Exemple #1
0
		public TimeOfImpact()
		{
			m_shapeA = new PolygonShape();
			m_shapeB = new PolygonShape();
			m_shapeA.SetAsBox(25.0f, 5.0f);
			m_shapeB.SetAsBox(2.5f, 2.5f);
		}
Exemple #2
0
		public ShapeEditing()
		{
			{
				BodyDef bd1 = new BodyDef();
				Body ground = m_world.CreateBody(bd1);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			BodyDef bd = new BodyDef();
			bd.type = BodyType._dynamicBody;
			bd.Position.Set(0.0f, 10.0f);
			m_body = m_world.CreateBody(bd);

			PolygonShape shape2 = new PolygonShape();
			shape2.SetAsBox(4.0f, 4.0f, new Vec2(0.0f, 0.0f), 0.0f);
			shape2.Density = 10;
			m_fixture1 = m_body.CreateFixture(shape2);

			m_fixture2 = null;

			m_sensor = false;
		}
Exemple #3
0
		public override void Step(TestSettings settings)
		{
			base.Step(settings);

			PolygonShape shape = new PolygonShape();
			shape.Set(m_points, e_count);

			m_debugDraw.DrawString("Press g to generate a new random convex hull");
			

			m_debugDraw.DrawPolygon(shape.m_vertices, shape.m_count, Color.FromArgb(225, 225, 225));

			for (int i = 0; i < e_count; ++i)
			{
				m_debugDraw.DrawPoint(m_points[i], 2.0f, Color.FromArgb(225, 128, 128));
				//m_debugDraw.DrawString(m_points[i] + new Vec2(0.05f, 0.05f), "%d", i);
			}

			if (shape.Validate() == false)
			{
				m_textLine += 0;
			}

			if (m_auto)
			{
				Generate();
			}
		}
			//e_columnCount = 1,
			//e_rowCount = 1

		public VerticalStack()
		{
			{
				BodyDef bd = new BodyDef();
				Body ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);

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

			float[] xs = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};

			for (int j = 0; j < e_columnCount; ++j)
			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.5f, 0.5f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 1.0f;
				fd.friction = 0.3f;

				for (int i = 0; i < e_rowCount; ++i)
				{
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;

					int n = j * e_rowCount + i;
					Utilities.Assert(n < e_rowCount * e_columnCount);
					m_indices[n] = n;
					bd.UserData = m_indices[n];

					float x = 0.0f;
					//float x = RandomFloat(-0.02f, 0.02f);
					//float x = i % 2 == 0 ? -0.025f : 0.025f;
					bd.Position.Set(xs[j] + x, 0.752f + 1.54f * i);
					Body body = m_world.CreateBody(bd);

					m_bodies[n] = body;

					body.CreateFixture(fd);
				}
			}

			m_bullet = null;
		}
Exemple #5
0
		public GravityTest() {
			// Define the gravity vector.
			Vec2 gravity = new Vec2(0.0f, 10.0f);

			// Construct a world object, which will hold and simulate the rigid bodies.
			m_world.SetGravity(gravity);

			// Define the ground body.
			BodyDef groundBodyDef = new BodyDef();
			groundBodyDef.Position.Set(0.0f, 20.0f);

			// Call the body factory which allocates memory for the ground body
			// from a pool and creates the ground box shape (also from a pool).
			// The body is also added to the world.
			Body groundBody = m_world.CreateBody(groundBodyDef);

			// Define the ground box shape.
			PolygonShape groundBox = new PolygonShape();

			// The extents are the half-widths of the box.
			groundBox.SetAsBox(50.0f, 10.0f);
			groundBox.Density = 0;

			// Add the ground fixture to the ground body.
			groundBody.CreateFixture(groundBox);

			// Define the dynamic body. We set its position and call the body factory.
			BodyDef bodyDef = new BodyDef();
			bodyDef.type = BodyType._dynamicBody;
			bodyDef.Position = new Vec2(0.0f, 4.0f);
			Body body = m_world.CreateBody(bodyDef);

			// Define another box shape for our dynamic body.
			PolygonShape dynamicBox = new PolygonShape();
			dynamicBox.SetAsBox(1.0f, 1.0f);

			// Define the dynamic body fixture.
			FixtureDef fixtureDef = new FixtureDef();
			fixtureDef.shape = dynamicBox;

			// Set the box Density to be non-zero, so it will be dynamic.
			fixtureDef.Density = 1.0f;

			// Override the default friction.
			fixtureDef.friction = 0.3f;

			// Add the shape to the body.
			body.CreateFixture(fixtureDef);
		}
		public PolyCollision()
		{
			{
				m_polygonA = new PolygonShape();
				m_polygonA.SetAsBox(0.2f, 0.4f);
				m_transformA.Set(new Vec2(0.0f, 0.0f), 0.0f);
			}

			{
				m_polygonB = new PolygonShape();
				m_polygonB.SetAsBox(0.5f, 0.5f);
				m_positionB.Set(19.345284f, 1.5632932f);
				m_angleB = 1.9160721f;
				m_transformB.Set(m_positionB, m_angleB);
			}
		}
		public OneSidedPlatform()
		{
			// Ground
			{
				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);
			}

			// Platform
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 10.0f);
				Body body = m_world.CreateBody(bd);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(3.0f, 0.5f);
				shape.Density = 0;
				m_platform = body.CreateFixture(shape);

				m_bottom = 10.0f - 0.5f;
				m_top = 10.0f + 0.5f;
			}

			// Actor
			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(0.0f, 12.0f);
				Body body = m_world.CreateBody(bd);

				m_radius = 0.5f;
				CircleShape shape = new CircleShape();
				shape.m_radius = m_radius;
				shape.Density = 20;
				m_character = body.CreateFixture(shape);

				body.SetLinearVelocity(new Vec2(0.0f, -50.0f));

				m_state = State.e_unknown;
			}
		}
Exemple #8
0
		public Prismatic() {
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(2.0f, 0.5f);
				shape.Density = 5;

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-10.0f, 10.0f);
				bd.angle = 0.5f * (float)Math.PI;
				bd.allowSleep = false;
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(shape);

				PrismaticJointDef pjd = new PrismaticJointDef();

