Exemple #1
0
        public Prismatic()
	    {
		    Body ground = null;
		    {
			    BodyDef bd = new BodyDef();
			    ground = _world.CreateBody(bd);

			    PolygonShape shape = new PolygonShape();
			    shape.SetAsEdge(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
			    ground.CreateFixture(shape, 0.0f);
		    }

		    {
			    PolygonShape shape = new PolygonShape();
			    shape.SetAsBox(2.0f, 0.5f);

			    BodyDef bd = new BodyDef();
                bd.type = BodyType.Dynamic;
			    bd.position = new Vector2(-10.0f, 10.0f);
			    bd.angle = 0.5f * (float)Settings.b2_pi;
			    Body body = _world.CreateBody(bd);
			    body.CreateFixture(shape, 5.0f);

                PrismaticJointDef pjd = new PrismaticJointDef();

			    // Bouncy limit
                Vector2 axis = new Vector2(2, 1);
			    axis.Normalize();
			    pjd.Initialize(ground, body, new Vector2(0.0f, 0.0f), axis);

			    // Non-bouncy limit
			    //pjd.Initialize(ground, body, new Vector2(-10.0f, 10.0f), new Vector2(1.0f, 0.0f));

			    pjd.motorSpeed = 10.0f;
			    pjd.maxMotorForce = 1000.0f;
			    pjd.enableMotor = true;
			    pjd.lowerTranslation = 0.0f;
			    pjd.upperTranslation = 20.0f;
			    pjd.enableLimit = true;

			    _joint = (PrismaticJoint)_world.CreateJoint(pjd);
		    }
	    }
        public CollisionFiltering()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.shape = shape;
                sd.friction = 0.3f;

                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

            // Small triangle
            Vector2[] vertices = new Vector2[3];
            vertices[0] = new Vector2(-1.0f, 0.0f);
            vertices[1] = new Vector2(1.0f, 0.0f);
            vertices[2] = new Vector2(0.0f, 2.0f);
            PolygonShape polygon = new PolygonShape();
            polygon.Set(vertices, 3);

            FixtureDef triangleShapeDef = new FixtureDef();
            triangleShapeDef.shape = polygon;
            triangleShapeDef.density = 1.0f;

            triangleShapeDef.filter.groupIndex = k_smallGroup;
            triangleShapeDef.filter.categoryBits = k_triangleCategory;
            triangleShapeDef.filter.maskBits = k_triangleMask;

            BodyDef triangleBodyDef = new BodyDef();
            triangleBodyDef.type = BodyType.Dynamic;
            triangleBodyDef.position = new Vector2(-5.0f, 2.0f);

            Body body1 = _world.CreateBody(triangleBodyDef);
            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);
            triangleShapeDef.filter.groupIndex = k_largeGroup;
            triangleBodyDef.position = new Vector2(-5.0f, 6.0f);
            triangleBodyDef.fixedRotation = true; // look at me!

            Body body2 = _world.CreateBody(triangleBodyDef);
            body2.CreateFixture(triangleShapeDef);

            {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.Dynamic;
                bd.position = new Vector2(-5.0f, 10.0f);
                Body body = _world.CreateBody(bd);

                PolygonShape p = new PolygonShape();
                p.SetAsBox(0.5f, 1.0f);
                body.CreateFixture(p, 1.0f);

                PrismaticJointDef jd = new PrismaticJointDef();
                jd.bodyA = body2;
                jd.bodyB = body;
                jd.enableLimit = true;
                jd.localAnchorA = new Vector2(0.0f, 4.0f);
                jd.localAnchorB = Vector2.Zero;
                jd.localAxis1 = new Vector2(0.0f, 1.0f);
                jd.lowerTranslation = -1.0f;
                jd.upperTranslation = 1.0f;

                _world.CreateJoint(jd);
            }

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);
            FixtureDef boxShapeDef = new FixtureDef();
            boxShapeDef.shape = polygon;
            boxShapeDef.density = 1.0f;
            boxShapeDef.restitution = 0.1f;

            boxShapeDef.filter.groupIndex = k_smallGroup;
            boxShapeDef.filter.categoryBits = k_boxCategory;
            boxShapeDef.filter.maskBits = k_boxMask;

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.type = BodyType.Dynamic;
            boxBodyDef.position = new Vector2(0.0f, 2.0f);

            Body body3 = _world.CreateBody(boxBodyDef);
            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxShapeDef.filter.groupIndex = k_largeGroup;
            boxBodyDef.position = new Vector2(0.0f, 6.0f);

            Body body4 = _world.CreateBody(boxBodyDef);
            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();
            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();
            circleShapeDef.shape = circle;
            circleShapeDef.density = 1.0f;

            circleShapeDef.filter.groupIndex = k_smallGroup;
            circleShapeDef.filter.categoryBits = k_circleCategory;
            circleShapeDef.filter.maskBits = k_circleMask;

            BodyDef circleBodyDef = new BodyDef();
            circleBodyDef.type = BodyType.Dynamic;
            circleBodyDef.position = new Vector2(5.0f, 2.0f);

            Body body5 = _world.CreateBody(circleBodyDef);
            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleShapeDef.filter.groupIndex = k_largeGroup;
            circleBodyDef.position = new Vector2(5.0f, 6.0f);

            Body body6 = _world.CreateBody(circleBodyDef);
            body6.CreateFixture(circleShapeDef);
        }
Exemple #3
0
        public SliderCrank()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                Body prevBody = ground;

                // Define crank.
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(0.5f, 2.0f);

