Maintains a fixed angle between two bodies
Inheritance: Joint
        /// <summary>
        /// Creates an angle joint.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="bodyA">The first body.</param>
        /// <param name="bodyB">The second body.</param>
        /// <returns></returns>
        public static AngleJoint CreateAngleJoint(World world, Body bodyA, Body bodyB)
        {
            AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
            world.AddJoint(angleJoint);

            return angleJoint;
        }
Exemple #2
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        public Spider(World world, PhysicsGameScreen screen, Vector2 position)
        {
            //Load bodies
            _circle = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            //Left upper leg
            _leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                    _circle.Position - new Vector2(SpiderBodyRadius, 0f) -
                                                    new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            //Left lower leg
            _leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                    _circle.Position - new Vector2(SpiderBodyRadius, 0f) -
                                                    new Vector2(_upperLegSize.X, 0f) -
                                                    new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            //Right upper leg
            _rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                     _circle.Position + new Vector2(SpiderBodyRadius, 0f) +
                                                     new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            //Right lower leg
            _rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                     _circle.Position + new Vector2(SpiderBodyRadius, 0f) +
                                                     new Vector2(_upperLegSize.X, 0f) +
                                                     new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;
            _torso = new Sprite(creator.CircleTexture(SpiderBodyRadius, MaterialType.Waves, Color.Gray, 1f));
            _upperLeg = new Sprite(creator.TextureFromShape(_leftUpper.FixtureList[0].Shape,
                                                             MaterialType.Blank, Color.DimGray, 1f));
            _lowerLeg = new Sprite(creator.TextureFromShape(_leftLower.FixtureList[0].Shape,
                                                             MaterialType.Blank, Color.DarkSlateGray, 1f));
        }
	public override void InitJoint ()
	{
		joint = JointFactory.CreateAngleJoint(FSWorldComponent.PhysicsWorld, BodyA.PhysicsBody, BodyB.PhysicsBody);
		joint.BiasFactor = BiasFactor;
		joint.Softness = Softness;
		joint.CollideConnected = CollideConnected;
		base.InitJoint ();
	}
 public SpringPhysicsObject(World world, PhysicsObject physObA, PhysicsObject physObB, Vector2 relativeJointPosition, float springSoftness, float springBiasFactor)
     : base(world, physObA, physObB, relativeJointPosition)
 {
     springJoint = JointFactory.CreateAngleJoint(world, physObA.fixture.Body, physObB.fixture.Body);
     springJoint.TargetAngle = 0;
     springJoint.Softness = springSoftness;
     springJoint.BiasFactor = springBiasFactor;
 }
Exemple #5
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		public override Joint createJoint()
		{
			var joint = new AngleJoint( bodyA, bodyB );
			joint.collideConnected = collideConnected;
			joint.maxImpulse = maxImpulse;
			joint.biasFactor = biasFactor;
			joint.softness = softness;
			return joint;
		}
Exemple #6
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        public JumpySpider(World world, Vector2 position)
        {
            // Body
            _circle = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            // Left upper leg
            _leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            // Left lower leg
            _leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X, 0f) - new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            // Right upper leg
            _rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            // Right lower leg
            _rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X, 0f) + new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            //GFX
            _torso = new Sprite(ContentWrapper.CircleTexture(SpiderBodyRadius, "Square", ContentWrapper.Grey, ContentWrapper.Gold, ContentWrapper.Black, 1f));
            _upperLeg = new Sprite(ContentWrapper.TextureFromShape(_leftUpper.FixtureList[0].Shape, ContentWrapper.Grey, ContentWrapper.Black));
            _lowerLeg = new Sprite(ContentWrapper.TextureFromShape(_leftLower.FixtureList[0].Shape, ContentWrapper.Gold, ContentWrapper.Black));

            _flexed = false;
            _timer = 0f;

            _leftShoulderAngleJoint.TargetAngle = ShoulderRelaxed;
            _leftKneeAngleJoint.TargetAngle = KneeRelaxed;

            _rightShoulderAngleJoint.TargetAngle = -ShoulderRelaxed;
            _rightKneeAngleJoint.TargetAngle = -KneeRelaxed;
        }
Exemple #7
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        private Vector2 _upperLegSize = new Vector2(3, 0.5f); //x=width, y=height

        #endregion Fields

        #region Constructors

        public Spider(World world, Vector2 position)
        {
            //Load bodies
            Body circle = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            circle.BodyType = BodyType.Dynamic;

            //Left upper leg
            Body leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                               circle.Position - new Vector2(SpiderBodyRadius, 0) -
                                                               new Vector2(_upperLegSize.X / 2, 0));
            leftUpper.BodyType = BodyType.Dynamic;

            //Left lower leg
            Body leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                               circle.Position - new Vector2(SpiderBodyRadius, 0) -
                                                               new Vector2(_upperLegSize.X, 0) -
                                                               new Vector2(_lowerLegSize.X / 2, 0));
            leftLower.BodyType = BodyType.Dynamic;

            //Right upper leg
            Body rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                                circle.Position + new Vector2(SpiderBodyRadius, 0) +
                                                                new Vector2(_upperLegSize.X / 2, 0));
            rightUpper.BodyType = BodyType.Dynamic;

            //Right lower leg
            Body rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                                circle.Position + new Vector2(SpiderBodyRadius, 0) +
                                                                new Vector2(_upperLegSize.X, 0) +
                                                                new Vector2(_lowerLegSize.X / 2, 0));
            rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, circle, leftUpper, new Vector2(SpiderBodyRadius, 0));

            _leftShoulderAngleJoint = JointFactory.CreateAngleJoint(world, circle, leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, circle, rightUpper, new Vector2(-SpiderBodyRadius, 0));

            _rightShoulderAngleJoint = JointFactory.CreateAngleJoint(world, circle, rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, leftUpper, leftLower, new Vector2(_upperLegSize.X / 2, 0));
            _leftKneeAngleJoint = JointFactory.CreateAngleJoint(world, leftUpper, leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, rightUpper, rightLower,
                                             -new Vector2(_upperLegSize.X / 2, 0));
            _rightKneeAngleJoint = JointFactory.CreateAngleJoint(world, rightUpper, rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;
        }
        private AngleJointTest()
        {
            BodyFactory.CreateEdge(World, new Vector2(-40, 0), new Vector2(40, 0));

            Body fA = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(-5, 4));
            fA.BodyType = BodyType.Dynamic;

            Body fB = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(5, 4));
            fB.BodyType = BodyType.Dynamic;

            AngleJoint joint = new AngleJoint(fA, fB);
            joint.TargetAngle = (float)Math.PI / 2;
            World.AddJoint(joint);