				// Bouncy limit
				Vec2 axis = new Vec2(2.0f, 1.0f);
				axis.Normalize();
				pjd.Initialize(ground, body, new Vec2(0.0f, 0.0f), axis);

				// Non-bouncy limit
				//pjd.Initialize(ground, body, new Vec2(-10.0f, 10.0f), new Vec2(1.0f, 0.0f));

				pjd.motorSpeed = 10.0f;
				pjd.maxMotorForce = 10000.0f;
				pjd.enableMotor = true;
				pjd.lowerTranslation = 0.0f;
				pjd.upperTranslation = 20.0f;
				pjd.enableLimit = true;

				m_joint = (PrismaticJoint)m_world.CreateJoint(pjd);
			}
		}
Exemple #9
0
		public override void Step(TestSettings settings)
		{
			base.Step(settings);

			if (m_count < e_count)
			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(0.0f, 10.0f);
				Body body = m_world.CreateBody(bd);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.125f, 0.125f);
				body.CreateFixture(shape);

				++m_count;
			}
		}
Exemple #10
0
		public BulletTest()
		{
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 0.0f);
				Body body = m_world.CreateBody(bd);

				EdgeShape edge = new EdgeShape();

				edge.Set(new Vec2(-10.0f, 0.0f), new Vec2(10.0f, 0.0f));
				edge.Density = 0;
				body.CreateFixture(edge);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.2f, 1.0f, new Vec2(0.5f, 1.0f), 0.0f);
				shape.Density = 0;
				body.CreateFixture(shape);
			}

			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(0.0f, 4.0f);

				PolygonShape box = new PolygonShape();
				box.SetAsBox(2.0f, 0.1f);
				box.Density = 100;

				m_body = m_world.CreateBody(bd);
				m_body.CreateFixture(box);

				box.SetAsBox(0.25f, 0.25f);

				//m_x = RandomFloat(-1.0f, 1.0f);
				m_x = 0.20352793f;
				bd.Position.Set(m_x, 10.0f);
				bd.bullet = true;

				m_bullet = m_world.CreateBody(bd);
				m_bullet.CreateFixture(box);

				m_bullet.SetLinearVelocity(new Vec2(0.0f, -50.0f));
			}
		}
		public Body AddNode(Body parent, Vec2 localAnchor, int depth, float offset, float a)
		{
			Vec2 h = new Vec2(0.0f, a);

			Vec2 p = parent.GetPosition() + localAnchor - h;

			BodyDef bodyDef = new BodyDef();
			bodyDef.type = BodyType._dynamicBody;
			bodyDef.Position = p;
			Body body = m_world.CreateBody(bodyDef);

			PolygonShape shape = new PolygonShape();
			shape.SetAsBox(0.25f * a, a);
			shape.Density = 20;
			body.CreateFixture(shape);

			if (depth == e_depth)
			{
				return body;
			}

			shape.SetAsBox(offset, 0.25f * a, new Vec2(0, -a), 0.0f);
			body.CreateFixture(shape);

			Vec2 a1 = new Vec2(offset, -a);
			Vec2 a2 = new Vec2(-offset, -a);
			Body body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
			Body body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);

			RevoluteJointDef jointDef = new RevoluteJointDef();
			jointDef.bodyA = body;
			jointDef.localAnchorB = h;

			jointDef.localAnchorA = a1;
			jointDef.bodyB = body1;
			m_world.CreateJoint(jointDef);

			jointDef.localAnchorA = a2;
			jointDef.bodyB = body2;
			m_world.CreateJoint(jointDef);

			return body;
		}
Exemple #12
0
		public Chain()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.6f, 0.125f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				fd.friction = 0.2f;

				RevoluteJointDef jd = new RevoluteJointDef();
				jd.collideConnected = false;

				const float y = 25.0f;
				Body prevBody = ground;
				for (int i = 0; i < 30; ++i)
				{
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;
					bd.Position.Set(0.5f + i, y);
					Body body = m_world.CreateBody(bd);
					body.CreateFixture(fd);

					Vec2 anchor = new Vec2((float)(i), y);
					jd.Initialize(prevBody, body, anchor);
					m_world.CreateJoint(jd);

					prevBody = body;
				}
			}
		}
Exemple #13
0
		public Pyramid()
		{
			{
				BodyDef bd = new BodyDef();
				Body ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				float a = 0.5f;
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(a, a);
				shape.Density = 5;

				Vec2 x = new Vec2(-7.0f, 0.75f);
				Vec2 y;
				Vec2 deltaX = new Vec2(0.5625f, 1.25f);
				Vec2 deltaY = new Vec2(1.125f, 0.0f);

				for (int i = 0; i < e_count; ++i)
				{
					y = x;

					for (int j = i; j < e_count; ++j)
					{
						BodyDef bd = new BodyDef();
						bd.type = BodyType._dynamicBody;
						bd.Position = y;
						Body body = m_world.CreateBody(bd);
						body.CreateFixture(shape);

						y += deltaY;
					}

					x += deltaX;
				}
			}
		}
		public MotorJointTest()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f));

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

				ground.CreateFixture(fd);
			}

			// Define motorized body
			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(0.0f, 8.0f);
				Body body = m_world.CreateBody(bd);

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

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.friction = 0.6f;
				fd.Density = 2.0f;
				body.CreateFixture(fd);

				MotorJointDef mjd = new MotorJointDef();
				mjd.Initialize(ground, body);
				mjd.maxForce = 1000.0f;
				mjd.maxTorque = 1000.0f;
				m_joint = (MotorJoint)m_world.CreateJoint(mjd);
			}

			m_go = false;
			m_time = 0.0f;
		}
Exemple #15
0
		public ConveyorBelt()
		{
			// Ground
			{
				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);
			}

			// Platform
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(-5.0f, 5.0f);
				Body body = m_world.CreateBody(bd);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(10.0f, 0.5f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.friction = 0.8f;
				m_platform = body.CreateFixture(fd);
			}

			// Boxes
			for (int i = 0; i < 5; ++i)
			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-10.0f + 2.0f * i, 7.0f);
				Body body = m_world.CreateBody(bd);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.5f, 0.5f);
				shape.Density = 20;
				body.CreateFixture(shape);
			}
		}
Exemple #16
0
		public Tumbler()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);
			}

