Example #1
0
        protected override void Init(World world)
        {
            Body body1 = new StaticBody("Ground1", new Box(500.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            world.Add(body1);

            Body body2 = new Body("Teeter", new Box(250.0f, 10.0f), 5);
            body2.Friction = 0.5f;
            body2.SetPosition(250.0f, 370);
            world.Add(body2);

            Body body3 = new Body("light1", new Box(10.0f, 10.0f), 10);
            body3.SetPosition(135, 360);
            world.Add(body3);
            Body body4 = new Body("light2", new Box(10.0f, 10.0f), 10);
            body4.SetPosition(150, 360);
            world.Add(body4);

            Body body5 = new Body("weight", new Box(25.0f, 25.0f), 30);
            body5.SetPosition(350, 50);
            world.Add(body5);

            BasicJoint j = new BasicJoint(body1, body2, new Vector2f(250, 370));
            world.Add(j);
        }
 /// <summary> Create a new joint
 /// 
 /// </summary>
 /// <param name="body1">The first body jointed
 /// </param>
 /// <param name="body2">The second body jointed
 /// </param>
 /// <param name="anchor">The anchor point for the underlying basic joint
 /// </param>
 /// <param name="Distance">The Distance the bodies must be apart before force is applied
 /// </param>
 public ConstrainingJoint(Body body1, Body body2, Vector2f anchor, float distance)
 {
     this.distance = distance;
     this.body1 = body1;
     this.body2 = body2;
     realJoint = new BasicJoint(body1, body2, anchor);
 }
Example #3
0
        protected override void Init(World world)
        {
            Body body1 = new StaticBody("Ground1", new Box(400.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            world.Add(body1);
            Body body1b = new StaticBody("Ground1", new Box(20.0f, 400.0f));
            body1b.SetPosition(20.0f, 200);
            world.Add(body1b);

            Body body3 = new Body("Mover2", new Circle(25), 50.0f);
            body3.SetPosition(225.0f, 365);
            world.Add(body3);
            Body body2 = new Body("Mover1", new Circle(25), 50.0f);
            body2.SetPosition(275.0f, 365);
            world.Add(body2);
            Body body3a = new Body("Mover2", new Circle(25), 50.0f);
            body3a.SetPosition(175.0f, 365);
            world.Add(body3a);
            Body body2a = new Body("Mover1", new Circle(25), 50.0f);
            body2a.SetPosition(325.0f, 365);
            world.Add(body2a);

            Body faller = new Body("Faller", new Circle(25), 200.0f);
            faller.SetPosition(250.0f, -20f);
            world.Add(faller);
        }
Example #4
0
        protected override void Init(World world)
        {
            float w = 50f;
            Body body1 = new StaticBody("Ground1", new Box(w,w));

            body1.SetPosition(250.0f, 400);
            world.Add(body1);
            Body body3 = new StaticBody("Ground2", new Box(w,w));
            body3.SetPosition(360.0f, 380);
            world.Add(body3);
            Body body5 = new StaticBody("Ground3", new Box(w,w));
            body5.SetPosition(200.0f, 300);
            world.Add(body5);
            Body body6 = new StaticBody("Ground3", new Box(w,w));
            body6.SetPosition(400.0f, 300);
            world.Add(body6);

            Body body2 = new Body("Mover1", new Box(w, w), 100.0f);
            body2.SetPosition(250.0f, 4.0f);
            world.Add(body2);
            Body body4 = new Body("Mover2", new Box(w,w), 100.0f);
            body4.SetPosition(230.0f, -60.0f);
            world.Add(body4);
            Body body8 = new Body("Mover3", new Box(w, w), 100.0f);
            body8.SetPosition(280.0f, -120.0f);
            world.Add(body8);
        }
Example #5
0
        protected override void Init(World world)
        {
            Body body1 = new StaticBody("Ground1", new Box(600.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            world.Add(body1);
            Body body3 = new StaticBody("Ground2", new Box(200.0f, 20.0f));
            body3.SetPosition(360.0f, 340);
            body3.Rotation = 0.4f;
            world.Add(body3);
            Body body9 = new StaticBody("Ground3", new Box(200.0f, 20.0f));
            body9.SetPosition(140.0f, 340);
            body9.Rotation = - 0.4f;
            world.Add(body9);
            Body bodya = new StaticBody("Wall1", new Box(20.0f, 400.0f));
            bodya.SetPosition(20.0f, 190);
            world.Add(bodya);
            Body bodyb = new StaticBody("Wall2", new Box(20.0f, 400.0f));
            bodyb.SetPosition(480.0f, 190);
            world.Add(bodyb);

