SetMassFromShapes() public method

Compute the mass properties from the attached shapes. You typically call this after adding all the shapes. If you add or remove shapes later, you may want to call this again. Note that this changes the center of mass position.
public SetMassFromShapes ( ) : void
return void
Example #1
0
		public ShapeEditing()
		{
			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(50.0f, 10.0f);

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, -10.0f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(sd);
			}

			BodyDef bodydef = new BodyDef();
			bodydef.Position.Set(0.0f, 10.0f);
			_body = _world.CreateBody(bodydef);

			PolygonDef sd_ = new PolygonDef();
			sd_.SetAsBox(4.0f, 4.0f, new Vec2(0.0f, 0.0f), 0.0f);
			sd_.Density = 10.0f;
			_shape1 = _body.CreateShape(sd_);
			_body.SetMassFromShapes();

			_shape2 = null;
		}
Example #2
0
		public DistanceTest()
		{
			PolygonDef sd = new PolygonDef();
			sd.SetAsBox(1.0f, 1.0f);
			sd.Density = 0.0f;

			BodyDef bd = new BodyDef();
			bd.Position.Set(0.0f, 10.0f);
			_body1 = _world.CreateBody(bd);
			_shape1 = _body1.CreateShape(sd);

			PolygonDef sd2 = new PolygonDef();
			sd2.VertexCount = 3;
			sd2.Vertices[0].Set(-1.0f, 0.0f);
			sd2.Vertices[1].Set(1.0f, 0.0f);
			sd2.Vertices[2].Set(0.0f, 15.0f);
			sd2.Density = 1.0f;

			BodyDef bd2 = new BodyDef();

			bd2.Position.Set(0.0f, 10.0f);

			_body2 = _world.CreateBody(bd2);
			_shape2 = _body2.CreateShape(sd2);
			_body2.SetMassFromShapes();

			_world.Gravity = new Vec2(0.0f, 0.0f);
		}
Example #3
0
        public Projectile(Player creator, float x, float y, float width, float height)
            : base(creator, 0, 0)
        {
            /* Create New Projectile Body */
            BodyDef def = new BodyDef();
            def.IsBullet = true;
            def.Position = creator.body.GetPosition() + new Vec2(x, y);
            projectile = creator.body.GetWorld().CreateBody(def);

            /* Create a fixture for the projectile */
            PolygonDef fixdef = new PolygonDef();
            fixdef.Density = 1.0f;
            fixdef.SetAsBox(width / 2, height / 2);
            fixdef.Filter.GroupIndex = creator.ID;
            fixture = projectile.CreateFixture(fixdef);
            fixture.Filter.CategoryBits = 0x0004;
            fixture.Filter.MaskBits = 0xFFFF;

            /* Made a 2nd fixture, one to observe all collisions */
            fixdef.IsSensor = true;
            fix2 = projectile.CreateFixture(fixdef);
            fix2.UserData = this;

            /* Finally, give this projectile some mass */
            projectile.SetMassFromShapes();

            /* Also, make sure we destroy the projectile when it is time */
            this.OnDestroy += Cleanup;
        }
Example #4
0
		public PolyCollision()
		{
			_localPoints[0].state = ContactState.ContactRemoved;
			_localPoints[1].state = ContactState.ContactRemoved;

			{
				PolygonDef sd = new PolygonDef();
				sd.Vertices[0].Set(-9.0f, -1.1f);
				sd.Vertices[1].Set(7.0f, -1.1f);
				sd.Vertices[2].Set(5.0f, -0.9f);
				sd.Vertices[3].Set(-11.0f, -0.9f);
				sd.VertexCount = 4;
				sd.Density = 0.0f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 10.0f);
				_body1 = _world.CreateBody(bd);
				_body1.CreateShape(sd);
			}

			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(0.5f, 0.5f);
				sd.Density = 1.0f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 10.0f);
				_body2 = _world.CreateBody(bd);
				_body2.CreateShape(sd);
				_body2.SetMassFromShapes();
			}

			_world.Gravity = Vec2.Zero;
		}
Example #5
0
		public TimeOfImpact()
		{
			{
				PolygonDef sd = new PolygonDef();
				sd.Density = 0.0f;

				sd.SetAsBox(0.1f, 10.0f, new Vec2(10.0f, 0.0f), 0.0f);

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 20.0f);
				bd.Angle = 0.0f;
				_body1 = _world.CreateBody(bd);
				_shape1 = _body1.CreateShape(sd);
			}

			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(0.25f, 0.25f);
				sd.Density = 1.0f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(9.6363468f, 28.050615f);
				bd.Angle = 1.6408679f;
				_body2 = _world.CreateBody(bd);
				_shape2 = (PolygonShape)_body2.CreateShape(sd);
				_body2.SetMassFromShapes();
			}
		}
Example #6
0
		public RaycastTest()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, -10.0f);
				ground = _world.CreateBody(bd);

				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(50.0f, 10.0f);
				ground.CreateShape(sd);
			}

			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 1.0f);
				laserBody = _world.CreateBody(bd);

				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(5.0f, 1.0f);
				sd.Density = 4.0f;
				laserBody.CreateShape(sd);
				laserBody.SetMassFromShapes();

