Exemple #1
0
        public Pinball()
        {
            // Ground body
            b2Body ground;

            {
                b2BodyDef bd = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2Vec2[] vs = new b2Vec2[5];
                vs[0].Set(0.0f, -2.0f);
                vs[1].Set(8.0f, 6.0f);
                vs[2].Set(8.0f, 20.0f);
                vs[3].Set(-8.0f, 20.0f);
                vs[4].Set(-8.0f, 6.0f);

                b2ChainShape loop = new b2ChainShape();
                loop.CreateLoop(vs, 5);
                b2FixtureDef fd = new b2FixtureDef();
                fd.shape   = loop;
                fd.density = 0.0f;
                ground.CreateFixture(fd);
            }

            // Flippers
            {
                b2Vec2 p1 = new b2Vec2(-2.0f, 0.0f);
                b2Vec2 p2 = new b2Vec2(2.0f, 0.0f);

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;

                bd.position = p1;
                b2Body leftFlipper = m_world.CreateBody(bd);

                bd.position = p2;
                b2Body rightFlipper = m_world.CreateBody(bd);

                b2PolygonShape box = new b2PolygonShape();
                box.SetAsBox(1.75f, 0.1f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape   = box;
                fd.density = 1.0f;

                leftFlipper.CreateFixture(fd);
                rightFlipper.CreateFixture(fd);

                b2RevoluteJointDef jd = new b2RevoluteJointDef();
                jd.BodyA = ground;
                jd.localAnchorB.SetZero();
                jd.enableMotor    = true;
                jd.maxMotorTorque = 1000.0f;
                jd.enableLimit    = true;

                jd.motorSpeed   = 0.0f;
                jd.localAnchorA = p1;
                jd.BodyB        = leftFlipper;
                jd.lowerAngle   = -30.0f * b2Settings.b2_pi / 180.0f;
                jd.upperAngle   = 5.0f * b2Settings.b2_pi / 180.0f;
                m_leftJoint     = (b2RevoluteJoint)m_world.CreateJoint(jd);

                jd.motorSpeed   = 0.0f;
                jd.localAnchorA = p2;
                jd.BodyB        = rightFlipper;
                jd.lowerAngle   = -5.0f * b2Settings.b2_pi / 180.0f;
                jd.upperAngle   = 30.0f * b2Settings.b2_pi / 180.0f;
                m_rightJoint    = (b2RevoluteJoint)m_world.CreateJoint(jd);
            }

            // Circle character
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(1.0f, 15.0f);
                bd.type   = b2BodyType.b2_dynamicBody;
                bd.bullet = true;

                m_ball = m_world.CreateBody(bd);

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = 0.2f;

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape   = shape;
                fd.density = 1.0f;
                m_ball.CreateFixture(fd);
            }

            m_button = false;
        }
Exemple #2
0
        public CharacterCollision()
        {
            // Ground body
            {
                b2BodyDef bd     = new b2BodyDef();
                b2Body    ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-20.0f, 0.0f), new b2Vec2(20.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            // Collinear edges with no adjacency information.
            // This shows the problematic case where a box shape can hit
            // an internal vertex.
            {
                b2BodyDef bd     = new b2BodyDef();
                b2Body    ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-8.0f, 1.0f), new b2Vec2(-6.0f, 1.0f));
                ground.CreateFixture(shape, 0.0f);
                shape.Set(new b2Vec2(-6.0f, 1.0f), new b2Vec2(-4.0f, 1.0f));
                ground.CreateFixture(shape, 0.0f);
                shape.Set(new b2Vec2(-4.0f, 1.0f), new b2Vec2(-2.0f, 1.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            // Chain shape
            {
                b2BodyDef bd = new b2BodyDef();
                bd.angle = 0.25f * b2Settings.b2_pi;
                b2Body ground = m_world.CreateBody(bd);

                b2Vec2[] vs = new b2Vec2[4];
                vs[0].Set(5.0f, 7.0f);
                vs[1].Set(6.0f, 8.0f);
                vs[2].Set(7.0f, 8.0f);
                vs[3].Set(8.0f, 7.0f);
                b2ChainShape shape = new b2ChainShape();
                shape.CreateChain(vs, 4);
                ground.CreateFixture(shape, 0.0f);
            }