			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.allowSleep = false;
				bd.Position.Set(0.0f, 10.0f);
				Body body = m_world.CreateBody(bd);

				PolygonShape shape = new PolygonShape();
				shape.Density = 5;
				shape.SetAsBox(0.5f, 10.0f, new Vec2( 10.0f, 0.0f), 0.0f);
				body.CreateFixture(shape);
				shape.SetAsBox(0.5f, 10.0f, new Vec2(-10.0f, 0.0f), 0.0f);
				body.CreateFixture(shape);
				shape.SetAsBox(10.0f, 0.5f, new Vec2(0.0f, 10.0f), 0.0f);
				body.CreateFixture(shape);
				shape.SetAsBox(10.0f, 0.5f, new Vec2(0.0f, -10.0f), 0.0f);
				body.CreateFixture(shape);

				RevoluteJointDef jd = new RevoluteJointDef();
				jd.bodyA = ground;
				jd.bodyB = body;
				jd.localAnchorA.Set(0.0f, 10.0f);
				jd.localAnchorB.Set(0.0f, 0.0f);
				jd.referenceAngle = 0.0f;
				jd.motorSpeed = 0.05f * (float)Math.PI;
				jd.maxMotorTorque = 1e8f;
				jd.enableMotor = true;
				m_joint = (RevoluteJoint)m_world.CreateJoint(jd);
			}

			m_count = 0;
		}
Exemple #17
0
		public AddPair()
		{
			m_world.SetGravity(new Vec2(0.0f,0.0f));
			{
				CircleShape shape = new CircleShape();
				shape.m_p.SetZero();
				shape.m_radius = 0.1f;

				float minX = -6.0f;
				float maxX = 0.0f;
				float minY = 4.0f;
				float maxY = 6.0f;
			
				for (int i = 0; i < 400; ++i)
				{
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;
					bd.Position = new Vec2(RandomFloat(minX,maxX),RandomFloat(minY,maxY));
					Body body = m_world.CreateBody(bd);
					shape.Density = 0.01f;
					body.CreateFixture(shape);
				}
			}
		
			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(1.5f, 1.5f);
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-40.0f,5.0f);
				bd.bullet = true;
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(shape);
				body.SetLinearVelocity(new Vec2(150.0f, 0.0f));
			}
		}
Exemple #18
0
		public ApplyForce() {
			m_world.SetGravity(new Vec2(0.0f, 0.0f));

			const float k_restitution = 0.4f;

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

				EdgeShape shape = new EdgeShape();

				FixtureDef sd = new FixtureDef();
				sd.shape = shape;
				sd.Density = 0.0f;
				sd.restitution = k_restitution;

				// Left vertical
				shape.Set(new Vec2(-20.0f, -20.0f), new Vec2(-20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Right vertical
				shape.Set(new Vec2(20.0f, -20.0f), new Vec2(20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Top horizontal
				shape.Set(new Vec2(-20.0f, 20.0f), new Vec2(20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Bottom horizontal
				shape.Set(new Vec2(-20.0f, -20.0f), new Vec2(20.0f, -20.0f));
				ground.CreateFixture(sd);
			}

			{
				Transform xf1 = new Transform();
				xf1.q.Set(0.3524f * (float)Math.PI);
				xf1.p = xf1.q.GetXAxis();

				Vec2[] vertices = new Vec2[3];
				vertices[0] = Utilities.Mul(xf1, new Vec2(-1.0f, 0.0f));
				vertices[1] = Utilities.Mul(xf1, new Vec2(1.0f, 0.0f));
				vertices[2] = Utilities.Mul(xf1, new Vec2(0.0f, 0.5f));

				PolygonShape poly1 = new PolygonShape();
				poly1.Set(vertices, 3);

				FixtureDef sd1 = new FixtureDef();
				sd1.shape = poly1;
				sd1.Density = 4.0f;

				Transform xf2 = new Transform();
				xf2.q.Set(-0.3524f * (float)Math.PI);
				xf2.p = -xf2.q.GetXAxis();

				vertices[0] = Utilities.Mul(xf2, new Vec2(-1.0f, 0.0f));
				vertices[1] = Utilities.Mul(xf2, new Vec2(1.0f, 0.0f));
				vertices[2] = Utilities.Mul(xf2, new Vec2(0.0f, 0.5f));

				PolygonShape poly2 = new PolygonShape();
				poly2.Set(vertices, 3);

				FixtureDef sd2 = new FixtureDef();
				sd2.shape = poly2;
				sd2.Density = 2.0f;

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.angularDamping = 5.0f;
				bd.linearDamping = 0.1f;

				bd.Position.Set(0.0f, 2.0f);
				bd.angle = (float)Math.PI;
				bd.allowSleep = false;
				m_body = m_world.CreateBody(bd);
				m_body.CreateFixture(sd1);
				m_body.CreateFixture(sd2);
			}

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

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 1.0f;
				fd.friction = 0.3f;

				for (int i = 0; i < 10; ++i) {
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;

					bd.Position.Set(0.0f, 5.0f + 1.54f * i);
					Body body = m_world.CreateBody(bd);

					body.CreateFixture(fd);

					float gravity = 10.0f;
					float I = body.GetInertia();
					float mass = body.GetMass();

					// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
					float radius = (float)Math.Sqrt(2.0f * I / mass);

					FrictionJointDef jd = new FrictionJointDef();
					jd.localAnchorA.SetZero();
					jd.localAnchorB.SetZero();
					jd.bodyA = ground;
					jd.bodyB = body;
					jd.collideConnected = true;
					jd.maxForce = mass * gravity;
					jd.maxTorque = mass * radius * gravity;

					m_world.CreateJoint(jd);
				}
			}
		}
Exemple #19
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;
		}
		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 #21
0
		public EdgeTest()
		{
			{
				BodyDef bd = new BodyDef();
				Body ground = m_world.CreateBody(bd);

				Vec2 v1 = new Vec2(-10.0f, 0.0f), v2 = new Vec2(-7.0f, -2.0f), v3 = new Vec2(-4.0f, 0.0f);
				Vec2 v4 = new Vec2(0.0f, 0.0f), v5 = new Vec2(4.0f, 0.0f), v6 = new Vec2(7.0f, 2.0f), v7 = new Vec2(10.0f, 0.0f);