				Body body;
				//Create a few shapes
				bd.Position.Set(-5.0f, 10.0f);
				body = _world.CreateBody(bd);

				CircleDef cd = new CircleDef();
				cd.Radius = 3;
				body.CreateShape(cd);

				bd.Position.Set(5.0f, 10.0f);
				body = _world.CreateBody(bd);

				body.CreateShape(cd);
			}
		}
Example #7
0
		public override void Keyboard(System.Windows.Forms.Keys key)
		{
			switch (key)
			{
				case System.Windows.Forms.Keys.B:
					if (_bullet != null)
					{
						_world.DestroyBody(_bullet);
						_bullet = null;
					}
					{
						CircleDef sd = new CircleDef();
						sd.Density = 20.0f;
						sd.Radius = 0.25f;
						sd.Restitution = 0.05f;

						BodyDef bd = new BodyDef();
						bd.IsBullet = true;
						bd.Position.Set(-31.0f, 5.0f);

						_bullet = _world.CreateBody(bd);
						_bullet.CreateFixture(sd);
						_bullet.SetMassFromShapes();

						_bullet.SetLinearVelocity(new Vec2(400.0f, 0.0f));
					}
					break;
			}
		}
Example #8
0
        protected override void LoadContent()
        {
            poligonDef = new PolygonDef();

            poligonDef.VertexCount = CollisionBody.Length;

            poligonDef.Vertices = CollisionBody;

            poligonDef.Density = 2000f;

            poligonDef.Friction = 100f;

            BodyDef bodyDef = new BodyDef();

            bodyDef.Position = new Vec2(Position.X, Position.Y);

            Body = Game1.world.CreateBody(bodyDef);

            PolygonShape shape = (PolygonShape)Body.CreateShape(poligonDef);

            Body.SetMassFromShapes();

            base.LoadContent();
        }
Example #9
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.CreateShape(sd);
			}
			// Upper static body
			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(20.0f, 0.50f, new Vec2(0.0f, 0.0f), 0.047f * Box2DX.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.CreateShape(sd);
				sd.SetAsBox(15.0f, 0.50f, new Vec2(-15.0f, 12.5f), 0.0f);
				g.CreateShape(sd);

				sd.SetAsBox(20.0f, 0.5f, new Vec2(0.0f, -25.0f), -0.5f);
				g.CreateShape(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.CreateShape(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.CreateShape(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 * Box2DX.Common.Settings.Pi;
				Body g = _world.CreateBody(bd);
				g.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(cd);
				sd.SetAsBox(2.0f, 0.50f);
				body.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(cd);
				sd.SetAsBox(3.7f, 0.5f);
				body.CreateShape(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.CreateShape(sd);
				sd.SetAsBox(4.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DX.Common.Settings.Pi / 3.0f);
				rightmotor.CreateShape(sd);
				sd.SetAsBox(4.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DX.Common.Settings.Pi * 2.0f / 3.0f);
				rightmotor.CreateShape(sd);
				cd.Radius = 4.2f;
				rightmotor.CreateShape(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.CreateShape(sd);
				sd.SetAsBox(8.5f, 0.5f, new Vec2(0.0f, 0.0f), Box2DX.Common.Settings.Pi * .5f);
				body.CreateShape(sd);
				cd.Radius = 7.0f;
				cd.Friction = 0.9f;
				body.CreateShape(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.CreateShape(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.CreateShape(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.CreateShape(sd);
				sd.SetAsBox(2.0f, 1.5f, new Vec2(-5.0f, 0.0f), 0.0f);
				pusher.SetMassFromShapes();
				pusher.CreateShape(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.CreateShape(sd);

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

				sd.SetAsBox(19.0f, 0.5f, new Vec2(-9.0f, 15.0f), -0.05f);
				g.CreateShape(sd);
				sd.SetAsBox(4.7f, 0.5f, new Vec2(15.0f, 11.5f), -0.5f);
				g.CreateShape(sd);
				// below compressor
				sd.SetAsBox(26.0f, 0.3f, new Vec2(17.0f, -4.4f), -0.02f);
				g.CreateShape(sd);
				cd.Radius = 1.0f; cd.Friction = 1.0f;
				cd.LocalPosition = new Vec2(29.0f, -6.0f);
				g.CreateShape(cd);
				cd.Radius = 0.7f;
				cd.LocalPosition = new Vec2(-2.0f, -4.5f);
				g.CreateShape(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.CreateShape(sd);
				sd.SetAsBox(7.0f, 0.5f, new Vec2(-3.5f, -5.5f), 0.0f);
				_elev.CreateShape(sd);
				sd.SetAsBox(0.5f, 2.5f, new Vec2(-11.0f, -3.5f), 0.0f);
				_elev.CreateShape(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.CreateShape(sd);
				sd.SetAsBox(2.5f, 0.5f, new Vec2(3.0f, -2.0f), Box2DX.Common.Settings.Pi / 2.0f);
				body.CreateShape(sd);
				sd.SetAsBox(4.6f, 0.5f, new Vec2(7.8f, -4.0f), 0.0f);
				body.CreateShape(sd);
				sd.SetAsBox(0.5f, 4.5f, new Vec2(12.0f, 0.0f), 0.0f);
				body.CreateShape(sd);