            //Keep a body at a fixed angle without a joint 
            Body fC = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(10, 4));
            fC.BodyType = BodyType.Dynamic;
            fC.Rotation = (float)(Math.PI / 3);
            fC.FixedRotation = true; // Or set the Inertia to float.MaxValue
        }
        private AngleJointTest()
        {
            BodyFactory.CreateEdge(World, new Vector2(-40, 0), new Vector2(40, 0));

            Body fA = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(-5, 4));
            fA.BodyType = BodyType.Dynamic;

            Body fB = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(5, 4));
            fB.BodyType = BodyType.Dynamic;

            AngleJoint joint = new AngleJoint(fA, fB);
            joint.TargetAngle = (float)Math.PI / 2;
            World.AddJoint(joint);

            Body fC = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(10, 4));
            fC.BodyType = BodyType.Dynamic;

            FixedAngleJoint fixedJoint = new FixedAngleJoint(fC);
            fixedJoint.TargetAngle = (float)Math.PI / 3;
            World.AddJoint(fixedJoint);
        }
Exemple #10
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 /// <summary>
 /// Sends the stick figure to its default pose
 /// </summary>
 public void Stand()
 {
     Crouching = false;
     upright.TargetAngle = 0.0f;
     walkStage = 0;
     leftHip.TargetAngle = 3 * MathHelper.PiOver4;
     leftKnee.TargetAngle = -5 * MathHelper.PiOver4;
     rightHip.TargetAngle = -3 * MathHelper.PiOver4;
     rightKnee.TargetAngle = -3 * MathHelper.PiOver4;
     leftLowerLeg.Friction = 0f;
     rightLowerLeg.Friction = 0f;
     AngleJoint[] checkThese = new AngleJoint[] { leftHip, leftKnee, rightHip, rightKnee };
     if (JointsAreInPosition(checkThese))
     {
         leftLowerLeg.Friction = 1f;
         rightLowerLeg.Friction = 1f;
     }
 }
        /// <summary>
        /// Adds a Physics Joint to the simulation
        /// </summary>
        /// <param name="joint"></param>
        public void AddPhysicsJoint(PhysicsJoint joint)
        {
            string bodyOne = joint.BodyOne;
            string bodyTwo = joint.BodyTwo;
            short collisionGroup = Convert.ToInt16(joint.CollisionGroup);
            bool isAngleSpringEnabled = joint.AngleSpringEnabled;
            float springConstant = (float)joint.AngleSpringConstant;
            float angleLowerLimit = (float)joint.AngleLowerLimit;
            float angleUpperLimit = (float)joint.AngleUpperLimit;


            Point center = joint.GetCenter();
            xna.Vector2 ptCollisionCenter = new xna.Vector2((float)center.X, (float)center.Y);


            if (!PhysicsObjects.ContainsKey(bodyOne))
                throw new Exception("Cannot add joint for an invalid BodyOne value of '" + bodyOne + "'. If using Behaviors, did you forgot to add a PhysicsObjectBehavior?");
            if (!PhysicsObjects.ContainsKey(bodyTwo))
                throw new Exception("Cannot add joint for an invalid BodyTwo value of '" + bodyTwo + "'. If using Behaviors, did you forgot to add a PhysicsObjectBehavior?");

            Body body1 = PhysicsObjects[bodyOne].BodyObject;
            Body body2 = PhysicsObjects[bodyTwo].BodyObject;

            xna.Vector2 ptCollisionCenterA = _boundaryHelper.ScreenToWorld(ptCollisionCenter);
            xna.Vector2 ptCollisionCenterB = _boundaryHelper.ScreenToWorld(ptCollisionCenter);

            // account for offset within body
            ptCollisionCenterA -= body1.Position;
            ptCollisionCenterB -= body2.Position;

            // DEMO: (5) Create Joints
            if (joint.IsWeldJoint)
            {
                WeldJoint weldJoint = new WeldJoint(body1, body2, ptCollisionCenterA, ptCollisionCenterB);
                Simulator.AddJoint(weldJoint);
            }
            else
                if (joint.IsDistanceJoint)
                {
                    DistanceJoint distanceJoint = new DistanceJoint(body1, body2, ptCollisionCenterA, ptCollisionCenterB);

                    Simulator.AddJoint(distanceJoint);

                }
                else
                {
                    RevoluteJoint revoluteJoint = new RevoluteJoint(body1, body2, ptCollisionCenterA, ptCollisionCenterB);

                    Simulator.AddJoint(revoluteJoint);

                    if (isAngleSpringEnabled)
                    {
                        AngleJoint aj = new AngleJoint(body1, body2);
                        aj.TargetAngle = 0;
                        aj.Softness = springConstant;


                        Simulator.AddJoint(aj);

                    }

                    if (angleUpperLimit != -1 && angleLowerLimit != -1)
                    {
                        float upperAngle = (float)PhysicsUtilities.DegreesToRadians(angleUpperLimit);
                        float lowerAngle = (float)PhysicsUtilities.DegreesToRadians(angleLowerLimit);

                        revoluteJoint.LimitEnabled = true;
                        revoluteJoint.LowerLimit = lowerAngle;
                        revoluteJoint.UpperLimit = upperAngle;
                    }
                }

            if (collisionGroup > 0)
            {

                foreach (Fixture f in PhysicsObjects[bodyOne].BodyObject.FixtureList)
                {
                    f.CollisionGroup = collisionGroup;
                }
                foreach (Fixture f in PhysicsObjects[bodyTwo].BodyObject.FixtureList)
                {
                    f.CollisionGroup = collisionGroup;
                }
            }

            // get rid of the UI representation of the joint
            joint.Visibility = Visibility.Collapsed;

        }
        private SerializationTest()
        {
            Body ground = BodyFactory.CreateEdge(World, new Vector2(-20, 0), new Vector2(20, 0));

            //Friction and distance joint
            {
                Body bodyA = BodyFactory.CreateCircle(World, 1, 1.5f, new Vector2(10, 25));
                bodyA.BodyType = BodyType.Dynamic;

                Body bodyB = BodyFactory.CreateRectangle(World, 1, 1, 1, new Vector2(-1, 25));
                bodyB.BodyType = BodyType.Dynamic;

                FrictionJoint frictionJoint = JointFactory.CreateFrictionJoint(World, bodyB, ground, Vector2.Zero);
                frictionJoint.CollideConnected = true;
                frictionJoint.MaxForce = 100;

                JointFactory.CreateDistanceJoint(World, bodyA, bodyB);
            }

            //Wheel joint
            {
                Vertices vertices = new Vertices(6);
                vertices.Add(new Vector2(-1.5f, -0.5f));
                vertices.Add(new Vector2(1.5f, -0.5f));
                vertices.Add(new Vector2(1.5f, 0.0f));
                vertices.Add(new Vector2(0.0f, 0.9f));
                vertices.Add(new Vector2(-1.15f, 0.9f));
                vertices.Add(new Vector2(-1.5f, 0.2f));