            Body body2 = new Body("Mover1", new Box(50.0f, 50.0f), 100.0f);
            body2.SetPosition(250.0f, 4.0f);
            body2.Rotation = 0.2f;
            world.Add(body2);
            Body body4 = new Body("Mover2", new Box(50.0f, 50.0f), 100.0f);
            body4.SetPosition(230.0f, - 60.0f);
            world.Add(body4);
            Body body8 = new Body("Mover3", new Box(50.0f, 50.0f), 100.0f);
            body8.SetPosition(280.0f, - 120.0f);
            world.Add(body8);
        }
Example #6
0
        protected override void Init(World world)
        {
            this.world = world;

            Body body1 = new StaticBody("Ground1", new Box(400.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            body1.Friction = 1;
            world.Add(body1);

            for (int y = 0; y < 5; y++)
            {
                int xbase = 250 - (y * 21);
                for (int x = 0; x < y + 1; x++)
                {
                    DynamicShape shape = new Box(40, 40);
                    if ((x == 1) && (y == 2))
                    {
                        shape = new Circle(19);
                    }
                    if ((x == 1) && (y == 4))
                    {
                        shape = new Circle(19);
                    }
                    if ((x == 3) && (y == 4))
                    {
                        shape = new Circle(19);
                    }
                    Body body2 = new Body("Mover1", shape, 100.0f);
                    body2.SetPosition(xbase + (x * 42), y * 45);
                    world.Add(body2);
                }
            }
        }
Example #7
0
 /// <summary> Create a new event describing a contact 
 /// 
 /// </summary>
 /// <param name="time">The time of the collision
 /// </param>
 /// <param name="body1">The first body in the collision
 /// </param>
 /// <param name="body2">The second body in the collision
 /// </param>
 /// <param name="point">The point of collision (not always perfect - accepts penetration)
 /// </param>
 /// <param name="normal">The normal of collision
 /// </param>
 /// <param name="depth">The penetration of of the contact
 /// </param>
 public CollisionEvent(float time, Body body1, Body body2, ROVector2f point, ROVector2f normal, float depth)
 {
     this.time = time;
     this.body1 = body1;
     this.body2 = body2;
     this.point = point;
     this.normal = normal;
     this.depth = depth;
 }
Example #8
0
        protected override void HandleKey(KeyHandler handler)
        {
            base.HandleKey(handler);

            if(handler.IsKeyPressed(Key.Space))
            {
                Random r = new Random();
                double rand = r.NextDouble();
                Body body2 = new Body("Mover1", new Box(40.0f, 40.0f), 300.0f);
                body2.SetPosition(- 50, (float) (((rand * 50) + 150)));
                world.Add(body2);
                body2.AdjustAngularVelocity(1);
                body2.AdjustVelocity(new Vector2f(200, (float) (rand * 200)));
            }
        }
Example #9
0
        protected override void Init(World world)
        {
            Body body1 = new StaticBody("Ground1", new Box(400.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            body1.Friction = 1;
            world.Add(body1);

            for (int y = 0; y < 3; y++)
            {
                int xbase = 250 - (y * 21);
                for (int x = 0; x < y + 1; x++)
                {
                    Body body2 = new Body("Mover1", new Box(40.0f, 40.0f), 100.0f);
                    body2.SetPosition(xbase + (x * 42), y * 45);
                    world.Add(body2);
                }
            }
        }
Example #10
0
        /// <summary> Create a new arbiter - this should only be done by the 
        /// engine
        /// 
        /// </summary>
        /// <param name="b1">The first body in contact
        /// </param>
        /// <param name="b2">The second body in contact
        /// </param>
        internal Arbiter(Body b1, Body b2)
        {
            for (int i = 0; i < MAX_POINTS; i++)
            {
                contacts[i] = new Contact();
            }

