public SphereStack() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { CircleShape shape = new CircleShape(); shape._radius = 1.0f; for (int i = 0; i < _count; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 4.0f + 3.0f * i); _bodies[i] = _world.CreateBody(bd); _bodies[i].CreateFixture(shape, 1.0f); //m_bodies[i]->SetLinearVelocity(b2Vec2(0.0f, -100.0f)); } } }
public static void CollideCircles(out Manifold manifold, CircleShape circle1, Transform xf1, CircleShape circle2, Transform xf2) { manifold = new Manifold(); manifold.PointCount = 0; Vec2 p1 = Math.Mul(xf1, circle1._p); Vec2 p2 = Math.Mul(xf2, circle2._p); Vec2 d = p2 - p1; float distSqr = Vec2.Dot(d, d); float radius = circle1._radius + circle2._radius; if (distSqr > radius * radius) { return; } manifold.Type = Manifold.ManifoldType.Circles; manifold.LocalPoint = circle1._p; manifold.LocalPlaneNormal.SetZero(); manifold.PointCount = 1; manifold.Points[0].LocalPoint = circle2._p; manifold.Points[0].ID.Key = 0; }
public VaryingRestitution() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { CircleShape shape = new CircleShape(); shape._radius = 1.0f; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; float[] restitution = { 0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f }; for (int i = 0; i < 7; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + 3.0f * i, 20.0f); Body body = _world.CreateBody(bd); fd.Restitution = restitution[i]; body.CreateFixture(fd); } } }
public override Shape Clone() { CircleShape shape = new CircleShape(); shape._p = this._p; shape.Type = this.Type; shape._radius = this._radius; return shape; }
public Confined() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); // Floor shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); // Left wall shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(-10.0f, 20.0f)); ground.CreateFixture(shape, 0); // Right wall shape.SetAsEdge(new Vec2(10.0f, 0.0f), new Vec2(10.0f, 20.0f)); ground.CreateFixture(shape, 0); // Roof shape.SetAsEdge(new Vec2(-10.0f, 20.0f), new Vec2(10.0f, 20.0f)); ground.CreateFixture(shape, 0); } { float radius = 0.5f; CircleShape shape = new CircleShape(); shape._p.SetZero(); shape._radius = radius; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; fd.Friction = 0.1f; for (int j = 0; j < _columnCount; ++j) { for (int i = 0; i < _rowCount; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } } } _world.Gravity = new Vec2(0, 0); }
public SensorTest() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } #if false { b2FixtureDef sd; sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f); sd.isSensor = true; m_sensor = ground->CreateFixture(&sd); } #else { CircleShape shape = new CircleShape(); shape._radius = 5.0f; shape._p.Set(0.0f, 10.0f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.IsSensor = true; _sensor = ground.CreateFixture(fd); } #endif } { CircleShape shape = new CircleShape(); shape._radius = 1.0f; for (int i = 0; i < _count; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + 3.0f * i, 20.0f); bd.UserData = false; _bodies[i] = _world.CreateBody(bd); _bodies[i].CreateFixture(shape, 1.0f); } } }
public static void CollideCircles(ref Manifold manifold, CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2) { manifold.PointCount = 0; Vec2 p1 = Common.Math.Mul(xf1, circle1.GetLocalPosition()); Vec2 p2 = Common.Math.Mul(xf2, circle2.GetLocalPosition()); Vec2 d = p2 - p1; float distSqr = Vec2.Dot(d, d); float r1 = circle1.GetRadius(); float r2 = circle2.GetRadius(); float radiusSum = r1 + r2; if (distSqr > radiusSum * radiusSum) { return; } float separation; if (distSqr < Common.Settings.FLT_EPSILON) { separation = -radiusSum; manifold.Normal.Set(0.0f, 1.0f); } else { float dist = Common.Math.Sqrt(distSqr); separation = dist - radiusSum; float a = 1.0f / dist; manifold.Normal.X = a * d.X; manifold.Normal.Y = a * d.Y; } manifold.PointCount = 1; manifold.Points[0].ID.Key = 0; manifold.Points[0].Separation = separation; p1 += r1 * manifold.Normal; p2 -= r2 * manifold.Normal; Vec2 p = 0.5f * (p1 + p2); manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, p); manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, p); }