                    BodyDef bd = new BodyDef();
                    bd.type = BodyType.Dynamic;
                    bd.position = new Vector2(0.0f, 7.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd = new RevoluteJointDef();
                    rjd.Initialize(prevBody, body, new Vector2(0.0f, 5.0f));
                    rjd.motorSpeed = 1.0f * (float)Settings.b2_pi;
                    rjd.maxMotorTorque = 10000.0f;
                    rjd.enableMotor = true;
                    _joint1 = (RevoluteJoint)_world.CreateJoint(rjd);

                    prevBody = body;
                }

                // Define follower.
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(0.5f, 4.0f);

                    BodyDef bd = new BodyDef();
                    bd.type = BodyType.Dynamic;
                    bd.position = new Vector2(0.0f, 13.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd3 = new RevoluteJointDef();
                    rjd3.Initialize(prevBody, body, new Vector2(0.0f, 9.0f));
                    rjd3.enableMotor = false;
                    _world.CreateJoint(rjd3);

                    prevBody = body;
                }

                // Define piston
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(1.5f, 1.5f);

                    BodyDef bd = new BodyDef();
                    bd.type = BodyType.Dynamic;
                    bd.position = new Vector2(0.0f, 17.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd2 = new RevoluteJointDef();
                    rjd2.Initialize(prevBody, body, new Vector2(0.0f, 17.0f));
                    _world.CreateJoint(rjd2);

                    PrismaticJointDef pjd = new PrismaticJointDef();
                    pjd.Initialize(ground, body, new Vector2(0.0f, 17.0f), new Vector2(0.0f, 1.0f));

                    pjd.maxMotorForce = 1000.0f;
                    pjd.enableMotor = true;

                    _joint2 = (PrismaticJoint)_world.CreateJoint(pjd);
                }

                // Create a payload
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(1.5f, 1.5f);

                    BodyDef bd = new BodyDef();
                    bd.type = BodyType.Dynamic;
                    bd.position = new Vector2(0.0f, 23.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);
                }
            }
        }
Exemple #4
0
        Gears()
	    {
		    Body ground = null;
		    {
			    BodyDef bd = new BodyDef();
			    ground = _world.CreateBody(bd);

			    PolygonShape shape = new PolygonShape();
			    shape.SetAsEdge(new Vector2(50.0f, 0.0f), new Vector2(-50.0f, 0.0f));
			    ground.CreateFixture(shape, 0.0f);
		    }

		    {
                CircleShape circle1 = new CircleShape();
			    circle1._radius = 1.0f;

                CircleShape circle2 = new CircleShape();
			    circle2._radius = 2.0f;

                PolygonShape box = new PolygonShape();
			    box.SetAsBox(0.5f, 5.0f);

                BodyDef bd1 = new BodyDef();
                bd1.type = BodyType.Dynamic;
			    bd1.position = new Vector2(-3.0f, 12.0f);
			    Body body1 = _world.CreateBody(bd1);
			    body1.CreateFixture(circle1, 5.0f);

                RevoluteJointDef jd1 = new RevoluteJointDef();
			    jd1.bodyA = ground;
			    jd1.bodyB = body1;
			    jd1.localAnchorA = ground.GetLocalPoint(bd1.position);
			    jd1.localAnchorB = body1.GetLocalPoint(bd1.position);
			    jd1.referenceAngle = body1.GetAngle() - ground.GetAngle();
			    _joint1 = (RevoluteJoint)_world.CreateJoint(jd1);

                BodyDef bd2 = new BodyDef();
                bd2.type = BodyType.Dynamic;
			    bd2.position = new Vector2(0.0f, 12.0f);
			    Body body2 = _world.CreateBody(bd2);
			    body2.CreateFixture(circle2, 5.0f);

                RevoluteJointDef jd2 = new RevoluteJointDef();
			    jd2.Initialize(ground, body2, bd2.position);
			    _joint2 = (RevoluteJoint)_world.CreateJoint(jd2);

                BodyDef bd3 = new BodyDef();
                bd3.type = BodyType.Dynamic;
			    bd3.position = new Vector2(2.5f, 12.0f);
			    Body body3 = _world.CreateBody(bd3);
			    body3.CreateFixture(box, 5.0f);

                PrismaticJointDef jd3 = new PrismaticJointDef();
			    jd3.Initialize(ground, body3, bd3.position, new Vector2(0.0f, 1.0f));
			    jd3.lowerTranslation = -5.0f;
			    jd3.upperTranslation = 5.0f;
			    jd3.enableLimit = true;

			    _joint3 = (PrismaticJoint)_world.CreateJoint(jd3);

                GearJointDef jd4 = new GearJointDef();
			    jd4.bodyA = body1;
			    jd4.bodyB = body2;
			    jd4.joint1 = _joint1;
			    jd4.joint2 = _joint2;
			    jd4.ratio = circle2._radius / circle1._radius;
			    _joint4 = (GearJoint)_world.CreateJoint(jd4);

                GearJointDef jd5 = new GearJointDef();
			    jd5.bodyA = body2;
			    jd5.bodyB = body3;
			    jd5.joint1 = _joint2;
			    jd5.joint2 = _joint3;
			    jd5.ratio = -1.0f / circle2._radius;
			    _joint5 = (GearJoint)_world.CreateJoint(jd5);
		    }
	    }
Exemple #5
0
        public WorldData Deserialize(Stream stream)
        {
            XMLFragmentElement root = XMLFragmentParser.LoadFromStream(stream);

            if (root.Name.ToLower() != "world")
                throw new Exception();

