internal RevoluteJoint(RevoluteJointDef def) : base(def) { _localAnchor1 = def.localAnchorA; _localAnchor2 = def.localAnchorB; _referenceAngle = def.referenceAngle; _impulse = Vector3.zero; _motorImpulse = 0.0f; _lowerAngle = def.lowerAngle; _upperAngle = def.upperAngle; _maxMotorTorque = def.maxMotorTorque; _motorSpeed = def.motorSpeed; _enableLimit = def.enableLimit; _enableMotor = def.enableMotor; _limitState = LimitState.Inactive; }
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; } } }
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; }
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; }
public MobileBalanced() { Body ground; // Create ground body. { BodyDef bodyDef = new BodyDef(); bodyDef.Position.Set(0.0f, 20.0f); ground = m_world.CreateBody(bodyDef); } float a = 0.5f; Vec2 h = new Vec2(0.0f, a); Body root = AddNode(ground, new Vec2(0, 0), 0, 3.0f, a); RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.bodyA = ground; jointDef.bodyB = root; jointDef.localAnchorA.SetZero(); jointDef.localAnchorB = h; m_world.CreateJoint(jointDef); }
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 } }
public BodyTypes() { 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 attachment { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 3.0f); m_attachment = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 2.0f); shape.Density = 2; m_attachment.CreateFixture(shape); } // Define platform { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-4.0f, 5.0f); m_platform = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 4.0f, new Vec2(4.0f, 0.0f), 0.5f * (float)Math.PI); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.friction = 0.6f; fd.Density = 2.0f; m_platform.CreateFixture(fd); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(m_attachment, m_platform, new Vec2(0.0f, 5.0f)); rjd.maxMotorTorque = 50.0f; rjd.enableMotor = true; m_world.CreateJoint(rjd); PrismaticJointDef pjd = new PrismaticJointDef(); pjd.Initialize(ground, m_platform, new Vec2(0.0f, 5.0f), new Vec2(1.0f, 0.0f)); pjd.maxMotorForce = 1000.0f; pjd.enableMotor = true; pjd.lowerTranslation = -10.0f; pjd.upperTranslation = 10.0f; pjd.enableLimit = true; m_world.CreateJoint(pjd); m_speed = 3.0f; } // Create a payload { 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(0.75f, 0.75f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.friction = 0.6f; fd.Density = 2.0f; body.CreateFixture(fd); } }
public RopeJointTest() { 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; fd.Filter.CategoryBits = 0x0001; fd.Filter.MaskBits = 0xFFFF & ~0x0002; RevoluteJointDef jd = new RevoluteJointDef(); jd.collideConnected = false; const int N = 10; const float y = 15.0f; m_ropeDef.localAnchorA.Set(0.0f, y); Body prevBody = ground; for (int i = 0; i < N; ++i) { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.5f + 1.0f * i, y); if (i == N - 1) { shape.SetAsBox(1.5f, 1.5f); fd.Density = 100.0f; fd.Filter.CategoryBits = 0x0002; bd.Position.Set(1.0f * i, y); bd.angularDamping = 0.4f; } 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; } m_ropeDef.localAnchorB.SetZero(); float extraLength = 0.01f; m_ropeDef.maxLength = N - 1.0f + extraLength; m_ropeDef.bodyB = prevBody; } { m_ropeDef.bodyA = ground; m_rope = m_world.CreateJoint(m_ropeDef); } }
public Car() { m_hz = 4.0f; m_zeta = 0.7f; m_speed = 50.0f; Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.Density = 0.0f; fd.friction = 0.6f; shape.Set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f)); ground.CreateFixture(fd); float[] hs = new float[]{0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f}; float x = 20.0f, y1 = 0.0f, dx = 5.0f; for (int i = 0; i < 10; ++i) { float y2 = hs[i]; shape.Set(new Vec2(x, y1), new Vec2(x + dx, y2)); ground.CreateFixture(fd); y1 = y2; x += dx; } for (int i = 0; i < 10; ++i) { float y2 = hs[i]; shape.Set(new Vec2(x, y1), new Vec2(x + dx, y2)); ground.CreateFixture(fd); y1 = y2; x += dx; } shape.Set(new Vec2(x, 0.0f), new Vec2(x + 