public static void CollideCircles(ref Manifold manifold, CircleShape circle1, Transform xf1, CircleShape circle2, Transform xf2) { manifold.PointCount = 0; Vector2 p1 = xf1.TransformPoint(circle1._position); Vector2 p2 = xf2.TransformPoint(circle2._position); Vector2 d = p2 - p1; float distSqr = Vector2.Dot(d, d); float radius = circle1._radius + circle2._radius; if (distSqr > radius * radius) { return; } manifold.Type = ManifoldType.Circles; manifold.LocalPoint = circle1._position; manifold.LocalPlaneNormal = Vector2.zero; manifold.PointCount = 1; manifold.Points[0].LocalPoint = circle2._position; manifold.Points[0].ID.Key = 0; }
public CollisionProcessing() { // Ground body { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f)); FixtureDef sd = new FixtureDef(); sd.Shape = shape; ; BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); ground.CreateFixture(sd); } float xLo = -5.0f, xHi = 5.0f; float yLo = 2.0f, yHi = 35.0f; // Small triangle Vec2[] vertices = new Vec2[3]; vertices[0].Set(-1.0f, 0.0f); vertices[1].Set(1.0f, 0.0f); vertices[2].Set(0.0f, 2.0f); PolygonShape polygon = new PolygonShape(); polygon.Set(vertices, 3); FixtureDef triangleShapeDef = new FixtureDef(); triangleShapeDef.Shape = polygon; triangleShapeDef.Density = 1.0f; BodyDef triangleBodyDef = new BodyDef(); triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body1 = _world.CreateBody(triangleBodyDef); body1.CreateFixture(triangleShapeDef); // Large triangle (recycle definitions) vertices[0] *= 2.0f; vertices[1] *= 2.0f; vertices[2] *= 2.0f; polygon.Set(vertices, 3); triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body2 = _world.CreateBody(triangleBodyDef); body2.CreateFixture(triangleShapeDef); // Small box polygon.SetAsBox(1.0f, 0.5f); FixtureDef boxShapeDef = new FixtureDef(); boxShapeDef.Shape = polygon; boxShapeDef.Density = 1.0f; BodyDef boxBodyDef = new BodyDef(); boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body3 = _world.CreateBody(boxBodyDef); body3.CreateFixture(boxShapeDef); // Large box (recycle definitions) polygon.SetAsBox(2.0f, 1.0f); boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body4 = _world.CreateBody(boxBodyDef); body4.CreateFixture(boxShapeDef); // Small circle CircleShape circle = new CircleShape(); circle._radius = 1.0f; FixtureDef circleShapeDef = new FixtureDef(); circleShapeDef.Shape = circle; circleShapeDef.Density = 1.0f; BodyDef circleBodyDef = new BodyDef(); circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body5 = _world.CreateBody(circleBodyDef); body5.CreateFixture(circleShapeDef); // Large circle circle._radius *= 2.0f; circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body6 = _world.CreateBody(circleBodyDef); body6.CreateFixture(circleShapeDef); }
public void Create(BroadPhase broadPhase, Body body, XForm xf, FixtureDef def) { UserData = def.UserData; Friction = def.Friction; Restitution = def.Restitution; Density = def.Density; _body = body; _next = null; Filter = def.Filter; _isSensor = def.IsSensor; _type = def.Type; // Allocate and initialize the child shape. switch (_type) { case ShapeType.CircleShape: { CircleShape circle = new CircleShape(); CircleDef circleDef = (CircleDef)def; circle._position = circleDef.LocalPosition; circle._radius = circleDef.Radius; _shape = circle; } break; case ShapeType.PolygonShape: { PolygonShape polygon = new PolygonShape(); PolygonDef polygonDef = (PolygonDef)def; polygon.Set(polygonDef.Vertices, polygonDef.VertexCount); _shape = polygon; } break; case ShapeType.EdgeShape: { EdgeShape edge = new EdgeShape(); EdgeDef edgeDef = (EdgeDef)def; edge.Set(edgeDef.Vertex1, edgeDef.Vertex2); _shape = edge; } break; default: Box2DXDebug.Assert(false); break; } // Create proxy in the broad-phase. AABB aabb; _shape.ComputeAABB(out aabb, xf); bool inRange = broadPhase.InRange(aabb); // You are creating a shape outside the world box. Box2DXDebug.Assert(inRange); if (inRange) { _proxyId = broadPhase.CreateProxy(aabb, this); } else { _proxyId = PairManager.NullProxy; } }