                Body carBody = BodyFactory.CreatePolygon(World, vertices, 1, new Vector2(0, 1));
                carBody.BodyType = BodyType.Dynamic;

                Body wheel1 = BodyFactory.CreateCircle(World, 0.4f, 1, new Vector2(-1.0f, 0.35f));
                wheel1.BodyType = BodyType.Dynamic;
                wheel1.Friction = 0.9f;

                Body wheel2 = BodyFactory.CreateCircle(World, 0.4f, 1, new Vector2(1.0f, 0.4f));
                wheel2.BodyType = BodyType.Dynamic;
                wheel2.Friction = 0.9f;

                Vector2 axis = new Vector2(0.0f, 1.0f);

                WheelJoint spring1 = JointFactory.CreateWheelJoint(World, carBody, wheel1, axis);
                spring1.MotorSpeed = 0.0f;
                spring1.MaxMotorTorque = 20.0f;
                spring1.MotorEnabled = true;
                spring1.Frequency = 4;
                spring1.DampingRatio = 0.7f;

                WheelJoint spring2 = JointFactory.CreateWheelJoint(World, carBody, wheel2, axis);
                spring2.MotorSpeed = 0.0f;
                spring2.MaxMotorTorque = 10.0f;
                spring2.MotorEnabled = false;
                spring2.Frequency = 4;
                spring2.DampingRatio = 0.7f;
            }

            //Prismatic joint
            {
                Body body = BodyFactory.CreateRectangle(World, 2, 2, 5, new Vector2(-10.0f, 10.0f));
                body.BodyType = BodyType.Dynamic;
                body.Rotation = 0.5f * Settings.Pi;

                Vector2 axis = new Vector2(2.0f, 1.0f);
                axis.Normalize();

                PrismaticJoint joint = JointFactory.CreatePrismaticJoint(World, ground, body, Vector2.Zero, axis);
                joint.MotorSpeed = 5.0f;
                joint.MaxMotorForce = 1000.0f;
                joint.MotorEnabled = true;
                joint.LowerLimit = -10.0f;
                joint.UpperLimit = 20.0f;
                joint.LimitEnabled = true;
            }

            // Pulley joint
            {
                Body body1 = BodyFactory.CreateRectangle(World, 2, 4, 5, new Vector2(-10.0f, 16.0f));
                body1.BodyType = BodyType.Dynamic;

                Body body2 = BodyFactory.CreateRectangle(World, 2, 4, 5, new Vector2(10.0f, 16.0f));
                body2.BodyType = BodyType.Dynamic;

                Vector2 anchor1 = new Vector2(-10.0f, 16.0f + 2.0f);
                Vector2 anchor2 = new Vector2(10.0f, 16.0f + 2.0f);
                Vector2 worldAnchor1 = new Vector2(-10.0f, 16.0f + 2.0f + 12.0f);
                Vector2 worldAnchor2 = new Vector2(10.0f, 16.0f + 2.0f + 12.0f);

                JointFactory.CreatePulleyJoint(World, body1, body2, anchor1, anchor2, worldAnchor1, worldAnchor2, 1.5f, true);
            }

            //Revolute joint
            {
                Body ball = BodyFactory.CreateCircle(World, 3.0f, 5.0f, new Vector2(5.0f, 30.0f));
                ball.BodyType = BodyType.Dynamic;

                Body polygonBody = BodyFactory.CreateRectangle(World, 20, 0.4f, 2, new Vector2(10, 10));
                polygonBody.BodyType = BodyType.Dynamic;
                polygonBody.IsBullet = true;

                RevoluteJoint joint = JointFactory.CreateRevoluteJoint(World, ground, polygonBody, new Vector2(10, 0));
                joint.LowerLimit = -0.25f * Settings.Pi;
                joint.UpperLimit = 0.0f * Settings.Pi;
                joint.LimitEnabled = true;
            }

            //Weld joint
            {
                PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.125f), 20);

                Body prevBody = ground;
                for (int i = 0; i < 10; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-14.5f + 1.0f * i, 5.0f);
                    body.CreateFixture(shape);

                    Vector2 anchor = new Vector2(0.5f, 0);

                    if (i == 0)
                        anchor = new Vector2(-15f, 5);

                    JointFactory.CreateWeldJoint(World, prevBody, body, anchor, new Vector2(-0.5f, 0));
                    prevBody = body;
                }
            }

            //Rope joint
            {
                LinkFactory.CreateChain(World, new Vector2(-10, 10), new Vector2(-20, 10), 0.1f, 0.5f, 10, 0.1f, true);
            }

            //Angle joint
            {
                Body fA = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(-5, 4));
                fA.BodyType = BodyType.Dynamic;
                fA.Rotation = (float)(Math.PI / 3);

                Body fB = BodyFactory.CreateRectangle(World, 4, 4, 1, new Vector2(5, 4));
                fB.BodyType = BodyType.Dynamic;

                AngleJoint joint = new AngleJoint(fA, fB);
                joint.TargetAngle = (float)Math.PI / 2;
                World.AddJoint(joint);
            }

            //Motor joint
            {
                Body body = BodyFactory.CreateRectangle(World, 4, 1, 2, new Vector2(0, 35));
                body.BodyType = BodyType.Dynamic;
                body.Friction = 0.6f;

                MotorJoint motorJoint = JointFactory.CreateMotorJoint(World, ground, body);
                motorJoint.MaxForce = 1000.0f;
                motorJoint.MaxTorque = 1000.0f;
                motorJoint.LinearOffset = new Vector2(0, 35);
                motorJoint.AngularOffset = (float)(Math.PI / 3f);
            }
        }
Exemple #13
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        /// <summary>
        /// Orients arms in necessary position
        /// </summary>
        private void UpdateArms()
        {
            // Update strength of arms based on health
            leftElbow.MaxImpulse = maxImpulse * health[leftLowerArm] * health[leftUpperArm];
            leftShoulder.MaxImpulse = maxImpulse * health[torso] * health[leftUpperArm];
            rightElbow.MaxImpulse = maxImpulse * health[rightLowerArm] * health[rightUpperArm];
            rightShoulder.MaxImpulse = maxImpulse * health[torso] * health[rightUpperArm];