				EdgeShape shape = new EdgeShape();

				shape.Set(v1, v2);
				shape.m_hasVertex3 = true;
				shape.m_vertex3 = v3;
				shape.Density = 0;
				ground.CreateFixture(shape);

				shape.Set(v2, v3);
				shape.m_hasVertex0 = true;
				shape.m_hasVertex3 = true;
				shape.m_vertex0 = v1;
				shape.m_vertex3 = v4;
				ground.CreateFixture(shape);

				shape.Set(v3, v4);
				shape.m_hasVertex0 = true;
				shape.m_hasVertex3 = true;
				shape.m_vertex0 = v2;
				shape.m_vertex3 = v5;
				ground.CreateFixture(shape);

				shape.Set(v4, v5);
				shape.m_hasVertex0 = true;
				shape.m_hasVertex3 = true;
				shape.m_vertex0 = v3;
				shape.m_vertex3 = v6;
				ground.CreateFixture(shape);

				shape.Set(v5, v6);
				shape.m_hasVertex0 = true;
				shape.m_hasVertex3 = true;
				shape.m_vertex0 = v4;
				shape.m_vertex3 = v7;
				ground.CreateFixture(shape);

				shape.Set(v6, v7);
				shape.m_hasVertex0 = true;
				shape.m_vertex0 = v5;
				ground.CreateFixture(shape);
			}

			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-0.5f, 0.6f);
				bd.allowSleep = false;
				Body body = m_world.CreateBody(bd);

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

				body.CreateFixture(shape);
			}

			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(1.0f, 0.6f);
				bd.allowSleep = false;
				Body body = m_world.CreateBody(bd);

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

				body.CreateFixture(shape);
			}
		}
Exemple #22
0
		// Algorithm:
		// 1. Classify v1 and v2
		// 2. Classify polygon centroid as front or back
		// 3. Flip normal if necessary
		// 4. Initialize normal range to [-pi, pi] about face normal
		// 5. Adjust normal range according to adjacent edges
		// 6. Visit each separating axes, only accept axes within the range
		// 7. Return if _any_ axis indicates separation
		// 8. Clip
		public void Collide(out Manifold manifold, EdgeShape edgeA, Transform xfA, PolygonShape polygonB, Transform xfB){
			manifold = new Manifold();
			m_xf = Utilities.MulT(xfA, xfB);
	
			m_centroidB = Utilities.Mul(m_xf, polygonB.m_centroid);
	
			m_v0 = edgeA.m_vertex0;
			m_v1 = edgeA.m_vertex1;
			m_v2 = edgeA.m_vertex2;
			m_v3 = edgeA.m_vertex3;
	
			bool hasVertex0 = edgeA.m_hasVertex0;
			bool hasVertex3 = edgeA.m_hasVertex3;
	
			Vec2 edge1 = m_v2 - m_v1;
			edge1.Normalize();
			m_normal1.Set(edge1.Y, -edge1.X);
			float offset1 = Utilities.Dot(m_normal1, m_centroidB - m_v1);
			float offset0 = 0.0f, offset2 = 0.0f;
			bool convex1 = false, convex2 = false;
	
			// Is there a preceding edge?
			if (hasVertex0)
			{
				Vec2 edge0 = m_v1 - m_v0;
				edge0.Normalize();
				m_normal0.Set(edge0.Y, -edge0.X);
				convex1 = Utilities.Cross(edge0, edge1) >= 0.0f;
				offset0 = Utilities.Dot(m_normal0, m_centroidB - m_v0);
			}
	
			// Is there a following edge?
			if (hasVertex3)
			{
				Vec2 edge2 = m_v3 - m_v2;
				edge2.Normalize();
				m_normal2.Set(edge2.Y, -edge2.X);
				convex2 = Utilities.Cross(edge1, edge2) > 0.0f;
				offset2 = Utilities.Dot(m_normal2, m_centroidB - m_v2);
			}
	
			// Determine front or back collision. Determine collision normal limits.
			if (hasVertex0 && hasVertex3)
			{
				if (convex1 && convex2)
				{
					m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal0;
						m_upperLimit = m_normal2;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal1;
						m_upperLimit = -m_normal1;
					}
				}
				else if (convex1)
				{
					m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal0;
						m_upperLimit = m_normal1;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal2;
						m_upperLimit = -m_normal1;
					}
				}
				else if (convex2)
				{
					m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal1;
						m_upperLimit = m_normal2;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal1;
						m_upperLimit = -m_normal0;
					}
				}
				else
				{
					m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal1;
						m_upperLimit = m_normal1;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal2;
						m_upperLimit = -m_normal0;
					}
				}
			}
			else if (hasVertex0)
			{
				if (convex1)
				{
					m_front = offset0 >= 0.0f || offset1 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal0;
						m_upperLimit = -m_normal1;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = m_normal1;
						m_upperLimit = -m_normal1;
					}
				}
				else
				{
					m_front = offset0 >= 0.0f && offset1 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = m_normal1;
						m_upperLimit = -m_normal1;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = m_normal1;
						m_upperLimit = -m_normal0;
					}
				}
			}
			else if (hasVertex3)
			{
				if (convex2)
				{
					m_front = offset1 >= 0.0f || offset2 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = -m_normal1;
						m_upperLimit = m_normal2;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal1;
						m_upperLimit = m_normal1;
					}
				}
				else
				{
					m_front = offset1 >= 0.0f && offset2 >= 0.0f;
					if (m_front)
					{
						m_normal = m_normal1;
						m_lowerLimit = -m_normal1;
						m_upperLimit = m_normal1;
					}
					else
					{
						m_normal = -m_normal1;
						m_lowerLimit = -m_normal2;
						m_upperLimit = m_normal1;
					}
				}		
			}
			else
			{
				m_front = offset1 >= 0.0f;
				if (m_front)
				{
					m_normal = m_normal1;
					m_lowerLimit = -m_normal1;
					m_upperLimit = -m_normal1;
				}
				else
				{
					m_normal = -m_normal1;
					m_lowerLimit = m_normal1;
					m_upperLimit = m_normal1;
				}
			}
	