            // Square tiles. This shows that adjacency shapes may
            // have non-smooth collision. There is no solution
            // to this problem.
            {
                b2BodyDef bd     = new b2BodyDef();
                b2Body    ground = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(1.0f, 1.0f, new b2Vec2(4.0f, 3.0f), 0.0f);
                ground.CreateFixture(shape, 0.0f);
                shape.SetAsBox(1.0f, 1.0f, new b2Vec2(6.0f, 3.0f), 0.0f);
                ground.CreateFixture(shape, 0.0f);
                shape.SetAsBox(1.0f, 1.0f, new b2Vec2(8.0f, 3.0f), 0.0f);
                ground.CreateFixture(shape, 0.0f);
            }

            // Square made from an edge loop. Collision should be smooth.
            {
                b2BodyDef bd     = new b2BodyDef();
                b2Body    ground = m_world.CreateBody(bd);

                b2Vec2[] vs = new b2Vec2[4];
                vs[0].Set(-1.0f, 3.0f);
                vs[1].Set(1.0f, 3.0f);
                vs[2].Set(1.0f, 5.0f);
                vs[3].Set(-1.0f, 5.0f);
                b2ChainShape shape = new b2ChainShape();
                shape.CreateLoop(vs, 4);
                ground.CreateFixture(shape, 0.0f);
            }

            // Edge loop. Collision should be smooth.
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-10.0f, 4.0f);
                b2Body ground = m_world.CreateBody(bd);

                b2Vec2[] vs = new b2Vec2[10];
                vs[0].Set(0.0f, 0.0f);
                vs[1].Set(6.0f, 0.0f);
                vs[2].Set(6.0f, 2.0f);
                vs[3].Set(4.0f, 1.0f);
                vs[4].Set(2.0f, 2.0f);
                vs[5].Set(0.0f, 2.0f);
                vs[6].Set(-2.0f, 2.0f);
                vs[7].Set(-4.0f, 3.0f);
                vs[8].Set(-6.0f, 2.0f);
                vs[9].Set(-6.0f, 0.0f);
                b2ChainShape shape = new b2ChainShape();
                shape.CreateLoop(vs, 10);
                ground.CreateFixture(shape, 0.0f);
            }

            // Square character 1
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-3.0f, 8.0f);
                bd.type          = b2BodyType.b2_dynamicBody;
                bd.fixedRotation = true;
                bd.allowSleep    = false;

                b2Body body = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.Defaults();
                fd.shape   = shape;
                fd.density = 20.0f;
                body.CreateFixture(fd);
            }

            // Square character 2
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-5.0f, 5.0f);
                bd.type          = b2BodyType.b2_dynamicBody;
                bd.fixedRotation = true;
                bd.allowSleep    = false;

                b2Body body = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 0.25f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.Defaults();
                fd.shape   = shape;
                fd.density = 20.0f;
                body.CreateFixture(fd);
            }

            // Hexagon character
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-5.0f, 8.0f);
                bd.type          = b2BodyType.b2_dynamicBody;
                bd.fixedRotation = true;
                bd.allowSleep    = false;

                b2Body body = m_world.CreateBody(bd);

                float    angle    = 0.0f;
                float    delta    = b2Settings.b2_pi / 3.0f;
                b2Vec2[] vertices = new b2Vec2[6];
                for (int i = 0; i < 6; ++i)
                {
                    vertices[i].Set(0.5f * (float)Math.Cos(angle), 0.5f * (float)Math.Sin(angle));
                    angle += delta;
                }

                b2PolygonShape shape = new b2PolygonShape();
                shape.Set(vertices, 6);

                b2FixtureDef fd = new b2FixtureDef();
                fd.Defaults();
                fd.shape   = shape;
                fd.density = 20.0f;
                body.CreateFixture(fd);
            }

            // Circle character
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(3.0f, 5.0f);
                bd.type          = b2BodyType.b2_dynamicBody;
                bd.fixedRotation = true;
                bd.allowSleep    = false;

                b2Body body = m_world.CreateBody(bd);

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = 0.5f;

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape   = shape;
                fd.density = 20.0f;
                body.CreateFixture(fd);
            }

            // Circle character
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-7.0f, 6.0f);
                bd.type       = b2BodyType.b2_dynamicBody;
                bd.allowSleep = false;

                m_character = m_world.CreateBody(bd);

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = 0.25f;

                b2FixtureDef fd = new b2FixtureDef();
                fd.Defaults();
                fd.shape    = shape;
                fd.density  = 20.0f;
                fd.friction = 1.0f;
                m_character.CreateFixture(fd);
            }
        }