public CollisionFiltering() { // Ground body { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); FixtureDef sd = new FixtureDef(); sd.Shape = shape; sd.Friction = 0.3f; BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); ground.CreateFixture(sd); } // Small triangle Vec2[] vertices = new Vec2[3]; vertices[0].Set(-1.0f, 0.0f); vertices[1].Set(1.0f, 0.0f); vertices[2].Set(0.0f, 2.0f); PolygonShape polygon = new PolygonShape(); polygon.Set(vertices, 3); FixtureDef triangleShapeDef = new FixtureDef(); triangleShapeDef.Shape = polygon; triangleShapeDef.Density = 1.0f; triangleShapeDef.Filter.GroupIndex = k_smallGroup; triangleShapeDef.Filter.CategoryBits = k_triangleCategory; triangleShapeDef.Filter.MaskBits = k_triangleMask; BodyDef triangleBodyDef = new BodyDef(); triangleBodyDef.Position.Set(-5.0f, 2.0f); Body body1 = _world.CreateBody(triangleBodyDef); body1.CreateFixture(triangleShapeDef); // Large triangle (recycle definitions) vertices[0] *= 2.0f; vertices[1] *= 2.0f; vertices[2] *= 2.0f; polygon.Set(vertices, 3); triangleShapeDef.Filter.GroupIndex = k_largeGroup; triangleBodyDef.Position.Set(-5.0f, 6.0f); triangleBodyDef.FixedRotation = true; // look at me! Body body2 = _world.CreateBody(triangleBodyDef); body2.CreateFixture(triangleShapeDef); // Small box polygon.SetAsBox(1.0f, 0.5f); FixtureDef boxShapeDef = new FixtureDef(); boxShapeDef.Shape = polygon; boxShapeDef.Density = 1.0f; boxShapeDef.Restitution = 0.1f; boxShapeDef.Filter.GroupIndex = k_smallGroup; boxShapeDef.Filter.CategoryBits = k_boxCategory; boxShapeDef.Filter.MaskBits = k_boxMask; BodyDef boxBodyDef = new BodyDef(); boxBodyDef.Position.Set(0.0f, 2.0f); Body body3 = _world.CreateBody(boxBodyDef); body3.CreateFixture(boxShapeDef); // Large box (recycle definitions) polygon.SetAsBox(2.0f, 1.0f); boxShapeDef.Filter.GroupIndex = k_largeGroup; boxBodyDef.Position.Set(0.0f, 6.0f); Body body4 = _world.CreateBody(boxBodyDef); body4.CreateFixture(boxShapeDef); // Small circle CircleShape circle = new CircleShape(); circle._radius = 1.0f; FixtureDef circleShapeDef = new FixtureDef(); circleShapeDef.Shape = circle; circleShapeDef.Density = 1.0f; circleShapeDef.Filter.GroupIndex = k_smallGroup; circleShapeDef.Filter.CategoryBits = k_circleCategory; circleShapeDef.Filter.MaskBits = k_circleMask; BodyDef circleBodyDef = new BodyDef(); circleBodyDef.Position.Set(5.0f, 2.0f); Body body5 = _world.CreateBody(circleBodyDef); body5.CreateFixture(circleShapeDef); // Large circle circle._radius *= 2.0f; circleShapeDef.Filter.GroupIndex = k_largeGroup; circleBodyDef.Position.Set(5.0f, 6.0f); Body body6 = _world.CreateBody(circleBodyDef); body6.CreateFixture(circleShapeDef); }
public static void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2) { manifold.PointCount = 0; // Compute circle position in the frame of the polygon. Vec2 c = Common.Math.Mul(xf2, circle.GetLocalPosition()); Vec2 cLocal = Common.Math.MulT(xf1, c); // Find the min separating edge. int normalIndex = 0; float separation = -Settings.FLT_MAX; float radius = circle.GetRadius(); int vertexCount = polygon.VertexCount; Vec2[] vertices = polygon.GetVertices(); Vec2[] normals = polygon.Normals; for (int i = 0; i < vertexCount; ++i) { float s = Vec2.Dot(normals[i], cLocal - vertices[i]); if (s > radius) { // Early out. return; } if (s > separation) { separation = s; normalIndex = i; } } // If the center is inside the polygon ... if (separation < Common.Settings.FLT_EPSILON) { manifold.PointCount = 1; manifold.Normal = Common.Math.Mul(xf1.R, normals[normalIndex]); manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex; manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature; manifold.Points[0].ID.Features.ReferenceEdge = 0; manifold.Points[0].ID.Features.Flip = 