            if (!Aiming && !throwing && !switchingHands)
            {
                // Rest arms at side
                if (weapon == null || weapon.Type == Weapon.WeaponType.Light || weapon.Type == Weapon.WeaponType.Explosive || weapon.Type == Weapon.WeaponType.Melee)
                {
                    leftShoulder.TargetAngle = FindClosestAngle(3 * MathHelper.PiOver4, torso.Rotation, leftShoulder.TargetAngle);
                    rightShoulder.TargetAngle = FindClosestAngle(-3 * MathHelper.PiOver4, torso.Rotation, rightShoulder.TargetAngle);
                    leftElbow.TargetAngle = MathHelper.PiOver4;
                    rightElbow.TargetAngle = -MathHelper.PiOver4;
                }
                else if (weapon.Type == Weapon.WeaponType.Medium || weapon.Type == Weapon.WeaponType.Heavy)
                {
                    if (leftHanded)
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(3 * MathHelper.PiOver4, torso.Rotation, leftShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(-3 * MathHelper.PiOver4, torso.Rotation, rightShoulder.TargetAngle);
                        leftElbow.TargetAngle = MathHelper.PiOver2;
                        rightElbow.TargetAngle = -MathHelper.PiOver4;
                    }
                    else
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(3 * MathHelper.PiOver4, torso.Rotation, leftShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(-3 * MathHelper.PiOver4, torso.Rotation, rightShoulder.TargetAngle);
                        leftElbow.TargetAngle = MathHelper.PiOver4;
                        rightElbow.TargetAngle = -MathHelper.PiOver2;
                    }
                }
            }
            else if (Aiming && !throwing)
            {
                // Aim weapon in direction
                float angle = -(float)Math.Atan2(aimVector.Y, aimVector.X);
                if (weapon == null || weapon.Type == Weapon.WeaponType.Light)
                {
                    leftShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, leftShoulder.TargetAngle);
                    rightShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, rightShoulder.TargetAngle);
                    leftElbow.TargetAngle = 0f;
                    rightElbow.TargetAngle = 0f;
                }
                else if (weapon.Type == Weapon.WeaponType.Medium || weapon.Type == Weapon.WeaponType.Heavy)
                {
                    if (leftHanded)
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, leftShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(angle + (angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? -MathHelper.PiOver4 : -3 * MathHelper.PiOver4), torso.Rotation, rightShoulder.TargetAngle);
                        leftElbow.TargetAngle = 0f;
                        rightElbow.TargetAngle = angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
                    }
                    else
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(angle + (angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? -MathHelper.PiOver4 : -3 * MathHelper.PiOver4), torso.Rotation, rightShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, leftShoulder.TargetAngle);
                        leftElbow.TargetAngle = angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
                        rightElbow.TargetAngle = 0f;
                    }
                }
                else if (weapon.Type == Weapon.WeaponType.Explosive || weapon.Type == Weapon.WeaponType.Melee)
                {
                    if (leftHanded)
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(angle + (angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? MathHelper.Pi : 0), torso.Rotation, leftShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, rightShoulder.TargetAngle);
                        leftElbow.TargetAngle = 0f;
                        rightElbow.TargetAngle = 0f;
                    }
                    else
                    {
                        leftShoulder.TargetAngle = FindClosestAngle(angle - MathHelper.PiOver2, torso.Rotation, rightShoulder.TargetAngle);
                        rightShoulder.TargetAngle = FindClosestAngle(angle + (angle >= MathHelper.PiOver2 || angle <= -MathHelper.PiOver2 ? MathHelper.Pi : 0), torso.Rotation, leftShoulder.TargetAngle);
                        leftElbow.TargetAngle = 0f;
                        rightElbow.TargetAngle = 0f;
                    }
                }

                Aiming = false;
            }
            else if (throwing)
            {
                // Throw weapon
                leftShoulder.TargetAngle = FindClosestAngle(-(float)Math.Atan2(aimVector.Y, aimVector.X) - MathHelper.PiOver2, torso.Rotation, leftShoulder.TargetAngle);
                rightShoulder.TargetAngle = FindClosestAngle(-(float)Math.Atan2(aimVector.Y, aimVector.X) - MathHelper.PiOver2, torso.Rotation, rightShoulder.TargetAngle);
                leftElbow.TargetAngle = 0f;
                rightElbow.TargetAngle = 0f;

                if (weapon != null)
                {
                    if (world.JointList.Contains(weaponJoint))
                        world.RemoveJoint(weaponJoint);
                    if (world.JointList.Contains(r_weaponJoint))
                        world.RemoveJoint(r_weaponJoint);
                    weapon.BeingHeld = false;
                    weapon.Body.LinearVelocity = aimVector / aimVector.Length() * 10f + this.torso.LinearVelocity;
                    this.weapon = null;
                }

                AngleJoint[] joints = new AngleJoint[] { leftShoulder, leftElbow, rightShoulder, rightElbow };
                if (JointsAreInPosition(joints))
                    throwing = false;
            }
            else if (switchingHands)
            {
                if (weapon != null)
                {
                    if (leftHanded)
                    {
                        // If you don't have a right hand to switch to, cancel the action
                        if (health[rightLowerArm] <= 0)
                            switchingHands = false;
                        else
                        {
                            // Move left hand to right position
                            leftShoulder.TargetAngle = FindClosestAngle(0f, rightShoulder.TargetAngle, 0f);
                            leftElbow.TargetAngle = rightElbow.TargetAngle;
                            AngleJoint[] joints = new AngleJoint[] { leftShoulder, leftElbow };
                            if (JointsAreInPosition(joints) || (LeftHandPosition - RightHandPosition).Length() < 0.1f)
                            {
                                if (world.JointList.Contains(weaponJoint))
                                    world.RemoveJoint(weaponJoint);
                                if (world.JointList.Contains(r_weaponJoint))
                                    world.RemoveJoint(r_weaponJoint);
                                leftHanded = false;
                                this.weapon.Position = RightHandPosition;
                                r_weaponJoint = JointFactory.CreateRevoluteJoint(world, rightLowerArm, this.weapon.Body, Vector2.Zero);
                                weaponJoint = JointFactory.CreateAngleJoint(world, rightLowerArm, this.weapon.Body);
                                float angle = weapon.Body.Rotation - rightLowerArm.Rotation;
                                weaponJoint.TargetAngle = (int)(angle / MathHelper.TwoPi) * MathHelper.TwoPi;
                                weaponJoint.CollideConnected = false;
                                weaponJoint.MaxImpulse = 100f;
                                switchingHands = false;
                            }
                        }
                    }
                    else
                    {
                        // If you don't have a left hand to switch to, cancel the action
                        if (health[leftLowerArm] <= 0)
                            switchingHands = false;
                        else
                        {
                            // Move right hand to left hand position
                            rightShoulder.TargetAngle = FindClosestAngle(0f, leftShoulder.TargetAngle, 0f);
                            rightElbow.TargetAngle = leftElbow.TargetAngle;
                            AngleJoint[] joints = new AngleJoint[] { rightShoulder, rightElbow };
                            if (JointsAreInPosition(joints) || (LeftHandPosition - RightHandPosition).Length() < 0.1f)
                            {
                                if (world.JointList.Contains(weaponJoint))
                                    world.RemoveJoint(weaponJoint);
                                if (world.JointList.Contains(r_weaponJoint))
                                    world.RemoveJoint(r_weaponJoint);
                                leftHanded = true;
                                this.weapon.Position = LeftHandPosition;
                                r_weaponJoint = JointFactory.CreateRevoluteJoint(world, leftLowerArm, this.weapon.Body, Vector2.Zero);
                                weaponJoint = JointFactory.CreateAngleJoint(world, leftLowerArm, this.weapon.Body);
                                float angle = weapon.Body.Rotation - leftLowerArm.Rotation;
                                weaponJoint.TargetAngle = (int)(angle / MathHelper.TwoPi) * MathHelper.TwoPi;
                                weaponJoint.CollideConnected = false;
                                weaponJoint.MaxImpulse = 100f;
                                switchingHands = false;
                            }
                        }
                    }
                }
                else
                    switchingHands = false;
            }
        }
Exemple #14
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 /// <summary>
 /// Checks if all the joints in a list are close to their target angle
 /// </summary>
 /// <param name="joints">The array of joints to check</param>
 /// <returns>True if the joints are at their target angles, false if not</returns>
 private bool JointsAreInPosition(AngleJoint[] joints)
 {
     foreach (AngleJoint j in joints)
     {
         if (Math.Abs(j.BodyB.Rotation - j.BodyA.Rotation - j.TargetAngle) > 0.20)
             return false;
     }
     return true;
 }
Exemple #15
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        /// <summary>
        /// Connects the figure's body parts
        /// </summary>
        /// <param name="world">The physics world to add the joints to</param>
        protected void ConnectBody(World world)
        {
            upright = JointFactory.CreateAngleJoint(world, torso, gyro);
            upright.MaxImpulse = maxImpulse;
            upright.TargetAngle = 0.0f;
            upright.CollideConnected = false;