40.0f, 0.0f)); ground.CreateFixture(fd); x += 80.0f; shape.Set(new Vec2(x, 0.0f), new Vec2(x + 40.0f, 0.0f)); ground.CreateFixture(fd); x += 40.0f; shape.Set(new Vec2(x, 0.0f), new Vec2(x + 10.0f, 5.0f)); ground.CreateFixture(fd); x += 20.0f; shape.Set(new Vec2(x, 0.0f), new Vec2(x + 40.0f, 0.0f)); ground.CreateFixture(fd); x += 40.0f; shape.Set(new Vec2(x, 0.0f), new Vec2(x, 20.0f)); ground.CreateFixture(fd); } // Teeter { BodyDef bd = new BodyDef(); bd.Position.Set(140.0f, 1.0f); bd.type = BodyType._dynamicBody; Body body = m_world.CreateBody(bd); PolygonShape box = new PolygonShape(); box.SetAsBox(10.0f, 0.25f); box.Density = 1; body.CreateFixture(box); RevoluteJointDef jd = new RevoluteJointDef(); jd.Initialize(ground, body, body.GetPosition()); jd.lowerAngle = -8.0f * (float)Math.PI / 180.0f; jd.upperAngle = 8.0f * (float)Math.PI / 180.0f; jd.enableLimit = true; m_world.CreateJoint(jd); body.ApplyAngularImpulse(100.0f, true); } // Bridge { int N = 20; PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.0f, 0.125f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.Density = 1.0f; fd.friction = 0.6f; RevoluteJointDef jd = new RevoluteJointDef(); Body prevBody = ground; for (int i = 0; i < N; ++i) { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(161.0f + 2.0f * i, -0.125f); Body body = m_world.CreateBody(bd); body.CreateFixture(fd); Vec2 anchor = new Vec2(160.0f + 2.0f * i, -0.125f); jd.Initialize(prevBody, body, anchor); m_world.CreateJoint(jd); prevBody = body; } Vec2 anchor2 = new Vec2(160.0f + 2.0f * N, -0.125f); jd.Initialize(prevBody, ground, anchor2); m_world.CreateJoint(jd); } // Boxes { PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 0.5f); box.Density = 0.5f; Body body = null; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(230.0f, 0.5f); body = m_world.CreateBody(bd); body.CreateFixture(box); bd.Position.Set(230.0f, 1.5f); body = m_world.CreateBody(bd); body.CreateFixture(box); bd.Position.Set(230.0f, 2.5f); body = m_world.CreateBody(bd); body.CreateFixture(box); bd.Position.Set(230.0f, 3.5f); body = m_world.CreateBody(bd); body.CreateFixture(box); bd.Position.Set(230.0f, 4.5f); body = m_world.CreateBody(bd); body.CreateFixture(box); } // Car { PolygonShape chassis = new PolygonShape(); Vec2[] vertices = new Vec2[8]; vertices[0].Set(-1.5f, -0.5f); vertices[1].Set(1.5f, -0.5f); vertices[2].Set(1.5f, 0.0f); vertices[3].Set(0.0f, 0.9f); vertices[4].Set(-1.15f, 0.9f); vertices[5].Set(-1.5f, 0.2f); chassis.Set(vertices, 6); CircleShape circle = new CircleShape(); circle.m_radius = 0.4f; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 1.0f); m_car = m_world.CreateBody(bd); m_car.CreateFixture(chassis); FixtureDef fd = new FixtureDef(); fd.shape = circle; fd.Density = 1.0f; fd.friction = 0.9f; bd.Position.Set(-1.0f, 0.35f); m_wheel1 = m_world.CreateBody(bd); m_wheel1.CreateFixture(fd); bd.Position.Set(1.0f, 0.4f); m_wheel2 = m_world.CreateBody(bd); m_wheel2.CreateFixture(fd); WheelJointDef jd = new WheelJointDef(); Vec2 axis = new Vec2(0.0f, 1.0f); jd.Initialize(m_car, m_wheel1, m_wheel1.GetPosition(), axis); jd.motorSpeed = 0.0f; jd.maxMotorTorque = 20.0f; jd.enableMotor = true; jd.frequencyHz = m_hz; jd.dampingRatio = m_zeta; m_spring1 = (WheelJoint)m_world.CreateJoint(jd); jd.Initialize(m_car, m_wheel2, m_wheel2.GetPosition(), axis); jd.motorSpeed = 0.0f; jd.maxMotorTorque = 10.0f; jd.enableMotor = false; jd.frequencyHz = m_hz; jd.dampingRatio = m_zeta; m_spring2 = (WheelJoint)m_world.CreateJoint(jd); } }
internal RevoluteJoint(RevoluteJointDef def): base(def) { m_localAnchorA = def.localAnchorA; m_localAnchorB = def.localAnchorB; m_referenceAngle = def.referenceAngle; m_impulse.SetZero(); m_motorImpulse = 0.0f; m_lowerAngle = def.lowerAngle; m_upperAngle = def.upperAngle; m_maxMotorTorque = def.maxMotorTorque; m_motorSpeed = def.motorSpeed; m_enableLimit = def.enableLimit; m_enableMotor = def.enableMotor; m_limitState = LimitState.e_inactiveLimit; }