0; Vec2 position = c - radius * manifold.Normal; manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position); manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position); manifold.Points[0].Separation = separation - radius; return; } // Project the circle center onto the edge segment. int vertIndex1 = normalIndex; int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0; Vec2 e = vertices[vertIndex2] - vertices[vertIndex1]; float length = e.Normalize(); Box2DXDebug.Assert(length > Settings.FLT_EPSILON); // Project the center onto the edge. float u = Vec2.Dot(cLocal - vertices[vertIndex1], e); Vec2 p; if (u <= 0.0f) { p = vertices[vertIndex1]; manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature; manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex1; } else if (u >= length) { p = vertices[vertIndex2]; manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature; manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex2; } else { p = vertices[vertIndex1] + u * e; manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex; manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature; } Vec2 d = cLocal - p; float dist = d.Normalize(); if (dist > radius) { return; } manifold.PointCount = 1; manifold.Normal = Common.Math.Mul(xf1.R, d); Vec2 position_ = c - radius * manifold.Normal; manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position_); manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position_); manifold.Points[0].Separation = dist - radius; manifold.Points[0].ID.Features.ReferenceEdge = 0; manifold.Points[0].ID.Features.Flip = 0; }
public Gears() { Body ground = null; { BodyDef bd = new BodyDef(); ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); ground.CreateFixture(shape, 0); } { CircleShape circle1 = new CircleShape(); circle1._radius = 1.0f; CircleShape circle2 = new CircleShape(); circle2._radius = 2.0f; PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 5.0f); BodyDef bd1 = new BodyDef(); bd1.Position.Set(-3.0f, 12.0f); Body body1 = _world.CreateBody(bd1); body1.CreateFixture(circle1, 5.0f); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.Body1 = ground; jd1.Body2 = body1; jd1.LocalAnchor1 = ground.GetLocalPoint(bd1.Position); jd1.LocalAnchor2 = body1.GetLocalPoint(bd1.Position); jd1.ReferenceAngle = body1.GetAngle() - ground.GetAngle(); _joint1 = (RevoluteJoint)_world.CreateJoint(jd1); BodyDef bd2 = new BodyDef(); bd2.Position.Set(0.0f, 12.0f); Body body2 = _world.CreateBody(bd2); body2.CreateFixture(circle2, 5.0f); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.Initialize(ground, body2, bd2.Position); _joint2 = (RevoluteJoint)_world.CreateJoint(jd2); BodyDef bd3 = new BodyDef(); bd3.Position.Set(2.5f, 12.0f); Body body3 = _world.CreateBody(bd3); body3.CreateFixture(box, 5.0f); PrismaticJointDef jd3 = new PrismaticJointDef(); jd3.Initialize(ground, body3, bd3.Position, new Vec2(0.0f, 1.0f)); jd3.LowerTranslation = -5.0f; jd3.UpperTranslation = 5.0f; jd3.EnableLimit = true; _joint3 = (PrismaticJoint)_world.CreateJoint(jd3); GearJointDef jd4 = new GearJointDef(); jd4.Body1 = body1; jd4.Body2 = body2; jd4.Joint1 = _joint1; jd4.Joint2 = _joint2; jd4.Ratio = circle2._radius / circle1._radius; _joint4 = (GearJoint)_world.CreateJoint(jd4); GearJointDef jd5 = new GearJointDef(); jd5.Body1 = body2; jd5.Body2 = body3; jd5.Joint1 = _joint2; jd5.Joint2 = _joint3; jd5.Ratio = -1.0f / circle2._radius; _joint5 = (GearJoint)_world.CreateJoint(jd5); } }
internal static Shape Create(ShapeDef def) { Shape result; switch (def.Type) { case ShapeType.CircleShape: { result = new CircleShape(def); break; } case ShapeType.PolygonShape: { result = new PolygonShape(def); break; } default: { Box2DXDebug.Assert(false); result = null; break; } } return result; }