            r_neck = JointFactory.CreateRevoluteJoint(world, head, torso, -Vector2.UnitY * 20 * MainGame.PIXEL_TO_METER);
            neck = JointFactory.CreateAngleJoint(world, head, torso);
            neck.CollideConnected = false;
            neck.MaxImpulse = maxImpulse;

            r_leftShoulder = JointFactory.CreateRevoluteJoint(world, leftUpperArm, torso, -Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            leftShoulder = JointFactory.CreateAngleJoint(world, leftUpperArm, torso);
            leftShoulder.CollideConnected = false;
            leftShoulder.MaxImpulse = maxImpulse;

            r_rightShoulder = JointFactory.CreateRevoluteJoint(world, rightUpperArm, torso, -Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            rightShoulder = JointFactory.CreateAngleJoint(world, rightUpperArm, torso);
            rightShoulder.CollideConnected = false;
            rightShoulder.MaxImpulse = maxImpulse;

            r_leftElbow = JointFactory.CreateRevoluteJoint(world, leftLowerArm, leftUpperArm, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            leftElbow = JointFactory.CreateAngleJoint(world, leftLowerArm, leftUpperArm);
            leftElbow.CollideConnected = false;
            leftElbow.MaxImpulse = maxImpulse;

            r_rightElbow = JointFactory.CreateRevoluteJoint(world, rightLowerArm, rightUpperArm, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            rightElbow = JointFactory.CreateAngleJoint(world, rightLowerArm, rightUpperArm);
            rightElbow.CollideConnected = false;
            rightElbow.MaxImpulse = maxImpulse;

            r_leftHip = JointFactory.CreateRevoluteJoint(world, leftUpperLeg, torso, Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            leftHip = JointFactory.CreateAngleJoint(world, leftUpperLeg, torso);
            leftHip.CollideConnected = false;
            leftHip.MaxImpulse = maxImpulse;

            r_rightHip = JointFactory.CreateRevoluteJoint(world, rightUpperLeg, torso, Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            rightHip = JointFactory.CreateAngleJoint(world, rightUpperLeg, torso);
            rightHip.CollideConnected = false;
            rightHip.MaxImpulse = maxImpulse;

            r_leftKnee = JointFactory.CreateRevoluteJoint(world, leftLowerLeg, leftUpperLeg, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            leftKnee = JointFactory.CreateAngleJoint(world, leftUpperLeg, leftLowerLeg);
            leftKnee.CollideConnected = false;
            leftKnee.MaxImpulse = maxImpulse;

            r_rightKnee = JointFactory.CreateRevoluteJoint(world, rightLowerLeg, rightUpperLeg, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            rightKnee = JointFactory.CreateAngleJoint(world, rightUpperLeg, rightLowerLeg);
            rightKnee.CollideConnected = false;
            rightKnee.MaxImpulse = maxImpulse;
        }
Exemple #16
0
        public void Deserialize(World world, Stream stream)
        {
            world.Clear();

            XMLFragmentElement root = XMLFragmentParser.LoadFromStream(stream);

            if (root.Name.ToLower() != "world")
                throw new Exception();

            foreach (XMLFragmentElement main in root.Elements)
            {
                if (main.Name.ToLower() == "gravity")
                {
                    world.Gravity = ReadVector(main);
                }
            }

            foreach (XMLFragmentElement shapeElement in root.Elements)
            {
                if (shapeElement.Name.ToLower() == "shapes")
                {
                    foreach (XMLFragmentElement n in shapeElement.Elements)
                    {
                        if (n.Name.ToLower() != "shape")
                            throw new Exception();

                        ShapeType type = (ShapeType)Enum.Parse(typeof(ShapeType), n.Attributes[0].Value, true);

                        switch (type)
                        {
                            case ShapeType.Circle:
                                {
                                    CircleShape shape = new CircleShape();

                                    foreach (XMLFragmentElement sn in n.Elements)
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "radius":
                                                shape.Radius = float.Parse(sn.Value);
                                                break;
                                            case "position":
                                                shape.Position = ReadVector(sn);
                                                break;
                                            default:
                                                throw new Exception();
                                        }
                                    }

                                    _shapes.Add(shape);
                                }
                                break;
                            case ShapeType.Polygon:
                                {
                                    PolygonShape shape = new PolygonShape();

                                    foreach (XMLFragmentElement sn in n.Elements)
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "vertices":
                                                {
                                                    List<Vector2> verts = new List<Vector2>();

                                                    foreach (XMLFragmentElement vert in sn.Elements)
                                                        verts.Add(ReadVector(vert));

                                                    shape.Set(new Vertices(verts.ToArray()));
                                                }
                                                break;
                                            case "centroid":
                                                shape.MassData.Centroid = ReadVector(sn);
                                                break;
                                        }
                                    }