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

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

				RevoluteJointDef jr = new RevoluteJointDef();
				jr.Initialize(_elev, body, bd.Position);
				jr.EnableLimit = true;
				jr.LowerAngle = -0.2f;
				jr.UpperAngle = Box2DX.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.CreateShape(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.CreateShape(sd);
						body.SetMassFromShapes();
					}
				}
			}
		}
Example #10
0
		public TheoJansen()
		{
			_offset.Set(0.0f, 8.0f);
			_motorSpeed = 2.0f;
			_motorOn = true;
			Vec2 pivot = new Vec2(0.0f, 0.8f);

			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(50.0f, 10.0f);

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, -10.0f);
				Body ground = _world.CreateBody(bd);
				ground.CreateShape(sd);

				sd.SetAsBox(0.5f, 5.0f, new Vec2(-50.0f, 15.0f), 0.0f);
				ground.CreateShape(sd);

				sd.SetAsBox(0.5f, 5.0f, new Vec2(50.0f, 15.0f), 0.0f);
				ground.CreateShape(sd);
			}

			for (int i = 0; i < 40; ++i)
			{
				CircleDef sd = new CircleDef();
				sd.Density = 1.0f;
				sd.Radius = 0.25f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(-40.0f + 2.0f * i, 0.5f);

				Body body = _world.CreateBody(bd);
				body.CreateShape(sd);
				body.SetMassFromShapes();
			}

			{
				PolygonDef sd = new PolygonDef();
				sd.Density = 1.0f;
				sd.SetAsBox(2.5f, 1.0f);
				sd.Filter.GroupIndex = -1;
				BodyDef bd = new BodyDef();
				bd.Position = pivot + _offset;
				_chassis = _world.CreateBody(bd);
				_chassis.CreateShape(sd);
				_chassis.SetMassFromShapes();
			}

			{
				CircleDef sd = new CircleDef();
				sd.Density = 1.0f;
				sd.Radius = 1.6f;
				sd.Filter.GroupIndex = -1;
				BodyDef bd = new BodyDef();
				bd.Position = pivot + _offset;
				_wheel = _world.CreateBody(bd);
				_wheel.CreateShape(sd);
				_wheel.SetMassFromShapes();
			}

			{
				RevoluteJointDef jd = new RevoluteJointDef();
				jd.Initialize(_wheel, _chassis, pivot + _offset);
				jd.CollideConnected = false;
				jd.MotorSpeed = _motorSpeed;
				jd.MaxMotorTorque = 400.0f;
				jd.EnableMotor = _motorOn;
				_motorJoint = (RevoluteJoint)_world.CreateJoint(jd);
			}

			Vec2 wheelAnchor;
			
			wheelAnchor = pivot + new Vec2(0.0f, -0.8f);

			CreateLeg(-1.0f, wheelAnchor);
			CreateLeg(1.0f, wheelAnchor);

			_wheel.SetXForm(_wheel.GetPosition(), 120.0f * Box2DX.Common.Settings.Pi / 180.0f);
			CreateLeg(-1.0f, wheelAnchor);
			CreateLeg(1.0f, wheelAnchor);

			_wheel.SetXForm(_wheel.GetPosition(), -120.0f * Box2DX.Common.Settings.Pi / 180.0f);
			CreateLeg(-1.0f, wheelAnchor);
			CreateLeg(1.0f, wheelAnchor);
		}
Example #11
0
		public Car()
		{
			{	// car body
				PolygonDef poly1 = new PolygonDef(), poly2 = new PolygonDef();

				// bottom half
				poly1.VertexCount = 5;
				poly1.Vertices[4].Set(-2.2f, -0.74f);
				poly1.Vertices[3].Set(-2.2f, 0);
				poly1.Vertices[2].Set(1.0f, 0);
				poly1.Vertices[1].Set(2.2f, -0.2f);
				poly1.Vertices[0].Set(2.2f, -0.74f);
				poly1.Filter.GroupIndex = -1;

				poly1.Density = 20.0f;
				poly1.Friction = 0.68f;
				poly1.Filter.GroupIndex = -1;

				// top half
				poly2.VertexCount = 4;
				poly2.Vertices[3].Set(-1.7f, 0);
				poly2.Vertices[2].Set(-1.3f, 0.7f);
				poly2.Vertices[1].Set(0.5f, 0.74f);
				poly2.Vertices[0].Set(1.0f, 0);
				poly2.Filter.GroupIndex = -1;

				poly2.Density = 5.0f;
				poly2.Friction = 0.68f;
				poly2.Filter.GroupIndex = -1;

				BodyDef bd = new BodyDef();
				bd.Position.Set(-35.0f, 2.8f);

				_vehicle = _world.CreateBody(bd);
				_vehicle.CreateShape(poly1);
				_vehicle.CreateShape(poly2);
				_vehicle.SetMassFromShapes();
			}

			{	// vehicle wheels
				CircleDef circ = new CircleDef();
				circ.Density = 40.0f;
				circ.Radius = 0.38608f;
				circ.Friction = 0.8f;
				circ.Filter.GroupIndex = -1;