			// Get polygonB in frameA
			m_polygonB.count = polygonB.m_count;
			for (int i = 0; i < polygonB.m_count; ++i)
			{
				m_polygonB.vertices[i] = Utilities.Mul(m_xf, polygonB.m_vertices[i]);
				m_polygonB.normals[i] = Utilities.Mul(m_xf.q, polygonB.m_normals[i]);
			}
	
			m_radius = 2.0f * Settings._polygonRadius;

			manifold.points.Clear();
	
			EPAxis edgeAxis = ComputeEdgeSeparation();
	
			// If no valid normal can be found than this edge should not collide.
			if (edgeAxis.type == EPAxisType.e_unknown)
			{
				return;
			}
	
			if (edgeAxis.separation > m_radius)
			{
				return;
			}
	
			EPAxis polygonAxis = ComputePolygonSeparation();
			if (polygonAxis.type != EPAxisType.e_unknown && polygonAxis.separation > m_radius)
			{
				return;
			}
	
			// Use hysteresis for jitter reduction.
			const float k_relativeTol = 0.98f;
			const float k_absoluteTol = 0.001f;
	
			EPAxis primaryAxis;
			if (polygonAxis.type == EPAxisType.e_unknown)
			{
				primaryAxis = edgeAxis;
			}
			else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
			{
				primaryAxis = polygonAxis;
			}
			else
			{
				primaryAxis = edgeAxis;
			}
	
			ClipVertex[] ie = new ClipVertex[2];
			ReferenceFace rf = new ReferenceFace();
			if (primaryAxis.type == EPAxisType.e_edgeA)
			{
				manifold.type = Manifold.ManifoldType.e_faceA;
		
				// Search for the polygon normal that is most anti-parallel to the edge normal.
				int bestIndex = 0;
				float bestValue = Utilities.Dot(m_normal, m_polygonB.normals[0]);
				for (int i = 1; i < m_polygonB.count; ++i)
				{
					float value = Utilities.Dot(m_normal, m_polygonB.normals[i]);
					if (value < bestValue)
					{
						bestValue = value;
						bestIndex = i;
					}
				}
		
				int i1 = bestIndex;
				int i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
		
				ie[0].v = m_polygonB.vertices[i1];
				ie[0].id.cf.indexA = 0;
				ie[0].id.cf.indexB = (byte)i1;
				ie[0].id.cf.typeA = ContactFeature.FeatureType.e_face;
				ie[0].id.cf.typeB = ContactFeature.FeatureType.e_vertex;
		
				ie[1].v = m_polygonB.vertices[i2];
				ie[1].id.cf.indexA = 0;
				ie[1].id.cf.indexB = (byte)i2;
				ie[1].id.cf.typeA = ContactFeature.FeatureType.e_face;
				ie[1].id.cf.typeB = ContactFeature.FeatureType.e_vertex;
		
				if (m_front)
				{
					rf.i1 = 0;
					rf.i2 = 1;
					rf.v1 = m_v1;
					rf.v2 = m_v2;
					rf.normal = m_normal1;
				}
				else
				{
					rf.i1 = 1;
					rf.i2 = 0;
					rf.v1 = m_v2;
					rf.v2 = m_v1;
					rf.normal = -m_normal1;
				}		
			}
			else
			{
				manifold.type = Manifold.ManifoldType.e_faceB;
		
				ie[0].v = m_v1;
				ie[0].id.cf.indexA = 0;
				ie[0].id.cf.indexB = (byte)primaryAxis.index;
				ie[0].id.cf.typeA = ContactFeature.FeatureType.e_vertex;
				ie[0].id.cf.typeB = ContactFeature.FeatureType.e_face;
		
				ie[1].v = m_v2;
				ie[1].id.cf.indexA = 0;
				ie[1].id.cf.indexB = (byte)primaryAxis.index;		
				ie[1].id.cf.typeA = ContactFeature.FeatureType.e_vertex;
				ie[1].id.cf.typeB = ContactFeature.FeatureType.e_face;
		
				rf.i1 = primaryAxis.index;
				rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
				rf.v1 = m_polygonB.vertices[rf.i1];
				rf.v2 = m_polygonB.vertices[rf.i2];
				rf.normal = m_polygonB.normals[rf.i1];
			}
	
			rf.sideNormal1.Set(rf.normal.Y, -rf.normal.X);
			rf.sideNormal2 = -rf.sideNormal1;
			rf.sideOffset1 = Utilities.Dot(rf.sideNormal1, rf.v1);
			rf.sideOffset2 = Utilities.Dot(rf.sideNormal2, rf.v2);
	
			// Clip incident edge against extruded edge1 side edges.
			ClipVertex[] clipPoints1 = new ClipVertex[2];
			ClipVertex[] clipPoints2 = new ClipVertex[2];
			int np;
	
			// Clip to box side 1
			np = Collision.ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
	
			if (np < Settings._maxManifoldPoints)
			{
				return;
			}
	
			// Clip to negative box side 1
			np = Collision.ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
	
			if (np < Settings._maxManifoldPoints)
			{
				return;
			}
	
			// Now clipPoints2 contains the clipped points.
			if (primaryAxis.type == EPAxisType.e_edgeA)
			{
				manifold.localNormal = rf.normal;
				manifold.localPoint = rf.v1;
			}
			else
			{
				manifold.localNormal = polygonB.m_normals[rf.i1];
				manifold.localPoint = polygonB.m_vertices[rf.i1];
			}

			manifold.points.Clear();
			for (int i = 0; i < Settings._maxManifoldPoints; ++i)
			{
				float separation;
		
				separation = Utilities.Dot(rf.normal, clipPoints2[i].v - rf.v1);
		
				if (separation <= m_radius)
				{
					ManifoldPoint cp = new ManifoldPoint();
			
					if (primaryAxis.type == EPAxisType.e_edgeA)
					{
						cp.localPoint = Utilities.MulT(m_xf, clipPoints2[i].v);
						cp.id = clipPoints2[i].id;
					}
					else
					{
						cp.localPoint = clipPoints2[i].v;
						cp.id.cf.typeA = clipPoints2[i].id.cf.typeB;
						cp.id.cf.typeB = clipPoints2[i].id.cf.typeA;
						cp.id.cf.indexA = clipPoints2[i].id.cf.indexB;
						cp.id.cf.indexB = clipPoints2[i].id.cf.indexA;
					}

					manifold.points.Add(cp);
				}
			}
		}
Exemple #23
0
		Bridge()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.5f, 0.125f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				fd.friction = 0.2f;