                                    _shapes.Add(shape);
                                }
                                break;
                            case ShapeType.Edge:
                                {
                                    EdgeShape shape = new EdgeShape();
                                    foreach (XMLFragmentElement sn in n.Elements)
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "hasvertex0":
                                                shape.HasVertex0 = bool.Parse(sn.Value);
                                                break;
                                            case "hasvertex3":
                                                shape.HasVertex0 = bool.Parse(sn.Value);
                                                break;
                                            case "vertex0":
                                                shape.Vertex0 = ReadVector(sn);
                                                break;
                                            case "vertex1":
                                                shape.Vertex1 = ReadVector(sn);
                                                break;
                                            case "vertex2":
                                                shape.Vertex2 = ReadVector(sn);
                                                break;
                                            case "vertex3":
                                                shape.Vertex3 = ReadVector(sn);
                                                break;
                                            default:
                                                throw new Exception();
                                        }
                                    }
                                    _shapes.Add(shape);
                                }
                                break;
                        }
                    }
                }
            }

            foreach (XMLFragmentElement fixtureElement in root.Elements)
            {
                if (fixtureElement.Name.ToLower() == "fixtures")
                {
                    foreach (XMLFragmentElement n in fixtureElement.Elements)
                    {
                        Fixture fixture = new Fixture();

                        if (n.Name.ToLower() != "fixture")
                            throw new Exception();

                        foreach (XMLFragmentElement sn in n.Elements)
                        {
                            switch (sn.Name.ToLower())
                            {
                                case "shape":
                                    fixture.Shape = _shapes[int.Parse(sn.Value)];
                                    break;
                                case "density":
                                    fixture.Shape.Density = float.Parse(sn.Value);
                                    break;
                                case "filterdata":
                                    foreach (XMLFragmentElement ssn in sn.Elements)
                                    {
                                        switch (ssn.Name.ToLower())
                                        {
                                            case "categorybits":
                                                fixture._collisionCategories = (Category)int.Parse(ssn.Value);
                                                break;
                                            case "maskbits":
                                                fixture._collidesWith = (Category)int.Parse(ssn.Value);
                                                break;
                                            case "groupindex":
                                                fixture._collisionGroup = short.Parse(ssn.Value);
                                                break;
                                        }
                                    }

                                    break;
                                case "friction":
                                    fixture.Friction = float.Parse(sn.Value);
                                    break;
                                case "issensor":
                                    fixture.IsSensor = bool.Parse(sn.Value);
                                    break;
                                case "restitution":
                                    fixture.Restitution = float.Parse(sn.Value);
                                    break;
                                case "userdata":
                                    fixture.UserData = ReadSimpleType(sn, null, false);
                                    break;
                            }
                        }

                        _fixtures.Add(fixture);
                    }
                }
            }

            foreach (XMLFragmentElement bodyElement in root.Elements)
            {
                if (bodyElement.Name.ToLower() == "bodies")
                {
                    foreach (XMLFragmentElement n in bodyElement.Elements)
                    {
                        Body body = new Body(world);

                        if (n.Name.ToLower() != "body")
                            throw new Exception();

                        body.BodyType = (BodyType)Enum.Parse(typeof(BodyType), n.Attributes[0].Value, true);

                        foreach (XMLFragmentElement sn in n.Elements)
                        {
                            switch (sn.Name.ToLower())
                            {
                                case "active":
                                    if (bool.Parse(sn.Value))
                                        body.Flags |= BodyFlags.Enabled;
                                    else
                                        body.Flags &= ~BodyFlags.Enabled;
                                    break;
                                case "allowsleep":
                                    body.SleepingAllowed = bool.Parse(sn.Value);
                                    break;
                                case "angle":
                                    {
                                        Vector2 position = body.Position;
                                        body.SetTransformIgnoreContacts(ref position, float.Parse(sn.Value));
                                    }
                                    break;
                                case "angulardamping":
                                    body.AngularDamping = float.Parse(sn.Value);
                                    break;
                                case "angularvelocity":
                                    body.AngularVelocity = float.Parse(sn.Value);
                                    break;
                                case "awake":
                                    body.Awake = bool.Parse(sn.Value);
                                    break;
                                case "bullet":
                                    body.IsBullet = bool.Parse(sn.Value);
                                    break;
                                case "fixedrotation":
                                    body.FixedRotation = bool.Parse(sn.Value);
                                    break;
                                case "lineardamping":
                                    body.LinearDamping = float.Parse(sn.Value);
                                    break;
                                case "linearvelocity":
                                    body.LinearVelocity = ReadVector(sn);
                                    break;
                                case "position":
                                    {
                                        float rotation = body.Rotation;
                                        Vector2 position = ReadVector(sn);
                                        body.SetTransformIgnoreContacts(ref position, rotation);
                                    }
                                    break;
                                case "userdata":
                                    body.UserData = ReadSimpleType(sn, null, false);
                                    break;
                                case "fixtures":
                                    {
                                        foreach (XMLFragmentElement v in sn.Elements)
                                        {
                                            Fixture blueprint = _fixtures[int.Parse(v.Value)];
                                            Fixture f = new Fixture(body, blueprint.Shape, blueprint.CollisionCategories);
                                            f.Restitution = blueprint.Restitution;
                                            f.UserData = blueprint.UserData;
                                            f.Friction = blueprint.Friction;
                                            f.CollidesWith = blueprint.CollidesWith;
                                            f.CollisionGroup = blueprint.CollisionGroup;
                                        }
                                        break;
                                    }
                            }
                        }

                        _bodies.Add(body);
                    }
                }
            }

            foreach (XMLFragmentElement jointElement in root.Elements)
            {
                if (jointElement.Name.ToLower() == "joints")
                {
                    foreach (XMLFragmentElement n in jointElement.Elements)
                    {
                        Joint joint;

                        if (n.Name.ToLower() != "joint")
                            throw new Exception();

                        JointType type = (JointType)Enum.Parse(typeof(JointType), n.Attributes[0].Value, true);

                        int bodyAIndex = -1, bodyBIndex = -1;
                        bool collideConnected = false;
                        object userData = null;

                        foreach (XMLFragmentElement sn in n.Elements)
                        {
                            switch (sn.Name.ToLower())
                            {
                                case "bodya":
                                    bodyAIndex = int.Parse(sn.Value);
                                    break;
                                case "bodyb":
                                    bodyBIndex = int.Parse(sn.Value);
                                    break;
                                case "collideconnected":
                                    collideConnected = bool.Parse(sn.Value);
                                    break;
                                case "userdata":
                                    userData = ReadSimpleType(sn, null, false);
                                    break;
                            }
                        }

                        Body bodyA = _bodies[bodyAIndex];
                        Body bodyB = _bodies[bodyBIndex];