				BodyDef bd = new BodyDef();
				bd.AllowSleep = false;
				bd.Position.Set(-33.8f, 2.0f);

				_rightWheel = _world.CreateBody(bd);
				_rightWheel.CreateShape(circ);
				_rightWheel.SetMassFromShapes();

				bd.Position.Set(-36.2f, 2.0f);
				_leftWheel = _world.CreateBody(bd);
				_leftWheel.CreateShape(circ);
				_leftWheel.SetMassFromShapes();
			}

			{	// join wheels to chassis
				Vec2 anchor = new Vec2();
				RevoluteJointDef jd = new RevoluteJointDef();
				jd.Initialize(_vehicle, _leftWheel, _leftWheel.GetWorldCenter());
				jd.CollideConnected = false;
				jd.EnableMotor = true;
				jd.MaxMotorTorque = 10.0f;
				jd.MotorSpeed = 0.0f;
				_leftJoint = (RevoluteJoint)_world.CreateJoint(jd);

				jd.Initialize(_vehicle, _rightWheel, _rightWheel.GetWorldCenter());
				jd.CollideConnected = false;
				_rightJoint = (RevoluteJoint)_world.CreateJoint(jd);
			}

			{	// ground
				PolygonDef box = new PolygonDef();
				box.SetAsBox(19.5f, 0.5f);
				box.Friction = 0.62f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(-25.0f, 1.0f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}

			{	// more ground
				PolygonDef box = new PolygonDef();
				BodyDef bd = new BodyDef();

				box.SetAsBox(9.5f, 0.5f, Vec2.Zero, 0.1f * Box2DX.Common.Settings.Pi);
				box.Friction = 0.62f;
				bd.Position.Set(27.0f - 30.0f, 3.1f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}

			{	// more ground
				PolygonDef box = new PolygonDef();
				BodyDef bd = new BodyDef();

				box.SetAsBox(9.5f, 0.5f, Vec2.Zero, -0.1f * Box2DX.Common.Settings.Pi);
				box.Friction = 0.62f;
				bd.Position.Set(55.0f - 30.0f, 3.1f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}

			{	// more ground
				PolygonDef box = new PolygonDef();
				BodyDef bd = new BodyDef();

				box.SetAsBox(9.5f, 0.5f, Vec2.Zero, 0.03f * Box2DX.Common.Settings.Pi);
				box.Friction = 0.62f;
				bd.Position.Set(41.0f, 2.0f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}

			{	// more ground
				PolygonDef box = new PolygonDef();
				BodyDef bd = new BodyDef();

				box.SetAsBox(5.0f, 0.5f, Vec2.Zero, 0.15f * Box2DX.Common.Settings.Pi);
				box.Friction = 0.62f;
				bd.Position.Set(50.0f, 4.0f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}

			{	// more ground
				PolygonDef box = new PolygonDef();
				BodyDef bd = new BodyDef();

				box.SetAsBox(20.0f, 0.5f);
				box.Friction = 0.62f;
				bd.Position.Set(85.0f, 2.0f);

				Body ground = _world.CreateBody(bd);
				ground.CreateShape(box);
			}
		}
        public virtual void InitPhysics()
        {
            if (_physBody != null)
            {
                Log.Instance.Log("WARNING: Call to InitPhysics had no effect.  Actor has already had physics initialized.");
                return;
            }

            ShapeType shapeType = ShapeType.Box;
            Box2D.World physicsWorld = Angel.World.Instance.PhysicsWorld;

            ShapeDef shape;
            switch (shapeType)
            {
                case ShapeType.Box:
                    PolygonDef box = new PolygonDef();
                    box.SetAsBox(0.5f * Size.X, 0.5f * Size.Y);
                    shape = box;
                    break;
                case ShapeType.Circle:
                    CircleDef circle = new CircleDef();
                    circle.Radius = 0.5f * Size.X;
                    shape = circle;
                    break;
                default:
                    Log.Instance.Log("InitPhysics(): Invalid shape type given");
                    return;
            }

            shape.Density = _fDensity;
            shape.Friction = _fFriction;
            shape.Restitution = _fRestitution;
            shape.IsSensor = _bIsSensor;
            if (_iCollisionFlags != -1)
            {
                //shape->maskBits = (short)collisionFlags;
                //shape->categoryBits = (short)collisionFlags;
            }

            // InitShape( shape );

            BodyDef bodyDef = new BodyDef();
            bodyDef.UserData = this;
            bodyDef.Position = this.Position;
            bodyDef.Angle = MathHelper.ToRadians(-Rotation);
            bodyDef.FixedRotation = _bFixedRotation;

            _physBody = physicsWorld.CreateBody(bodyDef);
            _physBody.CreateShape(shape);
            _physBody.SetMassFromShapes();

            CustomInitPhysics();
        }
Example #13
0
		public void LaunchBomb()
		{
			if (_bomb != null)
			{
				_world.DestroyBody(_bomb);
				_bomb = null;
			}

			BodyDef bd = new BodyDef();
			bd.AllowSleep = true;
			bd.Position.Set(Box2DX.Common.Math.Random(-15.0f, 15.0f), 30.0f);
			bd.IsBullet = true;
			_bomb = _world.CreateBody(bd);
			_bomb.SetLinearVelocity(-5.0f * bd.Position);

