A circle shape.
Inheritance: Shape
        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;
 }
Exemple #5
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        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);
        }
Exemple #10
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        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;
        }
Exemple #13
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        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);
            }
        }
Exemple #14
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 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);
            }
        }
Exemple #16
0
        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);
        }
Exemple #17
0
        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);
            }
        }
Exemple #18
0
        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);
                }
            }
        }
Exemple #19
0
        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));
        }
		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;
		}
        // 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;
            }
        }
Exemple #23
0
        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;
        }
        // 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;
            }
        }
Exemple #25
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;
			}
		}