                        switch (type)
                        {
                            case JointType.Distance:
                                joint = new DistanceJoint();
                                break;
                            case JointType.Friction:
                                joint = new FrictionJoint();
                                break;
                            case JointType.Line:
                                joint = new LineJoint();
                                break;
                            case JointType.Prismatic:
                                joint = new PrismaticJoint();
                                break;
                            case JointType.Pulley:
                                joint = new PulleyJoint();
                                break;
                            case JointType.Revolute:
                                joint = new RevoluteJoint();
                                break;
                            case JointType.Weld:
                                joint = new WeldJoint();
                                break;
                            case JointType.Rope:
                                joint = new RopeJoint();
                                break;
                            case JointType.Angle:
                                joint = new AngleJoint();
                                break;
                            case JointType.Slider:
                                joint = new SliderJoint();
                                break;
                            case JointType.Gear:
                                throw new Exception("GearJoint is not supported.");
                            default:
                                throw new Exception("Invalid or unsupported joint.");
                        }

                        joint.CollideConnected = collideConnected;
                        joint.UserData = userData;
                        joint.BodyA = bodyA;
                        joint.BodyB = bodyB;
                        _joints.Add(joint);
                        world.AddJoint(joint);

                        foreach (XMLFragmentElement sn in n.Elements)
                        {
                            // check for specific nodes
                            switch (type)
                            {
                                case JointType.Distance:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "dampingratio":
                                                ((DistanceJoint)joint).DampingRatio = float.Parse(sn.Value);
                                                break;
                                            case "frequencyhz":
                                                ((DistanceJoint)joint).Frequency = float.Parse(sn.Value);
                                                break;
                                            case "length":
                                                ((DistanceJoint)joint).Length = float.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((DistanceJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((DistanceJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Friction:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "localanchora":
                                                ((FrictionJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((FrictionJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "maxforce":
                                                ((FrictionJoint)joint).MaxForce = float.Parse(sn.Value);
                                                break;
                                            case "maxtorque":
                                                ((FrictionJoint)joint).MaxTorque = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Line:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "enablemotor":
                                                ((LineJoint)joint).MotorEnabled = bool.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((LineJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((LineJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "motorspeed":
                                                ((LineJoint)joint).MotorSpeed = float.Parse(sn.Value);
                                                break;
                                            case "dampingratio":
                                                ((LineJoint)joint).DampingRatio = float.Parse(sn.Value);
                                                break;
                                            case "maxmotortorque":
                                                ((LineJoint)joint).MaxMotorTorque = float.Parse(sn.Value);
                                                break;
                                            case "frequencyhz":
                                                ((LineJoint)joint).Frequency = float.Parse(sn.Value);
                                                break;
                                            case "localxaxis":
                                                ((LineJoint)joint).LocalXAxis = ReadVector(sn);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Prismatic:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "enablelimit":
                                                ((PrismaticJoint)joint).LimitEnabled = bool.Parse(sn.Value);
                                                break;
                                            case "enablemotor":
                                                ((PrismaticJoint)joint).MotorEnabled = bool.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((PrismaticJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((PrismaticJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "local1axis1":
                                                ((PrismaticJoint)joint).LocalXAxis1 = ReadVector(sn);
                                                break;
                                            case "maxmotorforce":
                                                ((PrismaticJoint)joint).MaxMotorForce = float.Parse(sn.Value);
                                                break;
                                            case "motorspeed":
                                                ((PrismaticJoint)joint).MotorSpeed = float.Parse(sn.Value);
                                                break;
                                            case "lowertranslation":
                                                ((PrismaticJoint)joint).LowerLimit = float.Parse(sn.Value);
                                                break;
                                            case "uppertranslation":
                                                ((PrismaticJoint)joint).UpperLimit = float.Parse(sn.Value);
                                                break;
                                            case "referenceangle":
                                                ((PrismaticJoint)joint).ReferenceAngle = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Pulley:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "groundanchora":
                                                ((PulleyJoint)joint).GroundAnchorA = ReadVector(sn);
                                                break;
                                            case "groundanchorb":
                                                ((PulleyJoint)joint).GroundAnchorB = ReadVector(sn);
                                                break;
                                            case "lengtha":
                                                ((PulleyJoint)joint).LengthA = float.Parse(sn.Value);
                                                break;
                                            case "lengthb":
                                                ((PulleyJoint)joint).LengthB = float.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((PulleyJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((PulleyJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "maxlengtha":
                                                ((PulleyJoint)joint).MaxLengthA = float.Parse(sn.Value);
                                                break;
                                            case "maxlengthb":
                                                ((PulleyJoint)joint).MaxLengthB = float.Parse(sn.Value);
                                                break;
                                            case "ratio":
                                                ((PulleyJoint)joint).Ratio = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Revolute:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "enablelimit":
                                                ((RevoluteJoint)joint).LimitEnabled = bool.Parse(sn.Value);
                                                break;
                                            case "enablemotor":
                                                ((RevoluteJoint)joint).MotorEnabled = bool.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((RevoluteJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((RevoluteJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "maxmotortorque":
                                                ((RevoluteJoint)joint).MaxMotorTorque = float.Parse(sn.Value);
                                                break;
                                            case "motorspeed":
                                                ((RevoluteJoint)joint).MotorSpeed = float.Parse(sn.Value);
                                                break;
                                            case "lowerangle":
                                                ((RevoluteJoint)joint).LowerLimit = float.Parse(sn.Value);
                                                break;
                                            case "upperangle":
                                                ((RevoluteJoint)joint).UpperLimit = float.Parse(sn.Value);
                                                break;
                                            case "referenceangle":
                                                ((RevoluteJoint)joint).ReferenceAngle = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Weld:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "localanchora":
                                                ((WeldJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((WeldJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Rope:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "localanchora":
                                                ((RopeJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((RopeJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                            case "maxlength":
                                                ((RopeJoint)joint).MaxLength = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Gear:
                                    throw new Exception("Gear joint is unsupported");
                                case JointType.Angle:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "biasfactor":
                                                ((AngleJoint)joint).BiasFactor = float.Parse(sn.Value);
                                                break;
                                            case "maximpulse":
                                                ((AngleJoint)joint).MaxImpulse = float.Parse(sn.Value);
                                                break;
                                            case "softness":
                                                ((AngleJoint)joint).Softness = float.Parse(sn.Value);
                                                break;
                                            case "targetangle":
                                                ((AngleJoint)joint).TargetAngle = float.Parse(sn.Value);
                                                break;
                                        }
                                    }
                                    break;
                                case JointType.Slider:
                                    {
                                        switch (sn.Name.ToLower())
                                        {
                                            case "dampingratio":
                                                ((SliderJoint)joint).DampingRatio = float.Parse(sn.Value);
                                                break;
                                            case "frequencyhz":
                                                ((SliderJoint)joint).Frequency = float.Parse(sn.Value);
                                                break;
                                            case "maxlength":
                                                ((SliderJoint)joint).MaxLength = float.Parse(sn.Value);
                                                break;
                                            case "minlength":
                                                ((SliderJoint)joint).MinLength = float.Parse(sn.Value);
                                                break;
                                            case "localanchora":
                                                ((SliderJoint)joint).LocalAnchorA = ReadVector(sn);
                                                break;
                                            case "localanchorb":
                                                ((SliderJoint)joint).LocalAnchorB = ReadVector(sn);
                                                break;
                                        }
                                    }
                                    break;
                            }
                        }
                    }
                }
            }
        }
Exemple #17
0
        /// <summary>
        /// Picks up the weapon
        /// </summary>
        /// <param name="w"></param>
        public void PickUpWeapon(Weapon w)
        {
            if (!w.BeingHeld && weapon == null && touchingWeapons.Contains(w))
            {
                if (health[leftLowerArm] == 0 && health[rightLowerArm] == 0)
                    return;