			CircleDef sd = new CircleDef();
			sd.Radius = 0.3f;
			sd.Density = 20.0f;
			sd.Restitution = 0.1f;
			_bomb.CreateShape(sd);

			_bomb.SetMassFromShapes();
		}
Example #14
0
        public Biped(World w, Vec2 position)
        {
            m_world = w;

            BipedDef def = new BipedDef();
            BodyDef bd;

            // create body parts
            bd = def.LFootDef;
            bd.Position += position;
            LFoot = w.CreateBody(bd);
            LFoot.CreateShape(def.LFootPoly);
            LFoot.SetMassFromShapes();

            bd = def.RFootDef;
            bd.Position += position;
            RFoot = w.CreateBody(bd);
            RFoot.CreateShape(def.RFootPoly);
            RFoot.SetMassFromShapes();

            bd = def.LCalfDef;
            bd.Position += position;
            LCalf = w.CreateBody(bd);
            LCalf.CreateShape(def.LCalfPoly);
            LCalf.SetMassFromShapes();

            bd = def.RCalfDef;
            bd.Position += position;
            RCalf = w.CreateBody(bd);
            RCalf.CreateShape(def.RCalfPoly);
            RCalf.SetMassFromShapes();

            bd = def.LThighDef;
            bd.Position += position;
            LThigh = w.CreateBody(bd);
            LThigh.CreateShape(def.LThighPoly);
            LThigh.SetMassFromShapes();

            bd = def.RThighDef;
            bd.Position += position;
            RThigh = w.CreateBody(bd);
            RThigh.CreateShape(def.RThighPoly);
            RThigh.SetMassFromShapes();

            bd = def.PelvisDef;
            bd.Position += position;
            Pelvis = w.CreateBody(bd);
            Pelvis.CreateShape(def.PelvisPoly);
            Pelvis.SetMassFromShapes();

            bd = def.PelvisDef;
            bd.Position += position;
            Stomach = w.CreateBody(bd);
            Stomach.CreateShape(def.StomachPoly);
            Stomach.SetMassFromShapes();

            bd = def.ChestDef;
            bd.Position += position;
            Chest = w.CreateBody(bd);
            Chest.CreateShape(def.ChestPoly);
            Chest.SetMassFromShapes();

            bd = def.NeckDef;
            bd.Position += position;
            Neck = w.CreateBody(bd);
            Neck.CreateShape(def.NeckPoly);
            Neck.SetMassFromShapes();

            bd = def.HeadDef;
            bd.Position += position;
            Head = w.CreateBody(bd);
            Head.CreateShape(def.HeadCirc);
            Head.SetMassFromShapes();

            bd = def.LUpperArmDef;
            bd.Position += position;
            LUpperArm = w.CreateBody(bd);
            LUpperArm.CreateShape(def.LUpperArmPoly);
            LUpperArm.SetMassFromShapes();

            bd = def.RUpperArmDef;
            bd.Position += position;
            RUpperArm = w.CreateBody(bd);
            RUpperArm.CreateShape(def.RUpperArmPoly);
            RUpperArm.SetMassFromShapes();

            bd = def.LForearmDef;
            bd.Position += position;
            LForearm = w.CreateBody(bd);
            LForearm.CreateShape(def.LForearmPoly);
            LForearm.SetMassFromShapes();

            bd = def.RForearmDef;
            bd.Position += position;
            RForearm = w.CreateBody(bd);
            RForearm.CreateShape(def.RForearmPoly);
            RForearm.SetMassFromShapes();

            bd = def.LHandDef;
            bd.Position += position;
            LHand = w.CreateBody(bd);
            LHand.CreateShape(def.LHandPoly);
            LHand.SetMassFromShapes();

            bd = def.RHandDef;
            bd.Position += position;
            RHand = w.CreateBody(bd);
            RHand.CreateShape(def.RHandPoly);
            RHand.SetMassFromShapes();

            // link body parts
            def.LAnkleDef.Body1 = LFoot;
            def.LAnkleDef.Body2 = LCalf;
            def.RAnkleDef.Body1 = RFoot;
            def.RAnkleDef.Body2 = RCalf;
            def.LKneeDef.Body1 = LCalf;
            def.LKneeDef.Body2 = LThigh;
            def.RKneeDef.Body1 = RCalf;
            def.RKneeDef.Body2 = RThigh;
            def.LHipDef.Body1 = LThigh;
            def.LHipDef.Body2 = Pelvis;
            def.RHipDef.Body1 = RThigh;
            def.RHipDef.Body2 = Pelvis;
            def.LowerAbsDef.Body1 = Pelvis;
            def.LowerAbsDef.Body2 = Stomach;
            def.UpperAbsDef.Body1 = Stomach;
            def.UpperAbsDef.Body2 = Chest;
            def.LowerNeckDef.Body1 = Chest;
            def.LowerNeckDef.Body2 = Neck;
            def.UpperNeckDef.Body1 = Chest;
            def.UpperNeckDef.Body2 = Head;
            def.LShoulderDef.Body1 = Chest;
            def.LShoulderDef.Body2 = LUpperArm;
            def.RShoulderDef.Body1 = Chest;
            def.RShoulderDef.Body2 = RUpperArm;
            def.LElbowDef.Body1 = LForearm;
            def.LElbowDef.Body2 = LUpperArm;
            def.RElbowDef.Body1 = RForearm;
            def.RElbowDef.Body2 = RUpperArm;
            def.LWristDef.Body1 = LHand;
            def.LWristDef.Body2 = LForearm;
            def.RWristDef.Body1 = RHand;
            def.RWristDef.Body2 = RForearm;