            WorldData data = new WorldData();

            if (root.Attributes.Count == 0)
                throw new Exception("No version");
            else if (int.Parse(root.Attributes[0].Value) != WorldXmlSerializer.XmlVersion)
                throw new Exception("Wrong version XML file");

            data.Version = int.Parse(root.Attributes[0].Value);

            foreach (var main in root.Elements)
            {
                switch (main.Name.ToLower())
                {
                case "gravity":
                    {
                        data.Gravity = ReadVector(main);
                    }
                    break;

                case "shapes":
                    {
                        foreach (var n in main.Elements)
                        {
                            if (n.Name.ToLower() != "shape")
                                throw new Exception();

                            ShapeType type = (ShapeType)Enum.Parse(typeof(ShapeType), n.Attributes[0].Value, true);
                            string name = "";

                            switch (type)
                            {
                            case ShapeType.Circle:
                                {
                                    CircleShape shape = new CircleShape();

                                    foreach (var sn in n.Elements)
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "name":
                                            name = sn.Value;
                                            break;
                                        case "radius":
                                            shape.Radius = float.Parse(sn.Value);
                                            break;
                                        case "position":
                                            shape.Position = ReadVector(sn);
                                            break;
                                        default:
                                            throw new Exception();
                                        }
                                    }

                                    _shapes.Add(new ShapeSerialized(shape, name));
                                }
                                break;
                            case ShapeType.Polygon:
                                {
                                    PolygonShape shape = new PolygonShape();

                                    foreach (var sn in n.Elements)
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "name":
                                            name = sn.Value;
                                            break;
                                        case "vertices":
                                            {
                                                List<Vec2> verts = new List<Vec2>();

                                                foreach (var vert in sn.Elements)
                                                    verts.Add(ReadVector(vert));

                                                shape.Vertices = verts.ToArray();
                                            }
                                            break;
                                        case "centroid":
                                            shape.Centroid = ReadVector(sn);
                                            break;
                                        }
                                    }

                                    _shapes.Add(new ShapeSerialized(shape, name));
                                }
                                break;
                            }
                        }
                    }
                    break;
                case "fixtures":
                    {
                        foreach (var n in main.Elements)
                        {
                            FixtureDef fixture = new FixtureDef();

                            if (n.Name.ToLower() != "fixture")
                                throw new Exception();

                            string name = "";
                            int id = 0;

                            foreach (var sn in n.Elements)
                            {
                                switch (sn.Name.ToLower())
                                {
                                case "name":
                                    name = sn.Value;
                                    break;
                                case "shape":
                                    id = int.Parse(sn.Value);
                                    break;
                                case "density":
                                    fixture.Density = float.Parse(sn.Value);
                                    break;
                                case "filterdata":
                                    fixture.Filter = (FilterData)ReadSimpleType(sn, typeof(FilterData), true);
                                    break;
                                case "friction":
                                    fixture.Friction = float.Parse(sn.Value);
                                    break;
                                case "issensor":
                                    fixture.IsSensor = bool.Parse(sn.Value);
                                    break;
                                case "restitution":
                                    fixture.Restitution = float.Parse(sn.Value);
                                    break;
                                case "userdata":
                                    fixture.UserData = ReadSimpleType(sn, null, false);
                                    break;
                                }
                            }

                            fixture.Shape = _shapes[id].Shape;

                            _fixtures.Add(new FixtureDefSerialized(fixture, id, name));
                        }
                    }
                    break;
                case "bodies":
                    {
                        foreach (var n in main.Elements)
                        {
                            BodyDef body = new BodyDef();

                            if (n.Name.ToLower() != "body")
                                throw new Exception();

                            body.BodyType = (BodyType)Enum.Parse(typeof(BodyType), n.Attributes[0].Value, true);
                            List<int> fixtures = new List<int>();
                            string name = "";

                            foreach (var sn in n.Elements)
                            {
                                switch (sn.Name.ToLower())
                                {
                                case "name":
                                    name = sn.Value;
                                    break;
                                case "active":
                                    body.Active = bool.Parse(sn.Value);
                                    break;
                                case "allowsleep":
                                    body.AllowSleep = bool.Parse(sn.Value);
                                    break;
                                case "angle":
                                    body.Angle = float.Parse(sn.Value);
                                    break;
                                case "angulardamping":
                                    body.AngularDamping = float.Parse(sn.Value);
                                    break;
                                case "angularvelocity":
                                    body.AngularVelocity = float.Parse(sn.Value);
                                    break;
                                case "awake":
                                    body.Awake = bool.Parse(sn.Value);
                                    break;
                                case "bullet":
                                    body.Bullet = bool.Parse(sn.Value);
                                    break;
                                case "fixedrotation":
                                    body.FixedRotation = bool.Parse(sn.Value);
                                    break;
                                case "inertiascale":
                                    body.InertiaScale = float.Parse(sn.Value);
                                    break;
                                case "lineardamping":
                                    body.LinearDamping = float.Parse(sn.Value);
                                    break;
                                case "linearvelocity":
                                    body.LinearVelocity = ReadVector(sn);
                                    break;
                                case "position":
                                    body.Position = ReadVector(sn);
                                    break;
                                case "userdata":
                                    body.UserData = ReadSimpleType(sn, null, false);
                                    break;
                                case "fixtures":
                                    {
                                        foreach (var v in sn.Elements)
                                            fixtures.Add(int.Parse(v.Value));
                                        break;
                                    }
                                }
                            }

                            _bodies.Add(new BodyDefSerialized(null, body, fixtures, name));
                        }
                    }
                    break;
                case "joints":
                    {
                        foreach (var n in main.Elements)
                        {
                            JointDef mainDef = null;

                            if (n.Name.ToLower() != "joint")
                                throw new Exception();