public CompoundShapes() { { BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 0.0f); Body body = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); body.CreateFixture(shape, 0); } { CircleShape circle1 = new CircleShape(); circle1._radius = 0.5f; circle1._p.Set(-0.5f, 0.5f); CircleShape circle2 = new CircleShape(); circle2._radius = 0.5f; circle2._p.Set(0.5f, 0.5f); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x + 5.0f, 1.05f + 2.5f * i); bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI); Body body = _world.CreateBody(bd); body.CreateFixture(circle1, 2.0f); body.CreateFixture(circle2, 0); } } { PolygonShape polygon1 = new PolygonShape(); polygon1.SetAsBox(0.25f, 0.5f); PolygonShape polygon2 = new PolygonShape(); polygon2.SetAsBox(0.25f, 0.5f, new Vec2(0.0f, -0.5f), 0.5f * Box2DX.Common.Settings.PI); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x - 5.0f, 1.05f + 2.5f * i); bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI); Body body = _world.CreateBody(bd); body.CreateFixture(polygon1, 2.0f); body.CreateFixture(polygon2, 2.0f); } } { Transform xf1 = new Transform(); xf1.R.Set(0.3524f * Box2DX.Common.Settings.PI); xf1.Position = Math.Mul(xf1.R, new Vec2(1.0f, 0.0f)); Vec2[] vertices = new Vec2[3]; PolygonShape triangle1 = new PolygonShape(); vertices[0] = Math.Mul(xf1, new Vec2(-1.0f, 0.0f)); vertices[1] = Math.Mul(xf1, new Vec2(1.0f, 0.0f)); vertices[2] = Math.Mul(xf1, new Vec2(0.0f, 0.5f)); triangle1.Set(vertices, 3); Transform xf2 = new Transform(); xf2.R.Set(-0.3524f * Box2DX.Common.Settings.PI); xf2.Position = Math.Mul(xf2.R, new Vec2(-1.0f, 0.0f)); PolygonShape triangle2 = new PolygonShape(); vertices[0] = Math.Mul(xf2, new Vec2(-1.0f, 0.0f)); vertices[1] = Math.Mul(xf2, new Vec2(1.0f, 0.0f)); vertices[2] = Math.Mul(xf2, new Vec2(0.0f, 0.5f)); triangle2.Set(vertices, 3); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x, 2.05f + 2.5f * i); bd.Angle = 0.0f; Body body = _world.CreateBody(bd); body.CreateFixture(triangle1, 2.0f); body.CreateFixture(triangle2, 2.0f); } } { PolygonShape bottom = new PolygonShape(); bottom.SetAsBox(1.5f, 0.15f); PolygonShape left = new PolygonShape(); left.SetAsBox(0.15f, 2.7f, new Vec2(-1.45f, 2.35f), 0.2f); PolygonShape right = new PolygonShape(); right.SetAsBox(0.15f, 2.7f, new Vec2(1.45f, 2.35f), -0.2f); BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 2.0f); Body body = _world.CreateBody(bd); body.CreateFixture(bottom, 4.0f); body.CreateFixture(left, 4.0f); body.CreateFixture(right, 4.0f); } }
private void CreateCircle() { float radius = 0.5f; CircleShape shape = new CircleShape(); shape._p.SetZero(); shape._radius = radius; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; fd.Friction = 0.0f; BodyDef bd = new BodyDef(); bd.Position.Set(Math.Random(), (2.0f + Math.Random()) * radius); Body body = _world.CreateBody(bd); body.CreateFixture(fd); }
public Bridge() { Body ground = null; { BodyDef bd = new BodyDef(); ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { 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(); const int numPlanks = 30; Body prevBody = ground; for (int i = 0; i < _count; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-14.5f + 1.0f * i, 5.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); Vec2 anchor = new Vec2(-15.0f + 1.0f * i, 5.0f); jd.Initialize(prevBody, body, anchor); _world.CreateJoint(jd); if (i == (_count >> 1)) { _middle = body; } prevBody = body; } Vec2 anchor2 = new Vec2(-15.0f + 1.0f * _count, 5.0f); jd.Initialize(prevBody, ground, anchor2); _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.Position.Set(-8.0f + 8.0f * i, 12.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } for (int i = 0; i < 3; ++i) { CircleShape shape = new CircleShape(); shape._radius = 0.5f; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; BodyDef bd = new BodyDef(); bd.Position.Set(-6.0f + 6.0f * i, 10.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } }
public Dominos() { Body b1; { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); BodyDef bd = new BodyDef(); b1 = _world.CreateBody(bd); b1.CreateFixture(shape,0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-1.5f, 10.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape,0); } { 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.Position.Set(-6.0f + 1.0f * i, 11.25f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(7.0f, 0.25f, Vec2.Zero, 0.3f); BodyDef bd = new BodyDef(); bd.Position.Set(1.0f, 6.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape,0); } Body b2; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 1.5f); BodyDef bd = new BodyDef(); bd.Position.Set(-7.0f, 4.0f); b2 = _world.CreateBody(bd); b2.CreateFixture(shape,0); } Body b3; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.125f); BodyDef bd = new BodyDef(); bd.Position.Set(-0.9f, 1.0f); bd.Angle = -0.15f; b3 = _world.CreateBody(bd); b3.CreateFixture(shape, 10.0f); } RevoluteJointDef jd = new RevoluteJointDef(); Vec2 anchor = new Vec2(); anchor.Set(-2.0f, 1.0f); jd.Initialize(b1, b3, anchor); jd.CollideConnected = true; _world.CreateJoint(jd); Body b4; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f, 15.0f); b4 = _world.CreateBody(bd); b4.CreateFixture(shape, 10.0f); } anchor.Set(-7.0f, 15.0f); jd.Initialize(b2, b4, anchor); _world.CreateJoint(jd); Body b5; { BodyDef bd = new BodyDef(); bd.Position.Set(6.5f, 3.0f); b5 = _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); _world.CreateJoint(jd); Body b6; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.0f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(6.5f, 4.1f); b6 = _world.CreateBody(bd); b6.CreateFixture(shape, 30.0f); } anchor.Set(7.5f, 4.0f); jd.Initialize(b5, b6, anchor); _world.CreateJoint(jd); Body b7; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.1f, 1.0f); BodyDef bd = new BodyDef(); bd.Position.Set(7.4f, 1.0f); b7 = _world.CreateBody(bd); b7.CreateFixture(shape, 10.0f); } DistanceJointDef djd =new DistanceJointDef(); djd.Body1 = b3; djd.Body2 = b7; djd.LocalAnchor1.Set(6.0f, 0.0f); djd.LocalAnchor2.Set(0.0f, -1.0f); Vec2 d = djd.Body2.GetWorldPoint(djd.LocalAnchor2) - djd.Body1.GetWorldPoint(djd.LocalAnchor1); djd.Length = d.Length(); _world.CreateJoint(djd); { float radius = 0.2f; CircleShape shape = new CircleShape(); shape._radius = radius; for (int i = 0; i < 4; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(5.9f + 2.0f * radius * i, 2.4f); Body body = _world.CreateBody(bd); body.CreateFixture(shape, 10.0f); } } }
public void LaunchBomb(Vec2 position, Vec2 velocity) { if (_bomb != null) { _world.DestroyBody(_bomb); _bomb = null; } BodyDef bd = new BodyDef(); bd.AllowSleep = true; bd.Position = position; bd.IsBullet = true; _bomb = _world.CreateBody(bd); _bomb.SetLinearVelocity(velocity); CircleShape circle = new CircleShape(); circle._radius = 0.3f; FixtureDef fd = new FixtureDef(); fd.Shape = circle; fd.Density = 20.0f; fd.Restitution = 0.1f; Vec2 minV = position - new Vec2(0.3f, 0.3f); Vec2 maxV = position + new Vec2(0.3f, 0.3f); AABB aabb = new AABB(); aabb.LowerBound = minV; aabb.UpperBound = maxV; _bomb.CreateFixture(fd); }
public PolyShapes() { // Ground body { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } for (int i = 0; i < 4; i++) { polygons[i] = new PolygonShape(); } { 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); polygons[0].Set(vertices, 3); } { Vec2[] vertices = new Vec2[3]; vertices[0].Set(-0.1f, 0.0f); vertices[1].Set(0.1f, 0.0f); vertices[2].Set(0.0f, 1.5f); polygons[1].Set(vertices, 3); } { float w = 1.0f; float b = w / (2.0f + Math.Sqrt(2.0f)); float s = Math.Sqrt(2.0f) * b; Vec2[] vertices = new Vec2[8]; vertices[0].Set(0.5f * s, 0.0f); vertices[1].Set(0.5f * w, b); vertices[2].Set(0.5f * w, b + s); vertices[3].Set(0.5f * s, w); vertices[4].Set(-0.5f * s, w); vertices[5].Set(-0.5f * w, b + s); vertices[6].Set(-0.5f * w, b); vertices[7].Set(-0.5f * s, 0.0f); polygons[2].Set(vertices, 8); } { polygons[3].SetAsBox(0.5f, 0.5f); } { circle = new CircleShape(); circle._radius = 0.5f; } bodyIndex = 0; //memset(bodies, 0, sizeof(bodies)); }