            // create joints
            LAnkle = (RevoluteJoint)w.CreateJoint(def.LAnkleDef);
            RAnkle = (RevoluteJoint)w.CreateJoint(def.RAnkleDef);
            LKnee = (RevoluteJoint)w.CreateJoint(def.LKneeDef);
            RKnee = (RevoluteJoint)w.CreateJoint(def.RKneeDef);
            LHip = (RevoluteJoint)w.CreateJoint(def.LHipDef);
            RHip = (RevoluteJoint)w.CreateJoint(def.RHipDef);
            LowerAbs = (RevoluteJoint)w.CreateJoint(def.LowerAbsDef);
            UpperAbs = (RevoluteJoint)w.CreateJoint(def.UpperAbsDef);
            LowerNeck = (RevoluteJoint)w.CreateJoint(def.LowerNeckDef);
            UpperNeck = (RevoluteJoint)w.CreateJoint(def.UpperNeckDef);
            LShoulder = (RevoluteJoint)w.CreateJoint(def.LShoulderDef);
            RShoulder = (RevoluteJoint)w.CreateJoint(def.RShoulderDef);
            LElbow = (RevoluteJoint)w.CreateJoint(def.LElbowDef);
            RElbow = (RevoluteJoint)w.CreateJoint(def.RElbowDef);
            LWrist = (RevoluteJoint)w.CreateJoint(def.LWristDef);
            RWrist = (RevoluteJoint)w.CreateJoint(def.RWristDef);
        }
        public void AddToWorld()
        {
            body = world.CreateBody(bodyDef);
            foreach (ShapeDef shape in shapes)
                body.CreateShape(shape);
            body.SetMassFromShapes();
            body.SetUserData(this);

            foreach (Controller controller in controllers)
            {
                controller.AddBody(body);
                world.AddController(controller);
            }

            foreach (PhysicsObject child in children)
                child.AddToWorld();
        }
        /// <summary>
        /// Add objects to the Box2d world.
        /// </summary>
        protected override void PopulateWorld()
        {
		// ==== Define the ground body ====
			BodyDef groundBodyDef = new BodyDef();
			groundBodyDef.Position.Set(_trackLengthHalf, -1f);

   			// Call the body factory which creates the ground box shape.
			// The body is also added to the world.
			Body groundBody = _world.CreateBody(groundBodyDef);

			// Define the ground box shape.
			PolygonDef groundShapeDef = new PolygonDef();

			// The extents are the half-widths of the box.
			groundShapeDef.SetAsBox(_trackLengthHalf + 1f, 1f);
            groundShapeDef.Friction = _simParams._defaultFriction;
            groundShapeDef.Restitution = _simParams._defaultRestitution;
            groundShapeDef.Filter.CategoryBits = 0x3;

			// Add the ground shape to the ground body.
            groundBody.CreateShape(groundShapeDef);

        // ==== Define walker torso.
            BodyDef torsoBodyDef = new BodyDef();
            torsoBodyDef.Position.Set(0f, 1.45f);
            torsoBodyDef.IsBullet = true;

            // Create walker torso.
            _torsoBody = _world.CreateBody(torsoBodyDef);
            PolygonDef torsoShapeDef = new PolygonDef();
            torsoShapeDef.SetAsBox(0.10f, 0.45f);
            torsoShapeDef.Friction = _simParams._defaultFriction;
            torsoShapeDef.Restitution = 0f;
            torsoShapeDef.Density = 2f;
            torsoShapeDef.Filter.CategoryBits = 0x2;
            _torsoBody.CreateShape(torsoShapeDef);
            _torsoBody.SetMassFromShapes();

        // ===== Create legs.
            // Leg joint definition.
            RevoluteJointDef jointDef = new RevoluteJointDef();
            jointDef.CollideConnected = false;
            jointDef.EnableMotor = true;
            jointDef.MaxMotorTorque = 0f;

            // Other re-usable stuff .
            const float legRadius = 0.05f;	// Half the thickness of the leg
            Vec2 upperLegPosBase = new Vec2(0f, 1.05f);
            Vec2 lowerLegPosBase = new Vec2(0f, 0.55f);

        // ===== Create left leg.
            // Upper leg.
            Body upperLeftLegBody = CreatePole(upperLegPosBase, 0.5f, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to torso (hip joint)
            jointDef.Initialize(_torsoBody, upperLeftLegBody, upperLegPosBase);
            _leftHipJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

            // Lower leg.
            _leftLowerLegBody = CreatePole(lowerLegPosBase, __lowerLegLength, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to upper leg (knee joint)
            jointDef.Initialize(upperLeftLegBody, _leftLowerLegBody, lowerLegPosBase);
            _leftKneeJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