				RevoluteJointDef jd = new RevoluteJointDef();

				Body prevBody = ground;
				for (int i = 0; i < e_count; ++i)
				{
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;
					bd.Position.Set(-14.5f + 1.0f * i, 5.0f);
					Body body = m_world.CreateBody(bd);
					body.CreateFixture(fd);

					Vec2 anchor = new Vec2(-15.0f + 1.0f * i, 5.0f);
					jd.Initialize(prevBody, body, anchor);
					m_world.CreateJoint(jd);

					if (i == (e_count >> 1))
					{
						m_middle = body;
					}
					prevBody = body;
				}

				Vec2 anchor2 = new Vec2(-15.0f + 1.0f * e_count, 5.0f);
				jd.Initialize(prevBody, ground, anchor2);
				m_world.CreateJoint(jd);
			}

			for (int i = 0; i < 2; ++i)
			{
				Vec2[] vertices = new Vec2[3];
				vertices[0].Set(-0.5f, 0.0f);
				vertices[1].Set(0.5f, 0.0f);
				vertices[2].Set(0.0f, 1.5f);

				PolygonShape shape = new PolygonShape();
				shape.Set(vertices, 3);

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

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-8.0f + 8.0f * i, 12.0f);
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(fd);
			}

			for (int i = 0; i < 3; ++i)
			{
				CircleShape shape = new CircleShape();
				shape.m_radius = 0.5f;

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

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-6.0f + 6.0f * i, 10.0f);
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(fd);
			}
		}
Exemple #24
0
		/// Compute the collision manifold between an edge and a circle.
		public static void CollideEdgeAndPolygon(out Manifold manifold,
									   EdgeShape edgeA, Transform xfA,
									   PolygonShape polygonB, Transform xfB) {
			EPCollider collider = new EPCollider();
			collider.Collide(out manifold, edgeA, xfA, polygonB, xfB);
		}
Exemple #25
0
		/// Compute the collision manifold between a polygon and a circle.
		public static void CollidePolygonAndCircle(out Manifold manifold,
									   PolygonShape polygonA, Transform xfA,
									   CircleShape circleB, Transform xfB) {
			manifold = new Manifold();
			manifold.points.Clear();

			// Compute circle position in the frame of the polygon.
			Vec2 c = Utilities.Mul(xfB, circleB.m_p);
			Vec2 cLocal = Utilities.MulT(xfA, c);

			// Find the min separating edge.
			int normalIndex = 0;
			float separation = -Single.MaxValue;
			float radius = polygonA.m_radius + circleB.m_radius;
			int vertexCount = polygonA.m_count;
			List<Vec2> vertices = new List<Vec2>(polygonA.m_vertices);
			List<Vec2> normals = new List<Vec2>(polygonA.m_normals);

			for (int i = 0; i < vertexCount; ++i)
			{
			    float s = Utilities.Dot(normals[i], cLocal - vertices[i]);

			    if (s > radius)
			    {
			        // Early out.
			        return;
			    }

			    if (s > separation)
			    {
			        separation = s;
			        normalIndex = i;
			    }
			}

			// Vertices that subtend the incident face.
			int vertIndex1 = normalIndex;
			int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
			Vec2 v1 = vertices[vertIndex1];
			Vec2 v2 = vertices[vertIndex2];

			// If the center is inside the polygon ...
			if (separation < Single.Epsilon)
			{
				manifold.points.Clear();
				manifold.points.Add(new ManifoldPoint());
			    manifold.type = Manifold.ManifoldType.e_faceA;
			    manifold.localNormal = normals[normalIndex];
			    manifold.localPoint = 0.5f * (v1 + v2);
			    manifold.points[0].localPoint = circleB.m_p;
			    manifold.points[0].id.key = 0;
			    return;
			}

			// Compute barycentric coordinates
			float u1 = Utilities.Dot(cLocal - v1, v2 - v1);
			float u2 = Utilities.Dot(cLocal - v2, v1 - v2);
			if (u1 <= 0.0f)
			{
			    if (Utilities.DistanceSquared(cLocal, v1) > radius * radius)
			    {
			        return;
			    }

				manifold.points.Clear();
				manifold.points.Add(new ManifoldPoint());
			    manifold.type = Manifold.ManifoldType.e_faceA;
			    manifold.localNormal = cLocal - v1;
			    manifold.localNormal.Normalize();
			    manifold.localPoint = v1;
			    manifold.points[0].localPoint = circleB.m_p;
			    manifold.points[0].id.key = 0;
			}
			else if (u2 <= 0.0f)
			{
				if (Utilities.DistanceSquared(cLocal, v2) > radius * radius)
			    {
			        return;
			    }

				manifold.points = new List<ManifoldPoint>();
				manifold.points.Add(new ManifoldPoint());
			    manifold.type = Manifold.ManifoldType.e_faceA;
			    manifold.localNormal = cLocal - v2;
			    manifold.localNormal.Normalize();
			    manifold.localPoint = v2;
			    manifold.points[0].localPoint = circleB.m_p;
			    manifold.points[0].id.key = 0;
			}
			else
			{
			    Vec2 faceCenter = 0.5f * (v1 + v2);
			    float separation2 = Utilities.Dot(cLocal - faceCenter, normals[vertIndex1]);
			    if (separation2 > radius)
			    {
			        return;
			    }

				manifold.points = new List<ManifoldPoint>();
				manifold.points.Add(new ManifoldPoint());
			    manifold.type = Manifold.ManifoldType.e_faceA;
			    manifold.localNormal = normals[vertIndex1];
			    manifold.localPoint = faceCenter;
			    manifold.points[0].localPoint = circleB.m_p;
			    manifold.points[0].id.key = 0;
			}
		}
Exemple #26
0
		// Find edge normal of max separation on A - return if separating axis is found
		// Find edge normal of max separation on B - return if separation axis is found
		// Choose reference edge as min(minA, minB)
		// Find incident edge
		// Clip