            if (!(b2 is StaticBody) && b1.GetHashCode() < b2.GetHashCode())
            {
                body1 = b1;
                body2 = b2;
            }
            else
            {
                body1 = b2;
                body2 = b1;
            }
        }
Example #11
0
 public void DrawBody(Body body)
 {
     if (body.Shape is Box)
     {
         DrawBoxBody(body, (Box)body.Shape);
     }
     if (body.Shape is Circle)
     {
         DrawCircleBody(body, (Circle)body.Shape);
     }
     if (body.Shape is Silver.Weight.Raw.Shapes.Line)
     {
         DrawLineBody(body, (Silver.Weight.Raw.Shapes.Line)body.Shape);
     }
     if (body.Shape is Silver.Weight.Raw.Shapes.Polygon)
     {
         DrawPolygonBody(body, (Silver.Weight.Raw.Shapes.Polygon)body.Shape);
     }
 }
Example #12
0
        protected override void Init(World world)
        {
            Body body1 = new StaticBody("Ground1", new Box(400.0f, 20.0f));
            body1.SetPosition(250.0f, 400);
            world.Add(body1);
            Body body3 = new StaticBody("Ground2", new Box(200.0f, 20.0f));
            body3.SetPosition(250.0f, 100);
            world.Add(body3);

            Body swing = new Body("Swing", new Circle(10), 50);
            swing.SetPosition(160.0f, 300);
            world.Add(swing);
            Body swing2 = new Body("Swing", new Circle(10), 50);
            swing2.SetPosition(340.0f, 300);
            world.Add(swing2);
            Body swing3 = new Body("Swing", new Box(250.0f, 10.0f), 50);
            swing3.SetPosition(250.0f, 285);
            swing3.Friction = 4.0f;
            world.Add(swing3);

            Body box = new Body("Resting", new Box(30, 30), 1);
            box.SetPosition(250.0f, 200);
            box.Rotation = 0.15f;
            world.Add(box);

            BasicJoint j1 = new BasicJoint(body3, swing, new Vector2f(160, 110));
            world.Add(j1);
            BasicJoint j2 = new BasicJoint(body3, swing2, new Vector2f(340, 110));
            world.Add(j2);
            BasicJoint j3 = new BasicJoint(swing, swing3, new Vector2f(160, 300));
            world.Add(j3);
            BasicJoint j4 = new BasicJoint(swing2, swing3, new Vector2f(340, 300));
            world.Add(j4);

            swing.AdjustVelocity(new Vector2f(-100, 0));
        }
Example #13
0
 /// <summary> Remove a body from the excluded list of this body. i.e. the
 /// body specified will be allowed to Collide with this body again
 /// 
 /// </summary>
 /// <param name="other">The body to Remove from the exclusion list
 /// </param>
 public virtual void RemoveExcludedBody(Body other)
 {
     if (other.Equals(this))
     {
         return ;
     }
     if (excluded.Contains(other))
     {
         excluded.Remove(other);
         other.RemoveExcludedBody(this);
     }
 }
Example #14
0
        protected override void DrawCircleBody(Body body, Circle circle)
        {
            float x = body.GetPosition().X;
            float y = body.GetPosition().Y;
            float r = circle.Radius;
            float rot = body.Rotation;
            float xo = (float)(System.Math.Cos(rot) * r);
            float yo = (float)(System.Math.Sin(rot) * r);

            var circleSize = new Vector2f(circle.Radius * 2, circle.Radius * 2);

            UIElement e = body.UserData as UIElement;
            if (e == null)
            {
                e = new VisualCircle(circleSize, imagePath);
                canvas.Children.Add(e);
                body.UserData = e;
            }