        // ===== Create right leg.
            // Upper leg.
            Body upperRightLegBody = CreatePole(upperLegPosBase, 0.5f, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to torso (hip joint)
            jointDef.Initialize(_torsoBody, upperRightLegBody, upperLegPosBase);
            _rightHipJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

            // Lower leg.
            _rightLowerLegBody = CreatePole(lowerLegPosBase, __lowerLegLength, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to upper leg (knee joint)
            jointDef.Initialize(upperRightLegBody, _rightLowerLegBody, lowerLegPosBase);
            _rightKneeJoint = (RevoluteJoint)_world.CreateJoint(jointDef);
        }
Example #17
0
        public PlayerCharacter(World _world, Vector2 _position)
            : base(_world, _position)
        {
            playerIndex = playerCount++;
            color = PlayerCharacter.Colors[playerIndex];
            accelerate = 0;
            rotate = 0;

            isDead = false;

            this.angVelocity = 0;
            //build the unicycle
            CircleDef circleDef = new CircleDef();
            circleDef.Radius = 1;
            circleDef.Density = 1f;
            circleDef.Friction = 1.0f;
            circleDef.Restitution = 0.0f;
            circleDef.LocalPosition.Set(0, 0);

            wheel = body.CreateShape(circleDef);
            body.SetMassFromShapes();
            body.SetUserData(this); // link body and this to register collisions in this

            //build the head and connect with the wheel
            BodyDef bodydef = new BodyDef();
            bodydef.Position = _position + new Vector2(0.0f, 3.5f);
            bodydef.Angle = 0f;

            chest = _world.CreateBody(bodydef);

            //add the head
            circleDef.Density = 0.0001f;
            circleDef.Radius = 0.75f;
            circleDef.LocalPosition.Set(0, 3);
            head = chest.CreateShape(circleDef);

            rotationHead = _position;

            PolygonDef Boxdef = new PolygonDef();
            Boxdef.SetAsBox(1, 1.5f);
            Boxdef.Density = 0.25f;
            Boxdef.Friction = 0.4f;
            Box2DX.Collision.Shape s2 = chest.CreateShape(Boxdef);
            chest.SetMassFromShapes();
            chest.SetUserData(this);

            //Jointshit
            RevoluteJointDef jointDefKW = new RevoluteJointDef();
            jointDefKW.Body2 = chest;
            jointDefKW.Body1 = body;
            jointDefKW.CollideConnected = false;
            jointDefKW.LocalAnchor2 = new Vector2(-0.0f, -3.8f);
            jointDefKW.LocalAnchor1 = new Vector2(0, 0);
            jointDefKW.EnableLimit = false;

            _world.CreateJoint(jointDefKW);

            // add visuals
            Texture wheelTexture = AssetManager.getTexture(AssetManager.TextureName.ShoopWheel);
            wheelSprite = new AnimatedSprite(wheelTexture, 1.0f, 1, (Vector2)wheelTexture.Size);
            wheelSprite.Scale = Constants.windowScaleFactor * new Vector2(0.2f, 0.2f); //(Vector2.One / (Vector2)wheelTexture.Size * 2F * circleDef.Radius).toScreenCoord() - Vector2.Zero.toScreenCoord();//new Vector2(0.08f, 0.08f);
            wheelSprite.Origin = ((Vector2)wheelSprite.spriteSize) / 2F;

            sheepSprite = new Sprite(AssetManager.getTexture(AssetManager.TextureName.ShoopInfronUnicycle));
            sheepSprite.Origin = ((Vector2)sheepSprite.Texture.Size) / 2F;
            sheepSprite.Scale = Constants.windowScaleFactor *  new Vector2(_position.X > Constants.worldSizeX / 2F ? -0.2f : 0.2f, 0.2f);
        }
        /// <summary>
        /// Add objects to the Box2d world.
        /// </summary>
        protected override void PopulateWorld()
        {
		// ==== Define the ground body ====
			BodyDef groundBodyDef = new BodyDef();
			groundBodyDef.Position.Set(0f, -0.25f);
            
   			// Call the body factory which creates the ground box shape.
			// The body is also added to the world.
			Body groundBody = _world.CreateBody(groundBodyDef);

			// Define the ground box shape.
			PolygonDef groundShapeDef = new PolygonDef();

			// The extents are the half-widths of the box.
			groundShapeDef.SetAsBox(_trackLengthHalf + 1f, 0.25f);
            groundShapeDef.Friction = _simParams._defaultFriction;
            groundShapeDef.Restitution = _simParams._defaultRestitution;
            groundShapeDef.Filter.CategoryBits = 0x3;

			// Add the ground shape to the ground body.
            groundBody.CreateShape(groundShapeDef);

        // ==== Define the cart body.
            BodyDef cartBodyDef = new BodyDef();
            cartBodyDef.Position.Set(0f, 0.15f);

            // Create cart body.
            _cartBody = _world.CreateBody(cartBodyDef);
            PolygonDef cartShapeDef = new PolygonDef();
            cartShapeDef.SetAsBox(0.5f, 0.125f);
            cartShapeDef.Friction = 0f;
            cartShapeDef.Restitution = 0f;
            cartShapeDef.Density = 16f;
            _cartBody.CreateShape(cartShapeDef);
            _cartBody.SetMassFromShapes();

