public CharacterCollision()
		{
			// Ground body
			{
				BodyDef bd = new BodyDef();
				Body ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

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

				EdgeShape shape = new EdgeShape();
				shape.Density = 0;
				shape.Set(new Vec2(-8.0f, 1.0f), new Vec2(-6.0f, 1.0f));
				ground.CreateFixture(shape);
				shape.Set(new Vec2(-6.0f, 1.0f), new Vec2(-4.0f, 1.0f));
				ground.CreateFixture(shape);
				shape.Set(new Vec2(-4.0f, 1.0f), new Vec2(-2.0f, 1.0f));
				ground.CreateFixture(shape);
			}

			// Chain shape
			{
				BodyDef bd = new BodyDef();
				bd.angle = 0.25f * (float)Math.PI;
				Body ground = m_world.CreateBody(bd);

				Vec2[] vs = new Vec2[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);
				ChainShape shape = new ChainShape();
				shape.CreateChain(vs, 4);
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

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

				PolygonShape shape = new PolygonShape();
				shape.Density = 0;

				shape.SetAsBox(1.0f, 1.0f, new Vec2(4.0f, 3.0f), 0.0f);
				ground.CreateFixture(shape);
				shape.SetAsBox(1.0f, 1.0f, new Vec2(6.0f, 3.0f), 0.0f);
				ground.CreateFixture(shape);
				shape.SetAsBox(1.0f, 1.0f, new Vec2(8.0f, 3.0f), 0.0f);
				ground.CreateFixture(shape);
			}

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

				Vec2[] vs = new Vec2[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);
				ChainShape shape = new ChainShape();
				shape.CreateLoop(vs, 4);
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

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

				Vec2[] vs = new Vec2[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);
				ChainShape shape = new ChainShape();
				shape.CreateLoop(vs, 10);
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			// Square character 1
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(-3.0f, 8.0f);
				bd.type = BodyType._dynamicBody;
				bd.fixedRotation = true;
				bd.allowSleep = false;

				Body body = m_world.CreateBody(bd);

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

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				body.CreateFixture(fd);
			}

			// Square character 2
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(-5.0f, 5.0f);
				bd.type = BodyType._dynamicBody;
				bd.fixedRotation = true;
				bd.allowSleep = false;

				Body body = m_world.CreateBody(bd);

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

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				body.CreateFixture(fd);
			}

			// Hexagon character
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(-5.0f, 8.0f);
				bd.type = BodyType._dynamicBody;
				bd.fixedRotation = true;
				bd.allowSleep = false;

				Body body = m_world.CreateBody(bd);

				float angle = 0.0f;
				float delta = (float)Math.PI / 3.0f;
				Vec2[] vertices = new Vec2[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;
				}

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

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				body.CreateFixture(fd);
			}

			// Circle character
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(3.0f, 5.0f);
				bd.type = BodyType._dynamicBody;
				bd.fixedRotation = true;
				bd.allowSleep = false;

				Body body = m_world.CreateBody(bd);

				CircleShape shape = new CircleShape();
				shape.m_radius = 0.5f;

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				body.CreateFixture(fd);
			}

			// Circle character
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(-7.0f, 6.0f);
				bd.type = BodyType._dynamicBody;
				bd.allowSleep = false;

				m_character = m_world.CreateBody(bd);

				CircleShape shape = new CircleShape();
				shape.m_radius = 0.25f;

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				fd.friction = 1.0f;
				m_character.CreateFixture(fd);
			}
		}
Exemple #2
0
		public Pinball()
		{
			// Ground body
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				Vec2[] vs = new Vec2[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);

				ChainShape loop = new ChainShape();
				loop.CreateLoop(vs, 5);
				FixtureDef fd = new FixtureDef();
				fd.shape = loop;
				fd.Density = 0.0f;
				ground.CreateFixture(fd);
			}

			// Flippers
			{
				Vec2 p1 = new Vec2(-2.0f, 0.0f);
				Vec2 p2 = new Vec2(2.0f, 0.0f);

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;

				bd.Position = p1;
				Body leftFlipper = m_world.CreateBody(bd);

				bd.Position = p2;
				Body rightFlipper = m_world.CreateBody(bd);

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

				FixtureDef fd = new FixtureDef();
				fd.shape = box;
				fd.Density = 1.0f;

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

				RevoluteJointDef jd = new RevoluteJointDef();
				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 * (float)Math.PI / 180.0f;
				jd.upperAngle = 5.0f * (float)Math.PI / 180.0f;
				m_leftJoint = (RevoluteJoint)m_world.CreateJoint(jd);

				jd.motorSpeed = 0.0f;
				jd.localAnchorA = p2;
				jd.bodyB = rightFlipper;
				jd.lowerAngle = -5.0f * (float)Math.PI / 180.0f;
				jd.upperAngle = 30.0f * (float)Math.PI / 180.0f;
				m_rightJoint = (RevoluteJoint)m_world.CreateJoint(jd);
			}

			// Circle character
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(1.0f, 15.0f);
				bd.type = BodyType._dynamicBody;
				bd.bullet = true;

				m_ball = m_world.CreateBody(bd);

				CircleShape shape = new CircleShape();
				shape.m_radius = 0.2f;

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 1.0f;
				m_ball.CreateFixture(fd);
			}

			m_button = false;
		}
Exemple #3
0
        private void DrawShape(Fixture fixture, Transform xf, Color color)
        {
            switch (fixture.GetShapeType())
            {
            case ShapeType.Circle:
            {
                CircleShape circle = (CircleShape)fixture.GetShape();

                Vec2  center = Utilities.Mul(xf, circle.m_p);
                float radius = circle.m_radius;
                Vec2  axis   = Utilities.Mul(xf.q, new Vec2(1.0f, 0.0f));

                m_debugDraw.DrawSolidCircle(center, radius, axis, color);
            }
            break;

            case ShapeType.Edge:
            {
                EdgeShape edge = (EdgeShape)fixture.GetShape();
                Vec2      v1   = Utilities.Mul(xf, edge.m_vertex1);
                Vec2      v2   = Utilities.Mul(xf, edge.m_vertex2);
                m_debugDraw.DrawSegment(v1, v2, color);
            }
            break;

            case ShapeType.Chain:
            {
                ChainShape  chain    = (ChainShape)fixture.GetShape();
                int         count    = chain.m_count;
                List <Vec2> vertices = chain.m_vertices;

                Vec2 v1 = Utilities.Mul(xf, vertices[0]);
                for (int i = 1; i < count; ++i)
                {
                    Vec2 v2 = Utilities.Mul(xf, vertices[i]);
                    m_debugDraw.DrawSegment(v1, v2, color);
                    m_debugDraw.DrawCircle(v1, 0.05f, color);
                    v1 = v2;
                }
            }
            break;

            case ShapeType.Polygon:
            {
                PolygonShape poly        = (PolygonShape)fixture.GetShape();
                int          vertexCount = poly.m_count;
                Utilities.Assert(vertexCount <= Settings._maxPolygonVertices);
                Vec2[] vertices = new Vec2[Settings._maxPolygonVertices];

                for (int i = 0; i < vertexCount; ++i)
                {
                    vertices[i] = Utilities.Mul(xf, poly.m_vertices[i]);
                }

                m_debugDraw.DrawSolidPolygon(vertices, vertexCount, color);
            }
            break;

            default:
                break;
            }
        }