public Gears() { Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); shape.Density = 0; ground.CreateFixture(shape); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; circle1.Density = 5; PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 5.0f); box.Density = 5; CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; circle2.Density = 5; BodyDef bd1 = new BodyDef(); bd1.type = BodyType._staticBody; bd1.Position.Set(10.0f, 9.0f); Body body1 = m_world.CreateBody(bd1); body1.CreateFixture(circle1); BodyDef bd2 = new BodyDef(); bd2.type = BodyType._dynamicBody; bd2.Position.Set(10.0f, 8.0f); Body body2 = m_world.CreateBody(bd2); body2.CreateFixture(box); BodyDef bd3 = new BodyDef(); bd3.type = BodyType._dynamicBody; bd3.Position.Set(10.0f, 6.0f); Body body3 = m_world.CreateBody(bd3); body3.CreateFixture(circle2); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.Initialize(body2, body1, bd1.Position); Joint joint1 = m_world.CreateJoint(jd1); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.Initialize(body2, body3, bd3.Position); Joint joint2 = m_world.CreateJoint(jd2); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body3; jd4.joint1 = joint1; jd4.joint2 = joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_world.CreateJoint(jd4); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; circle1.Density = 5; CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; circle2.Density = 5; PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 5.0f); BodyDef bd1 = new BodyDef(); bd1.type = BodyType._dynamicBody; bd1.Position.Set(-3.0f, 12.0f); Body body1 = m_world.CreateBody(bd1); body1.CreateFixture(circle1); 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(); m_joint1 = (RevoluteJoint)m_world.CreateJoint(jd1); BodyDef bd2 = new BodyDef(); bd2.type = BodyType._dynamicBody; bd2.Position.Set(0.0f, 12.0f); Body body2 = m_world.CreateBody(bd2); body2.CreateFixture(circle2); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.Initialize(ground, body2, bd2.Position); m_joint2 = (RevoluteJoint)m_world.CreateJoint(jd2); BodyDef bd3 = new BodyDef(); bd3.type = BodyType._dynamicBody; bd3.Position.Set(2.5f, 12.0f); Body body3 = m_world.CreateBody(bd3); box.Density = 5; body3.CreateFixture(box); PrismaticJointDef jd3 = new PrismaticJointDef(); jd3.Initialize(ground, body3, bd3.Position, new Vec2(0.0f, 1.0f)); jd3.lowerTranslation = -5.0f; jd3.upperTranslation = 5.0f; jd3.enableLimit = true; m_joint3 = (PrismaticJoint)m_world.CreateJoint(jd3); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body2; jd4.joint1 = m_joint1; jd4.joint2 = m_joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_joint4 = (GearJoint)m_world.CreateJoint(jd4); GearJointDef jd5 = new GearJointDef(); jd5.bodyA = body2; jd5.bodyB = body3; jd5.joint1 = m_joint2; jd5.joint2 = m_joint3; jd5.ratio = -1.0f / circle2.m_radius; m_joint5 = (GearJoint)m_world.CreateJoint(jd5); } }
public void CreateLeg(float s, Vec2 wheelAnchor) { Vec2 p1 = new Vec2(5.4f * s, -6.1f); Vec2 p2 = new Vec2(7.2f * s, -1.2f); Vec2 p3 = new Vec2(4.3f * s, -1.9f); Vec2 p4 = new Vec2(3.1f * s, 0.8f); Vec2 p5 = new Vec2(6.0f * s, 1.5f); Vec2 p6 = new Vec2(2.5f * s, 3.7f); FixtureDef fd1 = new FixtureDef(); FixtureDef fd2 = new FixtureDef(); fd1.Filter.GroupIndex = -1; fd2.Filter.GroupIndex = -1; fd1.Density = 1.0f; fd2.Density = 1.0f; PolygonShape poly1 = new PolygonShape(); PolygonShape poly2 = new PolygonShape(); if (s > 0.0f) { Vec2[] vertices = new Vec2[3]; vertices[0] = p1; vertices[1] = p2; vertices[2] = p3; poly1.Set(vertices, 3); vertices[0] = new Vec2(0, 0); vertices[1] = p5 - p4; vertices[2] = p6 - p4; poly2.Set(vertices, 3); } else { Vec2[] vertices = new Vec2[3]; vertices[0] = p1; vertices[1] = p3; vertices[2] = p2; poly1.Set(vertices, 3); vertices[0] = new Vec2(0, 0); vertices[1] = p6 - p4; vertices[2] = p5 - p4; poly2.Set(vertices, 3); } fd1.shape = poly1; fd2.shape = poly2; BodyDef bd1 = new BodyDef(); BodyDef bd2 = new BodyDef(); bd1.type = BodyType._dynamicBody; bd2.type = BodyType._dynamicBody; bd1.Position = m_offset; bd2.Position = p4 + m_offset; bd1.angularDamping = 10.0f; bd2.angularDamping = 10.0f; Body body1 = m_world.CreateBody(bd1); Body body2 = m_world.CreateBody(bd2); body1.CreateFixture(fd1); body2.CreateFixture(fd2); DistanceJointDef djd = new DistanceJointDef(); // Using a soft distance constraint can reduce some jitter. // It also makes the structure seem a bit more fluid by // acting like a suspension system. djd.dampingRatio = 0.5f; djd.frequencyHz = 10.0f; djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset); m_world.CreateJoint(djd); djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset); m_world.CreateJoint(djd); djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset); m_world.CreateJoint(djd); djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset); m_world.CreateJoint(djd); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(body2, m_chassis, p4 + m_offset); m_world.CreateJoint(rjd); }
public TheoJansen() { m_offset.Set(0.0f, 8.0f); m_motorSpeed = 2.0f; m_motorOn = true; Vec2 pivot = new Vec2(0.0f, 0.8f); // Ground { BodyDef bd = new BodyDef(); Body ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Density = 0; shape.Set(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f)); ground.CreateFixture(shape); shape.Set(new Vec2(-50.0f, 0.0f), new Vec2(-50.0f, 10.0f)); ground.CreateFixture(shape); shape.Set(new Vec2(50.0f, 0.0f), new Vec2(50.0f, 10.0f)); ground.CreateFixture(shape); } // Balls for (int i = 0; i < 40; ++i) { CircleShape shape = new CircleShape(); shape.m_radius = 0.25f; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-40.0f + 2.0f * i, 0.5f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); } // Chassis { PolygonShape shape = new PolygonShape(); shape.SetAsBox(2.5f, 1.0f); FixtureDef sd = new FixtureDef(); sd.Density = 1.0f; sd.shape = shape; sd.Filter.GroupIndex = -1; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position = pivot + m_offset; m_chassis = m_world.CreateBody(bd); m_chassis.CreateFixture(sd); } { CircleShape shape = new CircleShape(); shape.m_radius = 1.6f; FixtureDef sd = new FixtureDef(); sd.Density = 1.0f; sd.shape = shape; sd.Filter.GroupIndex = -1; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position = pivot + m_offset; m_wheel = m_world.CreateBody(bd); m_wheel.CreateFixture(sd); } { RevoluteJointDef jd = new RevoluteJointDef(); jd.Initialize(m_wheel, m_chassis, pivot + m_offset); jd.collideConnected = false; jd.motorSpeed = m_motorSpeed; jd.maxMotorTorque = 400.0f; jd.enableMotor = m_motorOn; m_motorJoint = (RevoluteJoint)m_world.CreateJoint(jd); } Vec2 wheelAnchor; wheelAnchor = pivot + new Vec2(0.0f, -0.8f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); m_wheel.SetTransform(m_wheel.GetPosition(), 120.0f * (float)Math.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); m_wheel.SetTransform(m_wheel.GetPosition(), -120.0f * (float)Math.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); }
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); } }
public Dominos() { Body b1; { EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); shape.Density = 0; BodyDef bd = new BodyDef(); b1 = m_world.CreateBody(bd); b1.CreateFixture(shape); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-1.5f, 10.0f); Body ground = m_world.CreateBody(bd); shape.Density = 0; ground.CreateFixture(shape); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.1f, 1.0f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.Density = 20.0f; fd.friction = 0.1f; for (int i = 0; i < 10; ++i) { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-6.0f + 1.0f * i, 11.25f); Body body = m_world.CreateBody(bd); body.CreateFixture(fd); } } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(7.0f, 0.25f, new Vec2(0, 0), 0.3f); shape.Density = 0; BodyDef bd = new BodyDef(); bd.Position.Set(1.0f, 6.0f); Body ground = m_world.CreateBody(bd); ground.CreateFixture(shape); } Body b2; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 