            UpdateElementPosition(e, x, y, circleSize);
            ApplyRotationToElement(e, circle.Radius * 2, circle.Radius * 2, RadToDeg(body.Rotation));
        }
Example #15
0
 /// <summary> Remove a body from the list
 /// 
 /// </summary>
 /// <param name="body">The body to Remove from the list 
 /// </param>
 public virtual void Remove(Body body)
 {
     //SupportClass.ICollectionSupport.Remove(elements, body);
     elements.Remove(body);
 }
Example #16
0
        /// <summary> Notify listeners of a collision
        /// 
        /// </summary>
        /// <param name="body1">The first body in the collision
        /// </param>
        /// <param name="body2">The second body in the collision
        /// </param>
        /// <param name="point">The point of collision (not always perfect - accepts penetration)
        /// </param>
        /// <param name="normal">The normal of collision
        /// </param>
        /// <param name="depth">The penetration of of the contact
        /// </param>
        private void NotifyCollision(Body body1, Body body2, ROVector2f point, ROVector2f normal, float depth)
        {
            if (listeners.Count == 0)
            {
                return ;
            }

            CollisionEvent newEvent = new CollisionEvent(totalTime, body1, body2, point, normal, depth);

            for (int i = 0; i < listeners.Count; i++)
            {
                ((CollisionListener) listeners[i]).CollisionOccured(newEvent);
            }
        }
Example #17
0
        /// <summary> Create a joint holding two bodies together
        /// 
        /// </summary>
        /// <param name="b1">The first body attached to the joint
        /// </param>
        /// <param name="b2">The second body attached to the joint
        /// </param>
        /// <param name="anchor">The anchor point which movement/rotation will occur 
        /// arround.
        /// </param>
        public BasicJoint(Body b1, Body b2, Vector2f anchor)
        {
            id = NEXT_ID++;
            accumulatedImpulse.Reconfigure(0.0f, 0.0f);
            relaxation = 1.0f;

            Reconfigure(b1, b2, anchor);
        }
Example #18
0
        protected override void DrawBoxBody(Body body, Box box)
        {
            FrameworkElement e = body.UserData as FrameworkElement;
            if (e == null)
            {
                e = new VisualBox(box.Size, imagePath);

                canvas.Children.Add(e);
                body.UserData = e;
            }
            ROVector2f pos = body.GetPosition();
            if(Single.IsNaN(pos.X) || Single.IsNaN(pos.Y)) return;
            UpdateElementPosition(e, Convert.ToInt32(pos.X), Convert.ToInt32(pos.Y), box.Size);
            ApplyRotationToElement(e,box.Size.X,box.Size.Y,RadToDeg(body.Rotation));
        }
Example #19
0
        /// <summary> Create a joint holding two bodies together
        /// 
        /// </summary>
        /// <param name="b1">The first body attached to the joint
        /// </param>
        /// <param name="b2">The second body attached to the joint
        /// </param>
        public FixedJoint(Body b1, Body b2)
        {
            id = NEXT_ID++;

            Reconfigure(b1, b2);
        }
Example #20
0
        /// <summary> Reconfigure this joint
        /// 
        /// </summary>
        /// <param name="b1">The first body attached to this joint
        /// </param>
        /// <param name="b2">The second body attached to this joint
        /// </param>
        public virtual void Reconfigure(Body b1, Body b2)
        {
            body1 = b1;
            body2 = b2;

            joint1 = new BasicJoint(b1, b2, new Vector2f(b1.GetPosition()));
            joint2 = new BasicJoint(b2, b1, new Vector2f(b2.GetPosition()));
        }
Example #21
0
 /// <summary> Add a body to the list
 /// 
 /// </summary>
 /// <param name="body">The body to Add
 /// </param>
 public virtual void Add(Body body)
 {
     elements.Add(body);
 }
Example #22
0
 private void DrawLineBody(Body body, Silver.Weight.Raw.Shapes.Line line)
 {
     System.Windows.Shapes.Line line1 = MakeLine(new Vector2f(line.X1, line.X2), new Vector2f(line.X2,line.Y2), 1, Colors.White);
     canvas.Children.Add(line1);
 }
Example #23
0
        /// <summary> Get the energy contained within 2 bodies
        /// 
        /// </summary>
        /// <param name="body1">The first body
        /// </param>
        /// <param name="body2">The second body
        /// </param>
        /// <returns> The energy contained
        /// </returns>
        protected internal virtual float GetEnergy(Body body1, Body body2)
        {
            Vector2f combinedVel = MathUtil.Scale(body1.Velocity, body1.Mass);
            combinedVel.Add(MathUtil.Scale(body2.Velocity, body2.Mass));

