shape = dynamicBox;
                fd.density = 1f;
                fd.friction = 0.3f;
                b2Fixture fixture = body.CreateFixture(fd);
            }

            int iter = 0;
            for (float dt = 0f; dt < 26f; )
            {
                Update(_world, dt);
                dt += 1f / 30f;
                iter++;
                if (iter == 30)
                {
                    Dump(_world);
                    iter = 0;
                }
            }

            Console.WriteLine("hit <enter> to exit");
            Console.ReadLine();

            Dump(_world);
        }
Example #8
0
        private void InitB2World()
        {
            world = new Box2D.Dynamics.b2World(new Box2D.Common.b2Vec2(0, -100));
            world.SetContactListener(new Myb2Listener());
            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);
            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            def            = new b2BodyDef();
            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;
            b2Body groundBody = world.CreateBody(def);

            groundBody.SetActive(true);

            // Define the ground box shape.

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(Resources.DisplayMetrics.WidthPixels, 0));
            b2FixtureDef fd = new b2FixtureDef();

            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, Resources.DisplayMetrics.HeightPixels), new b2Vec2(Resources.DisplayMetrics.WidthPixels, Resources.DisplayMetrics.HeightPixels));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, Resources.DisplayMetrics.HeightPixels), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(Resources.DisplayMetrics.WidthPixels, Resources.DisplayMetrics.HeightPixels), new b2Vec2(Resources.DisplayMetrics.WidthPixels, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            //
            bodydef          = new b2BodyDef();
            bodydef.active   = true;
            bodydef.position = new b2Vec2(100, 100);
            bodydef.type     = b2BodyType.b2_dynamicBody;
            b2Body buttonBody = world.CreateBody(bodydef);

            buttonBody.SetActive(true);

            var shape = new b2EdgeShape();

            shape.Set(new b2Vec2(100, 100), new b2Vec2(150, 100));
            buttonBody.CreateFixture(new b2FixtureDef()
            {
                density = 10,
                shape   = shape,
            });
        }