		// The normal points from 1 to 2
		/// Compute the collision manifold between two polygons.
		public static void CollidePolygons(out Manifold manifold,
							   PolygonShape polyA, Transform xfA,
							   PolygonShape polyB, Transform xfB) {
			manifold = new Manifold();
			float totalRadius = polyA.m_radius + polyB.m_radius;

			int edgeA = 0;
			float separationA = FindMaxSeparation(out edgeA, polyA, xfA, polyB, xfB);
			if (separationA > totalRadius)
			    return;

			int edgeB = 0;
			float separationB = FindMaxSeparation(out edgeB, polyB, xfB, polyA, xfA);
			if (separationB > totalRadius)
			    return;

			PolygonShape poly1;	// reference polygon
			PolygonShape poly2;	// incident polygon
			Transform xf1, xf2;
			int edge1;		// reference edge
			bool flip;
			const float k_relativeTol = 0.98f;
			const float k_absoluteTol = 0.001f;

			if (separationB > k_relativeTol * separationA + k_absoluteTol)
			{
			    poly1 = polyB;
			    poly2 = polyA;
			    xf1 = xfB;
			    xf2 = xfA;
			    edge1 = edgeB;
			    manifold.type = Manifold.ManifoldType.e_faceB;
			    flip = true;
			}
			else
			{
			    poly1 = polyA;
			    poly2 = polyB;
			    xf1 = xfA;
			    xf2 = xfB;
			    edge1 = edgeA;
			    manifold.type = Manifold.ManifoldType.e_faceA;
			    flip = false;
			}

			ClipVertex[] incidentEdge = new ClipVertex[2];
			FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);

			int count1 = poly1.m_count;
			Vec2[] vertices1 = poly1.m_vertices;

			int iv1 = edge1;
			int iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;

			Vec2 v11 = vertices1[iv1];
			Vec2 v12 = vertices1[iv2];

			Vec2 localTangent = v12 - v11;
			localTangent.Normalize();
	
			Vec2 localNormal = Utilities.Cross(localTangent, 1.0f);
			Vec2 planePoint = 0.5f * (v11 + v12);

			Vec2 tangent = Utilities.Mul(xf1.q, localTangent);
			Vec2 normal = Utilities.Cross(tangent, 1.0f);
	
			v11 = Utilities.Mul(xf1, v11);
			v12 = Utilities.Mul(xf1, v12);

			// Face offset.
			float frontOffset = Utilities.Dot(normal, v11);

			// Side offsets, extended by polytope skin thickness.
			float sideOffset1 = -Utilities.Dot(tangent, v11) + totalRadius;
			float sideOffset2 = Utilities.Dot(tangent, v12) + totalRadius;

			// Clip incident edge against extruded edge1 side edges.
			ClipVertex[] clipPoints1 = new ClipVertex[2];
			ClipVertex[] clipPoints2 = new ClipVertex[2];
			int np;

			// Clip to box side 1
			np = ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);

			if (np < 2)
			    return;

			// Clip to negative box side 1
			np = ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);

			if (np < 2)
			{
			    return;
			}

			// Now clipPoints2 contains the clipped points.
			manifold.localNormal = localNormal;
			manifold.localPoint = planePoint;

			manifold.points.Clear();
			for (int i = 0; i < Settings._maxManifoldPoints; ++i)
			{
			    float separation = Utilities.Dot(normal, clipPoints2[i].v) - frontOffset;

			    if (separation <= totalRadius)
			    {
					ManifoldPoint cp = new ManifoldPoint();
			        cp.localPoint = Utilities.MulT(xf2, clipPoints2[i].v);
			        cp.id = clipPoints2[i].id;
			        if (flip)
			        {
			            // Swap features
			            ContactFeature cf = cp.id.cf;
			            cp.id.cf.indexA = cf.indexB;
			            cp.id.cf.indexB = cf.indexA;
			            cp.id.cf.typeA = cf.typeB;
			            cp.id.cf.typeB = cf.typeA;
			        }
					manifold.points.Add(cp);
			    }
			}
		}
Exemple #27
0
		static void FindIncidentEdge(ClipVertex[/*2*/] c,
							 PolygonShape poly1, Transform xf1, int edge1,
							 PolygonShape poly2, Transform xf2)
		{
			Vec2[] normals1 = poly1.m_normals;

			int count2 = poly2.m_count;
			Vec2[] vertices2 = poly2.m_vertices;
			Vec2[] normals2 = poly2.m_normals;

			Utilities.Assert(0 <= edge1 && edge1 < poly1.m_count);

			// Get the normal of the reference edge in poly2's frame.
			Vec2 normal1 = Utilities.MulT(xf2.q, Utilities.Mul(xf1.q, normals1[edge1]));

			// Find the incident edge on poly2.
			int index = 0;
			float minDot = Single.MaxValue;
			for (int i = 0; i < count2; ++i)
			{
				float dot = Utilities.Dot(normal1, normals2[i]);
				if (dot < minDot)
				{
					minDot = dot;
					index = i;
				}
			}

			// Build the clip vertices for the incident edge.
			int i1 = index;
			int i2 = i1 + 1 < count2 ? i1 + 1 : 0;

			c[0].v = Utilities.Mul(xf2, vertices2[i1]);
			c[0].id.cf.indexA = (byte)edge1;
			c[0].id.cf.indexB = (byte)i1;
			c[0].id.cf.typeA = ContactFeature.FeatureType.e_face;
			c[0].id.cf.typeB = ContactFeature.FeatureType.e_vertex;

			c[1].v = Utilities.Mul(xf2, vertices2[i2]);
			c[1].id.cf.indexA = (byte)edge1;
			c[1].id.cf.indexB = (byte)i2;
			c[1].id.cf.typeA = ContactFeature.FeatureType.e_face;
			c[1].id.cf.typeB = ContactFeature.FeatureType.e_vertex;
		}
Exemple #28
0
		// Find the max separation between poly1 and poly2 using edge normals from poly1.
		static float FindMaxSeparation(out int edgeIndex,
										 PolygonShape poly1, Transform xf1,
										 PolygonShape poly2, Transform xf2)
		{
			int count1 = poly1.m_count;
			Vec2[] normals1 = poly1.m_normals;

			// Vector pointing from the centroid of poly1 to the centroid of poly2.
			Vec2 d = Utilities.Mul(xf2, poly2.m_centroid) - Utilities.Mul(xf1, poly1.m_centroid);
			Vec2 dLocal1 = Utilities.MulT(xf1.q, d);