                            JointType type = (JointType)Enum.Parse(typeof(JointType), n.Attributes[0].Value, true);

                            int bodyA = -1, bodyB = -1;
                            bool collideConnected = false;
                            object userData = null;
                            string name = "";

                            switch (type)
                            {
                            case JointType.Distance:
                                mainDef = new DistanceJointDef();
                                break;
                            case JointType.Friction:
                                mainDef = new FrictionJointDef();
                                break;
                            case JointType.Line:
                                mainDef = new LineJointDef();
                                break;
                            case JointType.Prismatic:
                                mainDef = new PrismaticJointDef();
                                break;
                            case JointType.Pulley:
                                mainDef = new PulleyJointDef();
                                break;
                            case JointType.Revolute:
                                mainDef = new RevoluteJointDef();
                                break;
                            case JointType.Weld:
                                mainDef = new WeldJointDef();
                                break;
                            default:
                                throw new Exception("Invalid or unsupported joint");
                            }

                            foreach (var sn in n.Elements)
                            {
                                // check for specific nodes
                                switch (type)
                                {
                                case JointType.Distance:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "dampingratio":
                                            ((DistanceJointDef)mainDef).DampingRatio = float.Parse(sn.Value);
                                            break;
                                        case "frequencyhz":
                                            ((DistanceJointDef)mainDef).FrequencyHz = float.Parse(sn.Value);
                                            break;
                                        case "length":
                                            ((DistanceJointDef)mainDef).Length = float.Parse(sn.Value);
                                            break;
                                        case "localanchora":
                                            ((DistanceJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((DistanceJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Friction:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "localanchora":
                                            ((FrictionJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((FrictionJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        case "maxforce":
                                            ((FrictionJointDef)mainDef).MaxForce = float.Parse(sn.Value);
                                            break;
                                        case "maxtorque":
                                            ((FrictionJointDef)mainDef).MaxTorque = float.Parse(sn.Value);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Line:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "enablelimit":
                                            ((LineJointDef)mainDef).EnableLimit = bool.Parse(sn.Value);
                                            break;
                                        case "enablemotor":
                                            ((LineJointDef)mainDef).EnableMotor = bool.Parse(sn.Value);
                                            break;
                                        case "localanchora":
                                            ((LineJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((LineJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        case "localaxisa":
                                            ((LineJointDef)mainDef).LocalAxisA = ReadVector(sn);
                                            break;
                                        case "maxmotorforce":
                                            ((LineJointDef)mainDef).MaxMotorForce = float.Parse(sn.Value);
                                            break;
                                        case "motorspeed":
                                            ((LineJointDef)mainDef).MotorSpeed = float.Parse(sn.Value);
                                            break;
                                        case "lowertranslation":
                                            ((LineJointDef)mainDef).LowerTranslation = float.Parse(sn.Value);
                                            break;
                                        case "uppertranslation":
                                            ((LineJointDef)mainDef).UpperTranslation = float.Parse(sn.Value);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Prismatic:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "enablelimit":
                                            ((PrismaticJointDef)mainDef).EnableLimit = bool.Parse(sn.Value);
                                            break;
                                        case "enablemotor":
                                            ((PrismaticJointDef)mainDef).EnableMotor = bool.Parse(sn.Value);
                                            break;
                                        case "localanchora":
                                            ((PrismaticJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((PrismaticJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        case "localaxisa":
                                            ((PrismaticJointDef)mainDef).LocalAxis = ReadVector(sn);
                                            break;
                                        case "maxmotorforce":
                                            ((PrismaticJointDef)mainDef).MaxMotorForce = float.Parse(sn.Value);
                                            break;
                                        case "motorspeed":
                                            ((PrismaticJointDef)mainDef).MotorSpeed = float.Parse(sn.Value);
                                            break;
                                        case "lowertranslation":
                                            ((PrismaticJointDef)mainDef).LowerTranslation = float.Parse(sn.Value);
                                            break;
                                        case "uppertranslation":
                                            ((PrismaticJointDef)mainDef).UpperTranslation = float.Parse(sn.Value);
                                            break;
                                        case "referenceangle":
                                            ((PrismaticJointDef)mainDef).ReferenceAngle = float.Parse(sn.Value);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Pulley:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "groundanchora":
                                            ((PulleyJointDef)mainDef).GroundAnchorA = ReadVector(sn);
                                            break;
                                        case "groundanchorb":
                                            ((PulleyJointDef)mainDef).GroundAnchorB = ReadVector(sn);
                                            break;
                                        case "lengtha":
                                            ((PulleyJointDef)mainDef).LengthA = float.Parse(sn.Value);
                                            break;
                                        case "lengthb":
                                            ((PulleyJointDef)mainDef).LengthB = float.Parse(sn.Value);
                                            break;
                                        case "localanchora":
                                            ((PulleyJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((PulleyJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        case "maxlengtha":
                                            ((PulleyJointDef)mainDef).MaxLengthA = float.Parse(sn.Value);
                                            break;
                                        case "maxlengthb":
                                            ((PulleyJointDef)mainDef).MaxLengthB = float.Parse(sn.Value);
                                            break;
                                        case "ratio":
                                            ((PulleyJointDef)mainDef).Ratio = float.Parse(sn.Value);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Revolute:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "enablelimit":
                                            ((RevoluteJointDef)mainDef).EnableLimit = bool.Parse(sn.Value);
                                            break;
                                        case "enablemotor":
                                            ((RevoluteJointDef)mainDef).EnableMotor = bool.Parse(sn.Value);
                                            break;
                                        case "localanchora":
                                            ((RevoluteJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((RevoluteJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        case "maxmotortorque":
                                            ((RevoluteJointDef)mainDef).MaxMotorTorque = float.Parse(sn.Value);
                                            break;
                                        case "motorspeed":
                                            ((RevoluteJointDef)mainDef).MotorSpeed = float.Parse(sn.Value);
                                            break;
                                        case "lowerangle":
                                            ((RevoluteJointDef)mainDef).LowerAngle = float.Parse(sn.Value);
                                            break;
                                        case "upperangle":
                                            ((RevoluteJointDef)mainDef).UpperAngle = float.Parse(sn.Value);
                                            break;
                                        case "referenceangle":
                                            ((RevoluteJointDef)mainDef).ReferenceAngle = float.Parse(sn.Value);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Weld:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                        case "localanchora":
                                            ((WeldJointDef)mainDef).LocalAnchorA = ReadVector(sn);
                                            break;
                                        case "localanchorb":
                                            ((WeldJointDef)mainDef).LocalAnchorB = ReadVector(sn);
                                            break;
                                        }
                                    }
                                    break;
                                case JointType.Gear:
                                    throw new Exception("Gear joint is unsupported");
                                }