// This implements 2-sided edge vs circle collision. public static void CollideEdgeAndCircle(ref Manifold manifold, EdgeShape edge, Transform transformA, CircleShape circle, Transform transformB) { manifold.PointCount = 0; Vector2 cLocal = Common.Math.MulT(transformA, Common.Math.Mul(transformB, circle._position)); Vector2 normal = edge._normal; Vector2 v1 = edge._v1; Vector2 v2 = edge._v2; float radius = edge._radius + circle._radius; // Barycentric coordinates float u1 = Vector2.Dot(cLocal - v1, v2 - v1); float u2 = Vector2.Dot(cLocal - v2, v1 - v2); if (u1 <= 0.0f) { // Behind v1 if ((cLocal- v1).sqrMagnitude > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v1; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v1; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else if (u2 <= 0.0f) { // Ahead of v2 if ((cLocal- v2).sqrMagnitude > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v2; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v2; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else { float separation = Vector2.Dot(cLocal - v1, normal); if (separation < -radius || radius < separation) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = separation < 0.0f ? -normal : normal; manifold.LocalPoint = 0.5f * (v1 + v2); manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } }
// This implements 2-sided edge vs circle collision. public static void CollideEdgeAndCircle(ref Manifold manifold, EdgeShape edge, Transform transformA, CircleShape circle, Transform transformB) { manifold.PointCount = 0; Vector2 cLocal = Common.Math.MulT(transformA, Common.Math.Mul(transformB, circle._position)); Vector2 normal = edge._normal; Vector2 v1 = edge._v1; Vector2 v2 = edge._v2; float radius = edge._radius + circle._radius; // Barycentric coordinates float u1 = Vector2.Dot(cLocal - v1, v2 - v1); float u2 = Vector2.Dot(cLocal - v2, v1 - v2); if (u1 <= 0.0f) { // Behind v1 if ((cLocal - v1).LengthSquared > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v1; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v1; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else if (u2 <= 0.0f) { // Ahead of v2 if ((cLocal - v2).LengthSquared > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v2; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v2; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else { float separation = Vector2.Dot(cLocal - v1, normal); if (separation < -radius || radius < separation) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = separation < 0.0f ? -normal : normal; manifold.LocalPoint = 0.5f * (v1 + v2); manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } }
public static void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygon, Transform xf1, CircleShape circle, Transform xf2) { manifold.PointCount = 0; // Compute circle position in the frame of the polygon. Vector2 c = xf2.TransformPoint(circle._position); Vector2 cLocal = xf1.InverseTransformPoint(c); // Find the min separating edge. int normalIndex = 0; float separation = -Settings.FLT_MAX; float radius = polygon._radius + circle._radius; int vertexCount = polygon._vertexCount; Vector2[] vertices = polygon._vertices; Vector2[] normals = polygon._normals; for (int i = 0; i < vertexCount; ++i) { float s = Vector2.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; Vector2 v1 = vertices[vertIndex1]; Vector2 v2 = vertices[vertIndex2]; // If the center is inside the polygon ... if (separation < Common.Settings.FLT_EPSILON) { manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = normals[normalIndex]; manifold.LocalPoint = 0.5f * (v1 + v2); manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; return; } // Compute barycentric coordinates float u1 = Vector2.Dot(cLocal - v1, v2 - v1); float u2 = Vector2.Dot(cLocal - v2, v1 - v2); if (u1 <= 0.0f) { if ((cLocal - v1).sqrMagnitude > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v1; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v1; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else if (u2 <= 0.0f) { if ((cLocal - v2).sqrMagnitude > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v2; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v2; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else { Vector2 faceCenter = 0.5f * (v1 + v2); float separation_ = Vector2.Dot(cLocal - faceCenter, normals[vertIndex1]); if (separation_ > radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = normals[vertIndex1]; manifold.LocalPoint = faceCenter; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } }
public TheoJansen() { _offset.Set(0.0f, 8.0f); _motorSpeed = 2.0f; _motorOn = true; Vec2 pivot = new Vec2(0.0f, 0.8f); // Ground { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f)); ground.CreateFixture(shape, 0); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(-50.0f, 10.0f)); ground.CreateFixture(shape, 0); shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(50.0f, 10.0f)); ground.CreateFixture(shape, 0); } // Balls for (int i = 0; i < 40; ++i) { CircleShape shape = new CircleShape(); shape._radius = 0.25f; BodyDef bd = new BodyDef(); bd.Position.Set(-40.0f + 2.0f * i, 0.5f); Body body = _world.CreateBody(bd); body.CreateFixture(shape, 1.0f); } // 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.Position = pivot + _offset; _chassis = _world.CreateBody(bd); _chassis.CreateFixture(sd); } { CircleShape shape = new CircleShape(); shape._radius = 1.6f; FixtureDef sd = new FixtureDef(); sd.Density = 1.0f; sd.Shape = shape; sd.Filter.GroupIndex = -1; BodyDef bd = new BodyDef(); bd.Position = pivot + _offset; _wheel = _world.CreateBody(bd); _wheel.CreateFixture(sd); } { RevoluteJointDef jd = new RevoluteJointDef(); jd.Initialize(_wheel, _chassis, pivot + _offset); jd.CollideConnected = false; jd.MotorSpeed = _motorSpeed; jd.MaxMotorTorque = 400.0f; jd.EnableMotor = _motorOn; _motorJoint = (RevoluteJoint)_world.CreateJoint(jd); } Vec2 wheelAnchor; wheelAnchor = pivot + new Vec2(0.0f, -0.8f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); _wheel.SetTransform(_wheel.GetPosition(), 120.0f * Box2DX.Common.Settings.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); _wheel.SetTransform(_wheel.GetPosition(), -120.0f * Box2DX.Common.Settings.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); }
public static void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2) { manifold.PointCount = 0; // Compute circle position in the frame of the polygon. Vec2 c = Common.Math.Mul(xf2, circle._position); Vec2 cLocal = Common.Math.MulT(xf1, c); // Find the min separating edge. int normalIndex = 0; float separation = -Settings.FLT_MAX; float radius = polygon._radius + circle._radius; int vertexCount = polygon._vertexCount; Vec2[] vertices = polygon._vertices; Vec2[] normals = polygon._normals; for (int i = 0; i < vertexCount; ++i) { float s = Vec2.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 < Common.Settings.FLT_EPSILON) { manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = normals[normalIndex]; manifold.LocalPoint = 0.5f * (v1 + v2); manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; return; } // Compute barycentric coordinates float u1 = Vec2.Dot(cLocal - v1, v2 - v1); float u2 = Vec2.Dot(cLocal - v2, v1 - v2); if (u1 <= 0.0f) { if (Vec2.DistanceSquared(cLocal, v1) > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v1; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v1; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else if (u2 <= 0.0f) { if (Vec2.DistanceSquared(cLocal, v2) > radius * radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = cLocal - v2; manifold.LocalPlaneNormal.Normalize(); manifold.LocalPoint = v2; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } else { Vec2 faceCenter = 0.5f * (v1 + v2); float separation_ = Vec2.Dot(cLocal - faceCenter, normals[vertIndex1]); if (separation_ > radius) { return; } manifold.PointCount = 1; manifold.Type = ManifoldType.FaceA; manifold.LocalPlaneNormal = normals[vertIndex1]; manifold.LocalPoint = faceCenter; manifold.Points[0].LocalPoint = circle._position; manifold.Points[0].ID.Key = 0; } }