            float combinedInertia = body1.Inertia * body1.AngularVelocity;
            combinedInertia += body2.Inertia * body2.AngularVelocity;

            float vel1Energy = body1.Mass * body1.Velocity.Dot(body1.Velocity);
            float vel2Energy = body2.Mass * body2.Velocity.Dot(body2.Velocity);
            float ang1Energy = body1.Inertia * (body1.AngularVelocity * body1.AngularVelocity);
            float ang2Energy = body2.Inertia * (body2.AngularVelocity * body2.AngularVelocity);
            float energy = vel1Energy + vel2Energy + ang1Energy + ang2Energy;

            return energy;
        }
Example #24
0
 /// <summary> Check if this arbiter affects the specified body
 /// 
 /// </summary>
 /// <param name="body">The body to check for
 /// </param>
 /// <returns> True if this arbiter effects the body
 /// </returns>
 public virtual bool Concerns(Body body)
 {
     return (body1 == body) || (body2 == body);
 }
Example #25
0
 /// <summary> Check if this list Contains the specified body
 /// 
 /// </summary>
 /// <param name="body">The body to look for
 /// </param>
 /// <returns> True if this list Contains the specified body
 /// </returns>
 public virtual bool Contains(Body body)
 {
     return elements.Contains(body);
 }
Example #26
0
 /// <summary> Add a body that this body is not allowed to Collide with, i.e.
 /// the body specified will Collide with this body
 /// 
 /// </summary>
 /// <param name="other">The body to exclude from collisions with this body
 /// </param>
 public virtual void AddExcludedBody(Body other)
 {
     if (other.Equals(this))
     {
         return ;
     }
     if (!excluded.Contains(other))
     {
         excluded.Add(other);
         other.AddExcludedBody(this);
     }
 }
Example #27
0
        /// <summary> Notification that this body Collided with another
        /// 
        /// </summary>
        /// <param name="other">The other body that this body Collided with
        /// </param>
        public virtual void Collided(Body other)
        {
            if (!restingBodyDetection)
            {
                return ;
            }

            if (!touching.Contains(other))
            {
                touching.Add(other);
            }

            if (Resting)
            {
                if ((!other.Resting))
                {
                    if (other.Velocity.LengthSquared() > hitTolerance)
                    {
                        hitByAnother = true;
                        SetMass(originalMass);
                    }
                }
            }
            hitCount++;
        }
Example #28
0
 /// <summary> Add a body to the simulation
 /// 
 /// </summary>
 /// <param name="body">The body to be added
 /// </param>
 public virtual void Add(Body body)
 {
     bodies.Add(body);
 }
Example #29
0
 /// <summary> Remove a body from the simulation
 /// 
 /// </summary>
 /// <param name="body">The body to be removed
 /// </param>
 public virtual void Remove(Body body)
 {
     bodies.Remove(body);
 }
Example #30
0
        /// <summary> Reconfigure this joint
        /// 
        /// </summary>
        /// <param name="b1">The first body attached to this joint
        /// </param>
        /// <param name="b2">The second body attached to this joint
        /// </param>
        /// <param name="anchor">The static anchor point between the joints
        /// </param>
        public virtual void Reconfigure(Body b1, Body b2, Vector2f anchor)
        {
            body1 = b1;
            body2 = b2;

            Matrix2f rot1 = new Matrix2f(body1.Rotation);
            Matrix2f rot2 = new Matrix2f(body2.Rotation);
            Matrix2f rot1T = rot1.Transpose();
            Matrix2f rot2T = rot2.Transpose();

            Vector2f a1 = new Vector2f(anchor);
            a1.Sub(body1.GetPosition());
            localAnchor1 = MathUtil.Mul(rot1T, a1);
            Vector2f a2 = new Vector2f(anchor);
            a2.Sub(body2.GetPosition());
            localAnchor2 = MathUtil.Mul(rot2T, a2);

            accumulatedImpulse.Reconfigure(0.0f, 0.0f);
            relaxation = 1.0f;
        }