                                switch (sn.Name.ToLower())
                                {
                                case "name":
                                    name = sn.Value;
                                    break;
                                case "bodya":
                                    bodyA = int.Parse(sn.Value);
                                    break;
                                case "bodyb":
                                    bodyB = int.Parse(sn.Value);
                                    break;
                                case "collideconnected":
                                    collideConnected = bool.Parse(sn.Value);
                                    break;
                                case "userdata":
                                    userData = ReadSimpleType(sn, null, false);
                                    break;
                                }
                            }

                            mainDef.CollideConnected = collideConnected;
                            mainDef.UserData = userData;
                            _joints.Add(new JointDefSerialized(mainDef, bodyA, bodyB, name));
                        }
                    }
                    break;
                }
            }

            return data;
        }
Exemple #6
0
        /// <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);
        }
Exemple #7
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        public BodyTypes()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vector2(-20.0f, 0.0f), new Vector2(20.0f, 0.0f));

                FixtureDef fd = new FixtureDef();
                fd.shape = shape;

                ground.CreateFixture(fd);
            }

            // Define attachment
            {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.Dynamic;
                bd.position = new Vector2(0.0f, 3.0f);
                _attachment = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.5f, 2.0f);
                _attachment.CreateFixture(shape, 2.0f);
            }

            // Define platform
            {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.Dynamic;
                bd.position = new Vector2(-4.0f, 5.0f);
                _platform = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.5f, 4.0f, new Vector2(4.0f, 0.0f), 0.5f * (float)Math.PI);

                FixtureDef fd = new FixtureDef();
                fd.shape = shape;
                fd.friction = 0.6f;
                fd.density = 2.0f;
                _platform.CreateFixture(fd);

                RevoluteJointDef rjd = new RevoluteJointDef();
                rjd.Initialize(_attachment, _platform, new Vector2(0.0f, 5.0f));
                rjd.maxMotorTorque = 50.0f;
                rjd.enableMotor = true;
                _world.CreateJoint(rjd);

                PrismaticJointDef pjd = new PrismaticJointDef();
                pjd.Initialize(ground, _platform, new Vector2(0.0f, 5.0f), new Vector2(1.0f, 0.0f));

                pjd.maxMotorForce = 1000.0f;
                pjd.enableMotor = true;
                pjd.lowerTranslation = -10.0f;
                pjd.upperTranslation = 10.0f;
                pjd.enableLimit = true;

                _world.CreateJoint(pjd);

                _speed = 3.0f;
            }

            // Create a payload
            {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.Dynamic;
                bd.position = new Vector2(0.0f, 8.0f);
                Body body = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.75f, 0.75f);

                FixtureDef fd = new FixtureDef();
                fd.shape = shape;
                fd.friction = 0.6f;
                fd.density = 2.0f;

                body.CreateFixture(fd);
            }
        }
        private CollisionFilteringTest()
        {
            //Ground
            BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            // Ground body
            {
                EdgeShape shape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.Shape    = shape;
                sd.Friction = 0.3f;

                BodyDef bd     = new BodyDef();
                Body    ground = BodyFactory.CreateFromDef(World, bd);
                ground.AddFixture(sd);
            }

            // Small triangle
            Vertices vertices = new Vertices(3);

            vertices.Add(new Vector2(-1.0f, 0.0f));
            vertices.Add(new Vector2(1.0f, 0.0f));
            vertices.Add(new Vector2(0.0f, 2.0f));

            PolygonShape polygon = new PolygonShape(vertices, 1.0f);

            FixtureDef triangleShapeDef = new FixtureDef();

            triangleShapeDef.Shape = polygon;

            triangleShapeDef.Filter.Group        = _smallGroup;
            triangleShapeDef.Filter.Category     = _triangleCategory;
            triangleShapeDef.Filter.CategoryMask = _triangleMask;

            BodyDef triangleBodyDef = new BodyDef();

            triangleBodyDef.Type     = BodyType.Dynamic;
            triangleBodyDef.Position = new Vector2(-5.0f, 2.0f);

            Body body1 = BodyFactory.CreateFromDef(World, triangleBodyDef);

            body1.AddFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0]     *= 2.0f;
            vertices[1]     *= 2.0f;
            vertices[2]     *= 2.0f;
            polygon.Vertices = vertices;
            triangleShapeDef.Filter.Group = _largeGroup;
            triangleBodyDef.Position      = new Vector2(-5.0f, 6.0f);
            triangleBodyDef.FixedRotation = true; // look at me!