1.5f); shape.Density = 0; BodyDef bd = new BodyDef(); bd.Position.Set(-7.0f, 4.0f); b2 = m_world.CreateBody(bd); b2.CreateFixture(shape); } Body b3; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.125f); shape.Density = 10; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-0.9f, 1.0f); bd.angle = -0.15f; b3 = m_world.CreateBody(bd); b3.CreateFixture(shape); } RevoluteJointDef jd = new RevoluteJointDef(); Vec2 anchor = new Vec2(); anchor.Set(-2.0f, 1.0f); jd.Initialize(b1, b3, anchor); jd.collideConnected = true; m_world.CreateJoint(jd); Body b4; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 0.25f); BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-10.0f, 15.0f); b4 = m_world.CreateBody(bd); shape.Density = 10; shape.Density = 10; b4.CreateFixture(shape); } anchor.Set(-7.0f, 15.0f); jd.Initialize(b2, b4, anchor); m_world.CreateJoint(jd); Body b5; { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(6.5f, 3.0f); b5 = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.Density = 10.0f; fd.friction = 0.1f; shape.SetAsBox(1.0f, 0.1f, new Vec2(0.0f, -0.9f), 0.0f); b5.CreateFixture(fd); shape.SetAsBox(0.1f, 1.0f, new Vec2(-0.9f, 0.0f), 0.0f); b5.CreateFixture(fd); shape.SetAsBox(0.1f, 1.0f, new Vec2(0.9f, 0.0f), 0.0f); b5.CreateFixture(fd); } anchor.Set(6.0f, 2.0f); jd.Initialize(b1, b5, anchor); m_world.CreateJoint(jd); Body b6; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.0f, 0.1f); BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(6.5f, 4.1f); b6 = m_world.CreateBody(bd); shape.Density = 30; b6.CreateFixture(shape); } anchor.Set(7.5f, 4.0f); jd.Initialize(b5, b6, anchor); m_world.CreateJoint(jd); Body b7; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.1f, 1.0f); BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(7.4f, 1.0f); b7 = m_world.CreateBody(bd); shape.Density = 10; b7.CreateFixture(shape); } DistanceJointDef djd = new DistanceJointDef(); djd.bodyA = b3; djd.bodyB = b7; djd.localAnchorA.Set(6.0f, 0.0f); djd.localAnchorB.Set(0.0f, -1.0f); Vec2 d = djd.bodyB.GetWorldPoint(djd.localAnchorB) - djd.bodyA.GetWorldPoint(djd.localAnchorA); djd.length = d.Length(); m_world.CreateJoint(djd); { float radius = 0.2f; CircleShape shape = new CircleShape(); shape.m_radius = radius; for (int i = 0; i < 4; ++i) { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(5.9f + 2.0f * radius * i, 2.4f); Body body = m_world.CreateBody(bd); shape.Density = 10; body.CreateFixture(shape); } } }
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 SliderCrank() { 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); } { Body prevBody = ground; // Define crank. { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 2.0f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 7.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 5.0f)); rjd.motorSpeed = 1.0f * (float)Math.PI; rjd.maxMotorTorque = 10000.0f; rjd.enableMotor = true; m_joint1 = (RevoluteJoint)m_world.CreateJoint(rjd); prevBody = body; } // Define follower. { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 4.0f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 13.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 9.0f)); rjd.enableMotor = false; m_world.CreateJoint(rjd); prevBody = body; } // Define piston { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.5f, 1.5f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.fixedRotation = true; bd.Position.Set(0.0f, 17.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 17.0f)); m_world.CreateJoint(rjd); PrismaticJointDef pjd = new PrismaticJointDef(); pjd.Initialize(ground, body, new Vec2(0.0f, 17.0f), new Vec2(0.0f, 1.0f)); pjd.maxMotorForce = 1000.0f; pjd.enableMotor = true; m_joint2 = (PrismaticJoint)m_world.CreateJoint(pjd); } // Create a payload { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.5f, 1.5f); BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 23.0f); Body body = m_world.CreateBody(bd); shape.Density = 2; body.CreateFixture(shape); } } }