            // Fix cart to 'track' (prismatic joint).
            PrismaticJointDef cartTrackJointDef = new PrismaticJointDef();
            cartTrackJointDef.EnableMotor = true;
            cartTrackJointDef.LowerTranslation = -_trackLengthHalf;
            cartTrackJointDef.UpperTranslation = _trackLengthHalf;
            cartTrackJointDef.EnableLimit = true;
            cartTrackJointDef.Initialize(groundBody, _cartBody, new Vec2(0f, 0f), new Vec2(1f, 0f));
            _cartTrackJoint = (PrismaticJoint)_world.CreateJoint(cartTrackJointDef);

        // ===== Create arm1.
            const float poleRadius = 0.025f;	// Half the thickness of the pole.
            Vec2 arm1PosBase = new Vec2(0f, 0.275f);
            Body arm1Body = CreatePole(arm1PosBase, _cartJointInitialAngle, poleRadius, 0f, 0f, 2f, 0x0);

            // Join arm1 to cart.
            RevoluteJointDef poleJointDef = new RevoluteJointDef();
            poleJointDef.CollideConnected = false;
            poleJointDef.EnableMotor = false;
            poleJointDef.MaxMotorTorque = 0f;
            poleJointDef.Initialize(_cartBody, arm1Body, arm1PosBase);
            _cartJoint = (RevoluteJoint)_world.CreateJoint(poleJointDef);

        // ===== Create arm2.
            Vec2 arm2PosBase = CalcPoleEndPos(arm1Body);
            Body arm2Body = CreatePole(arm2PosBase, _elbowJointInitialAngle, poleRadius, 0f, 0f, 2f, 0x0);
            _arm2Body = arm2Body;

            // Join arm2 to arm1.            
            poleJointDef.CollideConnected = false;
            poleJointDef.EnableMotor = false;
            poleJointDef.MaxMotorTorque = 0f;
            poleJointDef.Initialize(arm1Body, arm2Body, arm2PosBase);
            _elbowJoint = (RevoluteJoint)_world.CreateJoint(poleJointDef);
        }
Example #19
0
		public ApplyForce()
		{
			_world.Gravity = new Vec2(0.0f, 0.0f);

			const float k_restitution = 0.4f;

			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 20.0f);
				Body ground = _world.CreateBody(bd);

				PolygonDef sd = new PolygonDef();
				sd.Density = 0.0f;
				sd.Restitution = k_restitution;

				sd.SetAsBox(0.2f, 20.0f, new Vec2(-20.0f, 0.0f), 0.0f);
				ground.CreateShape(sd);

				sd.SetAsBox(0.2f, 20.0f, new Vec2(20.0f, 0.0f), 0.0f);
				ground.CreateShape(sd);

				sd.SetAsBox(0.2f, 20.0f, new Vec2(0.0f, -20.0f), 0.5f * Box2DX.Common.Settings.Pi);
				ground.CreateShape(sd);

				sd.SetAsBox(0.2f, 20.0f, new Vec2(0.0f, 20.0f), -0.5f * Box2DX.Common.Settings.Pi);
				ground.CreateShape(sd);
			}

			{
				XForm xf1 = new XForm();
				xf1.R.Set(0.3524f * Box2DX.Common.Settings.Pi);
				xf1.Position = Box2DX.Common.Math.Mul(xf1.R, new Vec2(1.0f, 0.0f));

				PolygonDef sd1 = new PolygonDef();
				sd1.VertexCount = 3;
				sd1.Vertices[0] = Box2DX.Common.Math.Mul(xf1, new Vec2(-1.0f, 0.0f));
				sd1.Vertices[1] = Box2DX.Common.Math.Mul(xf1, new Vec2(1.0f, 0.0f));
				sd1.Vertices[2] = Box2DX.Common.Math.Mul(xf1, new Vec2(0.0f, 0.5f));
				sd1.Density = 2.0f;

				XForm xf2 = new XForm();
				xf2.R.Set(-0.3524f * Box2DX.Common.Settings.Pi);
				xf2.Position = Box2DX.Common.Math.Mul(xf2.R, new Vec2(-1.0f, 0.0f));

				PolygonDef sd2 = new PolygonDef();
				sd2.VertexCount = 3;
				sd2.Vertices[0] = Box2DX.Common.Math.Mul(xf2, new Vec2(-1.0f, 0.0f));
				sd2.Vertices[1] = Box2DX.Common.Math.Mul(xf2, new Vec2(1.0f, 0.0f));
				sd2.Vertices[2] = Box2DX.Common.Math.Mul(xf2, new Vec2(0.0f, 0.5f));
				sd2.Density = 2.0f;

				BodyDef bd = new BodyDef();
				bd.AngularDamping = 2.0f;
				bd.LinearDamping = 0.1f;

				bd.Position.Set(0.0f, 1.05f);
				bd.Angle = Box2DX.Common.Settings.Pi;
				_body = _world.CreateBody(bd);
				_body.CreateShape(sd1);
				_body.CreateShape(sd2);
				_body.SetMassFromShapes();
			}
		}