            Body body2 = BodyFactory.CreateFromDef(World, triangleBodyDef);

            body2.AddFixture(triangleShapeDef);

            {
                BodyDef bd = new BodyDef();
                bd.Type     = BodyType.Dynamic;
                bd.Position = new Vector2(-5.0f, 10.0f);
                Body body = BodyFactory.CreateFromDef(World, bd);

                PolygonShape p = new PolygonShape(1.0f);
                p.SetAsBox(0.5f, 1.0f);
                body.AddFixture(p);

                PrismaticJointDef jd = new PrismaticJointDef();
                jd.BodyA            = body2;
                jd.BodyB            = body;
                jd.EnableLimit      = true;
                jd.LocalAnchorA     = new Vector2(0.0f, 4.0f);
                jd.LocalAnchorB     = Vector2.Zero;
                jd.LocalAxisA       = new Vector2(0.0f, 1.0f);
                jd.LowerTranslation = -1.0f;
                jd.UpperTranslation = 1.0f;

                JointFactory.CreateFromDef(World, jd);
            }

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);
            FixtureDef boxShapeDef = new FixtureDef();

            boxShapeDef.Shape       = polygon;
            boxShapeDef.Restitution = 0.1f;

            boxShapeDef.Filter.Group        = _smallGroup;
            boxShapeDef.Filter.Category     = _boxCategory;
            boxShapeDef.Filter.CategoryMask = _boxMask;

            BodyDef boxBodyDef = new BodyDef();

            boxBodyDef.Type     = BodyType.Dynamic;
            boxBodyDef.Position = new Vector2(0.0f, 2.0f);

            Body body3 = BodyFactory.CreateFromDef(World, boxBodyDef);

            body3.AddFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxShapeDef.Filter.Group = _largeGroup;
            boxBodyDef.Position      = new Vector2(0.0f, 6.0f);

            Body body4 = BodyFactory.CreateFromDef(World, boxBodyDef);

            body4.AddFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape(1.0f, 1.0f);

            FixtureDef circleShapeDef = new FixtureDef();

            circleShapeDef.Shape = circle;

            circleShapeDef.Filter.Group        = _smallGroup;
            circleShapeDef.Filter.Category     = _circleCategory;
            circleShapeDef.Filter.CategoryMask = _circleMask;

            BodyDef circleBodyDef = new BodyDef();

            circleBodyDef.Type     = BodyType.Dynamic;
            circleBodyDef.Position = new Vector2(5.0f, 2.0f);

            Body body5 = BodyFactory.CreateFromDef(World, circleBodyDef);

            body5.AddFixture(circleShapeDef);

            // Large circle
            circle.Radius *= 2.0f;
            circleShapeDef.Filter.Group = _largeGroup;
            circleBodyDef.Position      = new Vector2(5.0f, 6.0f);

            Body body6 = BodyFactory.CreateFromDef(World, circleBodyDef);

            body6.AddFixture(circleShapeDef);
        }
        public MotorsAndLimits()
        {
            Body ground = null;
            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(50.0f, 10.0f);

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

            {
                PolygonDef sd = new PolygonDef();
                sd.SetAsBox(2.0f, 0.5f);
                sd.Density  = 5.0f;
                sd.Friction = 0.05f;

                BodyDef bd = new BodyDef();

                RevoluteJointDef rjd = new RevoluteJointDef();

                Body        body     = null;
                Body        prevBody = ground;
                const float y        = 8.0f;

                bd.Position.Set(3.0f, y);
                body = _world.CreateBody(bd);
                body.CreateShape(sd);
                body.SetMassFromShapes();

                rjd.Initialize(prevBody, body, new Vec2(0.0f, y));
                rjd.MotorSpeed     = 1.0f * Box2DX.Common.Settings.Pi;
                rjd.MaxMotorTorque = 10000.0f;
                rjd.EnableMotor    = true;

                _joint1 = (RevoluteJoint)_world.CreateJoint(rjd);

                prevBody = body;

                bd.Position.Set(9.0f, y);
                body = _world.CreateBody(bd);
                body.CreateShape(sd);
                body.SetMassFromShapes();

                rjd.Initialize(prevBody, body, new Vec2(6.0f, y));
                rjd.MotorSpeed     = 0.5f * Box2DX.Common.Settings.Pi;
                rjd.MaxMotorTorque = 2000.0f;
                rjd.EnableMotor    = true;
                rjd.LowerAngle     = -0.5f * Box2DX.Common.Settings.Pi;
                rjd.UpperAngle     = 0.5f * Box2DX.Common.Settings.Pi;
                rjd.EnableLimit    = true;

                _joint2 = (RevoluteJoint)_world.CreateJoint(rjd);

                bd.Position.Set(-10.0f, 10.0f);
                bd.Angle = 0.5f * Box2DX.Common.Settings.Pi;
                body     = _world.CreateBody(bd);
                body.CreateShape(sd);
                body.SetMassFromShapes();

                PrismaticJointDef pjd = new PrismaticJointDef();
                pjd.Initialize(ground, body, new Vec2(-10.0f, 10.0f), new Vec2(1.0f, 0.0f));
                pjd.MotorSpeed       = 10.0f;
                pjd.MaxMotorForce    = 1000.0f;
                pjd.EnableMotor      = true;
                pjd.LowerTranslation = 0.0f;
                pjd.UpperTranslation = 20.0f;
                pjd.EnableLimit      = true;

                _joint3 = (PrismaticJoint)_world.CreateJoint(pjd);
            }
        }
        public CollisionFiltering()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.shape    = shape;
                sd.friction = 0.3f;