			// Find edge normal on poly1 that has the largest projection onto d.
			int edge = 0;
			float maxDot = -Single.MaxValue;
			for (int i = 0; i < count1; ++i)
			{
				float dot = Utilities.Dot(normals1[i], dLocal1);
				if (dot > maxDot)
				{
					maxDot = dot;
					edge = i;
				}
			}

			// Get the separation for the edge normal.
			float s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);

			// Check the separation for the previous edge normal.
			int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
			float sPrev = EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);

			// Check the separation for the next edge normal.
			int nextEdge = edge + 1 < count1 ? edge + 1 : 0;
			float sNext = EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);

			// Find the best edge and the search direction.
			int bestEdge;
			float bestSeparation;
			int increment;
			if (sPrev > s && sPrev > sNext)
			{
				increment = -1;
				bestEdge = prevEdge;
				bestSeparation = sPrev;
			}
			else if (sNext > s)
			{
				increment = 1;
				bestEdge = nextEdge;
				bestSeparation = sNext;
			}
			else
			{
				edgeIndex = edge;
				return s;
			}

			// Perform a local search for the best edge normal.
			for ( ; ; )
			{
				if (increment == -1)
					edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
				else
					edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;

				s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);

				if (s > bestSeparation)
				{
					bestEdge = edge;
					bestSeparation = s;
				}
				else
				{
					break;
				}
			}

			edgeIndex = bestEdge;
			return bestSeparation;
		}
Exemple #29
0
		// Find the separation between poly1 and poly2 for a give edge normal on poly1.
		static float EdgeSeparation(PolygonShape poly1, Transform xf1, int edge1,
									  PolygonShape poly2, Transform xf2)
		{
			Vec2[] vertices1 = poly1.m_vertices;
			Vec2[] normals1 = poly1.m_normals;

			int count2 = poly2.m_count;
			Vec2[] vertices2 = poly2.m_vertices;

			Utilities.Assert(0 <= edge1 && edge1 < poly1.m_count);

			// Convert normal from poly1's frame into poly2's frame.
			Vec2 normal1World = Utilities.Mul(xf1.q, normals1[edge1]);
			Vec2 normal1 = Utilities.MulT(xf2.q, normal1World);

			// Find support vertex on poly2 for -normal.
			int index = 0;
			float minDot = Single.MaxValue;

			for (int i = 0; i < count2; ++i)
			{
				float dot = Utilities.Dot(vertices2[i], normal1);
				if (dot < minDot)
				{
					minDot = dot;
					index = i;
				}
			}

			Vec2 v1 = Utilities.Mul(xf1, vertices1[edge1]);
			Vec2 v2 = Utilities.Mul(xf2, vertices2[index]);
			float separation = Utilities.Dot(v2 - v1, normal1World);
			return separation;
		}
Exemple #30
0
		public Revolute()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				//fd.Filter.CategoryBits = 2;

				ground.CreateFixture(fd);
			}

			{
				CircleShape shape = new CircleShape();
				shape.m_radius = 0.5f;
				shape.Density = 5;

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

				RevoluteJointDef rjd = new RevoluteJointDef();

				bd.Position.Set(-10.0f, 20.0f);
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(shape);

				float w = 100.0f;
				body.SetAngularVelocity(w);
				body.SetLinearVelocity(new Vec2(-8.0f * w, 0.0f));

				rjd.Initialize(ground, body, new Vec2(-10.0f, 12.0f));
				rjd.motorSpeed = 1.0f * (float)Math.PI;
				rjd.maxMotorTorque = 10000.0f;
				rjd.enableMotor = false;
				rjd.lowerAngle = -0.25f * (float)Math.PI;
				rjd.upperAngle = 0.5f * (float)Math.PI;
				rjd.enableLimit = true;
				rjd.collideConnected = true;

				m_joint = (RevoluteJoint)m_world.CreateJoint(rjd);
			}

			{
				CircleShape circle_shape = new CircleShape();
				circle_shape.m_radius = 3.0f;

				BodyDef circle_bd = new BodyDef();
				circle_bd.type = BodyType._dynamicBody;
				circle_bd.Position.Set(5.0f, 30.0f);

				FixtureDef fd = new FixtureDef();
				fd.Density = 5.0f;
				fd.Filter.MaskBits = 1;
				fd.shape = circle_shape;

				m_ball = m_world.CreateBody(circle_bd);
				m_ball.CreateFixture(fd);

				PolygonShape polygon_shape = new PolygonShape();
				polygon_shape.SetAsBox(10.0f, 0.2f, new Vec2(-10.0f, 0.0f), 0.0f);
				polygon_shape.Density = 2;

				BodyDef polygon_bd = new BodyDef();
				polygon_bd.Position.Set(20.0f, 10.0f);
				polygon_bd.type = BodyType._dynamicBody;
				polygon_bd.bullet = true;
				Body polygon_body = m_world.CreateBody(polygon_bd);
				
				polygon_body.CreateFixture(polygon_shape);

				RevoluteJointDef rjd = new RevoluteJointDef();
				rjd.Initialize(ground, polygon_body, new Vec2(20.0f, 10.0f));
				rjd.lowerAngle = -0.25f * (float)Math.PI;
				rjd.upperAngle = 0.0f * (float)Math.PI;
				rjd.enableLimit = true;
				m_world.CreateJoint(rjd);
			}

			// Tests mass computation of a small object far from the origin
			{
				BodyDef bodyDef = new BodyDef();
				bodyDef.type = BodyType._dynamicBody;
				Body body = m_world.CreateBody(bodyDef);
		
				PolygonShape polyShape = new PolygonShape();
				Vec2[] verts = new Vec2[3];
				verts[0].Set( 17.63f, 36.31f );
				verts[1].Set( 17.52f, 36.69f );
				verts[2].Set( 17.19f, 36.36f );
				polyShape.Set(verts, 3);
		
				FixtureDef polyFixtureDef = new FixtureDef();
				polyFixtureDef.shape = polyShape;
				polyFixtureDef.Density = 1;

				body.CreateFixture(polyFixtureDef);	//assertion hits inside here
			}

		}