                BodyDef bd     = new BodyDef();
                Body    ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

            // Small triangle
            Vector2[] vertices = new Vector2[3];
            vertices[0] = new Vector2(-1.0f, 0.0f);
            vertices[1] = new Vector2(1.0f, 0.0f);
            vertices[2] = new Vector2(0.0f, 2.0f);
            PolygonShape polygon = new PolygonShape();

            polygon.Set(vertices, 3);

            FixtureDef triangleShapeDef = new FixtureDef();

            triangleShapeDef.shape   = polygon;
            triangleShapeDef.density = 1.0f;

            triangleShapeDef.filter.groupIndex   = k_smallGroup;
            triangleShapeDef.filter.categoryBits = k_triangleCategory;
            triangleShapeDef.filter.maskBits     = k_triangleMask;

            BodyDef triangleBodyDef = new BodyDef();

            triangleBodyDef.type     = BodyType.Dynamic;
            triangleBodyDef.position = new Vector2(-5.0f, 2.0f);

            Body body1 = _world.CreateBody(triangleBodyDef);

            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);
            triangleShapeDef.filter.groupIndex = k_largeGroup;
            triangleBodyDef.position           = new Vector2(-5.0f, 6.0f);
            triangleBodyDef.fixedRotation      = true;    // look at me!

            Body body2 = _world.CreateBody(triangleBodyDef);

            body2.CreateFixture(triangleShapeDef);

            {
                BodyDef bd = new BodyDef();
                bd.type     = BodyType.Dynamic;
                bd.position = new Vector2(-5.0f, 10.0f);
                Body body = _world.CreateBody(bd);

                PolygonShape p = new PolygonShape();
                p.SetAsBox(0.5f, 1.0f);
                body.CreateFixture(p, 1.0f);

                PrismaticJointDef jd = new PrismaticJointDef();
                jd.bodyA            = body2;
                jd.bodyB            = body;
                jd.enableLimit      = true;
                jd.localAnchorA     = new Vector2(0.0f, 4.0f);
                jd.localAnchorB     = Vector2.Zero;
                jd.localAxis1       = new Vector2(0.0f, 1.0f);
                jd.lowerTranslation = -1.0f;
                jd.upperTranslation = 1.0f;

                _world.CreateJoint(jd);
            }


            // Small box
            polygon.SetAsBox(1.0f, 0.5f);
            FixtureDef boxShapeDef = new FixtureDef();

            boxShapeDef.shape       = polygon;
            boxShapeDef.density     = 1.0f;
            boxShapeDef.restitution = 0.1f;

            boxShapeDef.filter.groupIndex   = k_smallGroup;
            boxShapeDef.filter.categoryBits = k_boxCategory;
            boxShapeDef.filter.maskBits     = k_boxMask;

            BodyDef boxBodyDef = new BodyDef();

            boxBodyDef.type     = BodyType.Dynamic;
            boxBodyDef.position = new Vector2(0.0f, 2.0f);

            Body body3 = _world.CreateBody(boxBodyDef);

            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxShapeDef.filter.groupIndex = k_largeGroup;
            boxBodyDef.position           = new Vector2(0.0f, 6.0f);

            Body body4 = _world.CreateBody(boxBodyDef);

            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();

            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();

            circleShapeDef.shape   = circle;
            circleShapeDef.density = 1.0f;

            circleShapeDef.filter.groupIndex   = k_smallGroup;
            circleShapeDef.filter.categoryBits = k_circleCategory;
            circleShapeDef.filter.maskBits     = k_circleMask;

            BodyDef circleBodyDef = new BodyDef();

            circleBodyDef.type     = BodyType.Dynamic;
            circleBodyDef.position = new Vector2(5.0f, 2.0f);

            Body body5 = _world.CreateBody(circleBodyDef);

            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleShapeDef.filter.groupIndex = k_largeGroup;
            circleBodyDef.position           = new Vector2(5.0f, 6.0f);

            Body body6 = _world.CreateBody(circleBodyDef);

            body6.CreateFixture(circleShapeDef);
        }
Exemple #11
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        public BodyTypes()
        {
            Body ground;
            {
                var bd = new BodyDef();
                ground = World.CreateBody(bd);

                var shape = new EdgeShape();
                shape.Set(new Vector2(-20.0f, 0.0f), new Vector2(20.0f, 0.0f));

                var fd = new FixtureDef();
                fd.Shape = shape;

                ground.CreateFixture(fd);
            }

            // Define attachment
            {
                var bd = new BodyDef();
                bd.BodyType = BodyType.DynamicBody;
                bd.Position.Set(0.0f, 3.0f);
                _attachment = World.CreateBody(bd);

                var shape = new PolygonShape();
                shape.SetAsBox(0.5f, 2.0f);
                _attachment.CreateFixture(shape, 2.0f);
            }

            // Define platform
            {
                var bd = new BodyDef();
                bd.BodyType = BodyType.DynamicBody;
                bd.Position.Set(-4.0f, 5.0f);
                _platform = World.CreateBody(bd);

                var shape = new PolygonShape();
                shape.SetAsBox(0.5f, 4.0f, new Vector2(4.0f, 0.0f), 0.5f * Settings.Pi);

                var fd = new FixtureDef();
                fd.Shape    = shape;
                fd.Friction = 0.6f;
                fd.Density  = 2.0f;
                _platform.CreateFixture(fd);

                var rjd = new RevoluteJointDef();
                rjd.Initialize(_attachment, _platform, new Vector2(0.0f, 5.0f));
                rjd.MaxMotorTorque = 50.0f;
                rjd.EnableMotor    = true;
                World.CreateJoint(rjd);

                var pjd = new PrismaticJointDef();
                pjd.Initialize(ground, _platform, new Vector2(0.0f, 5.0f), new Vector2(1.0f, 0.0f));

                pjd.MaxMotorForce    = 1000.0f;
                pjd.EnableMotor      = true;
                pjd.LowerTranslation = -10.0f;
                pjd.UpperTranslation = 10.0f;
                pjd.EnableLimit      = true;

                World.CreateJoint(pjd);

                _speed = 3.0f;
            }

            // Create a payload
            {
                var bd = new BodyDef();
                bd.BodyType = BodyType.DynamicBody;
                bd.Position.Set(0.0f, 8.0f);
                var body = World.CreateBody(bd);

                var shape = new PolygonShape();
                shape.SetAsBox(0.75f, 0.75f);

                var fd = new FixtureDef();
                fd.Shape    = shape;
                fd.Friction = 0.6f;
                fd.Density  = 2.0f;

                body.CreateFixture(fd);
            }
        }
Exemple #12
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        public Gears()
        {
            Body ground;
            {
                var bd = new BodyDef();
                ground = World.CreateBody(bd);

                var shape = new EdgeShape();
                shape.SetTwoSided(new Vector2(50.0f, 0.0f), new Vector2(-50.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                var circle1 = new CircleShape();
                circle1.Radius = 1.0f;

                var box = new PolygonShape();
                box.SetAsBox(0.5f, 5.0f);

                var circle2 = new CircleShape();
                circle2.Radius = 2.0f;

                var bd1 = new BodyDef();
                bd1.BodyType = BodyType.StaticBody;
                bd1.Position.Set(10.0f, 9.0f);
                var body1 = World.CreateBody(bd1);
                body1.CreateFixture(circle1, 5.0f);

                var bd2 = new BodyDef();
                bd2.BodyType = BodyType.DynamicBody;
                bd2.Position.Set(10.0f, 8.0f);
                var body2 = World.CreateBody(bd2);
                body2.CreateFixture(box, 5.0f);

                var bd3 = new BodyDef();
                bd3.BodyType = BodyType.DynamicBody;
                bd3.Position.Set(10.0f, 6.0f);
                var body3 = World.CreateBody(bd3);
                body3.CreateFixture(circle2, 5.0f);

                var jd1 = new RevoluteJointDef();
                jd1.Initialize(body2, body1, bd1.Position);
                var joint1 = World.CreateJoint(jd1);

                var jd2 = new RevoluteJointDef();
                jd2.Initialize(body2, body3, bd3.Position);
                var joint2 = World.CreateJoint(jd2);

                var jd4 = new GearJointDef();
                jd4.BodyA  = body1;
                jd4.BodyB  = body3;
                jd4.Joint1 = joint1;
                jd4.Joint2 = joint2;
                jd4.Ratio  = circle2.Radius / circle1.Radius;
                World.CreateJoint(jd4);
            }

            {
                var circle1 = new CircleShape();
                circle1.Radius = 1.0f;

                var circle2 = new CircleShape();
                circle2.Radius = 2.0f;

                var box = new PolygonShape();
                box.SetAsBox(0.5f, 5.0f);

                var bd1 = new BodyDef();
                bd1.BodyType = BodyType.DynamicBody;
                bd1.Position.Set(-3.0f, 12.0f);
                var body1 = World.CreateBody(bd1);
                body1.CreateFixture(circle1, 5.0f);

                var jd1 = new RevoluteJointDef();
                jd1.BodyA          = ground;
                jd1.BodyB          = body1;
                jd1.LocalAnchorA   = ground.GetLocalPoint(bd1.Position);
                jd1.LocalAnchorB   = body1.GetLocalPoint(bd1.Position);
                jd1.ReferenceAngle = body1.GetAngle() - ground.GetAngle();
                _joint1            = (RevoluteJoint)World.CreateJoint(jd1);

                var bd2 = new BodyDef();
                bd2.BodyType = BodyType.DynamicBody;
                bd2.Position.Set(0.0f, 12.0f);
                var body2 = World.CreateBody(bd2);
                body2.CreateFixture(circle2, 5.0f);

                var jd2 = new RevoluteJointDef();
                jd2.Initialize(ground, body2, bd2.Position);
                _joint2 = (RevoluteJoint)World.CreateJoint(jd2);

                var bd3 = new BodyDef();
                bd3.BodyType = BodyType.DynamicBody;
                bd3.Position.Set(2.5f, 12.0f);
                var body3 = World.CreateBody(bd3);
                body3.CreateFixture(box, 5.0f);

                var jd3 = new PrismaticJointDef();
                jd3.Initialize(ground, body3, bd3.Position, new Vector2(0.0f, 1.0f));
                jd3.LowerTranslation = -5.0f;
                jd3.UpperTranslation = 5.0f;
                jd3.EnableLimit      = true;

                _joint3 = (PrismaticJoint)World.CreateJoint(jd3);

                var jd4 = new GearJointDef();
                jd4.BodyA  = body1;
                jd4.BodyB  = body2;
                jd4.Joint1 = _joint1;
                jd4.Joint2 = _joint2;
                jd4.Ratio  = circle2.Radius / circle1.Radius;
                _joint4    = (GearJoint)World.CreateJoint(jd4);

                var jd5 = new GearJointDef();
                jd5.BodyA  = body2;
                jd5.BodyB  = body3;
                jd5.Joint1 = _joint2;
                jd5.Joint2 = _joint3;
                jd5.Ratio  = -1.0f / circle2.Radius;
                _joint5    = (GearJoint)World.CreateJoint(jd5);
            }
        }