                this.weapon = w;
                this.weapon.PickUp(collisionCat);

                float angle;
                if (health[leftLowerArm] >= health[rightLowerArm])
                {
                    this.weapon.Position = LeftHandPosition;
                    r_weaponJoint = JointFactory.CreateRevoluteJoint(world, leftLowerArm, this.weapon.Body, Vector2.Zero);
                    weaponJoint = JointFactory.CreateAngleJoint(world, leftLowerArm, this.weapon.Body);
                    leftHanded = true;
                    angle = weapon.Body.Rotation - leftLowerArm.Rotation;
                }
                else
                {
                    this.weapon.Position = RightHandPosition;
                    r_weaponJoint = JointFactory.CreateRevoluteJoint(world, rightLowerArm, this.weapon.Body, Vector2.Zero);
                    weaponJoint = JointFactory.CreateAngleJoint(world, rightLowerArm, this.weapon.Body);
                    leftHanded = false;
                    angle = weapon.Body.Rotation - rightLowerArm.Rotation;
                }

                weaponJoint.TargetAngle = (int)(angle / MathHelper.TwoPi) * MathHelper.TwoPi;
                weaponJoint.CollideConnected = false;
                weaponJoint.MaxImpulse = 100f;
            }
        }
Exemple #18
0
 /// <summary>
 /// Makes figure walk the the right (place in Update method)
 /// </summary>
 public void WalkRight()
 {
     upright.TargetAngle = -0.1f;
     if (torso.LinearVelocity.X < (onGround ? 4 : 3) * GetTotalLegStrength() && !(Crouching && onGround))
         torso.ApplyForce(new Vector2(150, 0) * maxImpulse * health[torso] * health[head] * GetTotalLegStrength()); // Change limb dependency
     AngleJoint[] checkThese = new AngleJoint[] { leftHip, rightHip };
     if (walkStage == 0)
     {
         leftHip.TargetAngle = (float)Math.PI - torso.Rotation;
         leftKnee.TargetAngle = -MathHelper.PiOver2 - torso.Rotation;
         rightHip.TargetAngle = -3 * MathHelper.PiOver4 - torso.Rotation;
         rightKnee.TargetAngle = -3 * MathHelper.PiOver4 - torso.Rotation;
         rightKnee.MaxImpulse = maxImpulse * 3 * health[rightLowerLeg] * health[rightUpperLeg];
         leftLowerLeg.Friction = 0.0f;
         rightLowerLeg.Friction = 1000f;
         if (JointsAreInPosition(checkThese))
             walkStage = 1;
     }
     else if (walkStage == 1)
     {
         leftHip.TargetAngle = 3 * MathHelper.PiOver2 - torso.Rotation;
         leftKnee.TargetAngle = -MathHelper.PiOver2 - torso.Rotation;
         rightHip.TargetAngle = -5 * MathHelper.PiOver4 - torso.Rotation;
         rightKnee.TargetAngle = -(float)Math.PI - torso.Rotation;
         rightKnee.MaxImpulse = maxImpulse * health[rightLowerLeg] * health[rightUpperLeg];
         if (JointsAreInPosition(checkThese))
             walkStage = 2;
     }
     else if (walkStage == 2)
     {
         leftHip.TargetAngle = 5 * MathHelper.PiOver4 - torso.Rotation;
         leftKnee.TargetAngle = -3 * MathHelper.PiOver4 - torso.Rotation;
         leftKnee.MaxImpulse = maxImpulse * 3 * health[leftLowerLeg] * health[leftUpperLeg];
         rightHip.TargetAngle = -(float)Math.PI - torso.Rotation;
         rightKnee.TargetAngle = -MathHelper.PiOver2 - torso.Rotation;
         rightLowerLeg.Friction = 0.0f;
         leftLowerLeg.Friction = 1000f;
         if (JointsAreInPosition(checkThese))
             walkStage = 3;
     }
     else if (walkStage == 3)
     {
         leftHip.TargetAngle = 3 * MathHelper.PiOver4 - torso.Rotation;
         leftKnee.TargetAngle = -(float)Math.PI - torso.Rotation;
         leftKnee.MaxImpulse = maxImpulse * health[leftLowerLeg] * health[leftUpperLeg];
         rightHip.TargetAngle = -MathHelper.PiOver2 - torso.Rotation;
         rightKnee.TargetAngle = -MathHelper.PiOver2 - torso.Rotation;
         if (JointsAreInPosition(checkThese))
             walkStage = 0;
     }
 }
Exemple #19
0
        private Vector2 _upperLegSize = new Vector2(3, 0.5f); //x=width, y=height

        public Spider(World world, Vector2 position)
        {
            DebugMaterial matHead = new DebugMaterial(MaterialType.Face)
                                        {
                                            Color = Color.ForestGreen,
                                            Scale = 2f
                                        };
            DebugMaterial matBody = new DebugMaterial(MaterialType.Blank)
                                        {
                                            Color = Color.YellowGreen
                                        };
            DebugMaterial matLeg = new DebugMaterial(MaterialType.Blank)
                                       {
                                           Color = Color.DarkGreen
                                       };

            //Load bodies
            Fixture circle = FixtureFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position, matHead);
            circle.Body.BodyType = BodyType.Dynamic;

            //Left upper leg
            Fixture leftUpper = FixtureFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                               circle.Body.Position - new Vector2(SpiderBodyRadius, 0) -
                                                               new Vector2(_upperLegSize.X/2, 0), matBody);
            leftUpper.Body.BodyType = BodyType.Dynamic;

            //Left lower leg
            Fixture leftLower = FixtureFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                               circle.Body.Position - new Vector2(SpiderBodyRadius, 0) -
                                                               new Vector2(_upperLegSize.X, 0) -
                                                               new Vector2(_lowerLegSize.X/2, 0), matLeg);
            leftLower.Body.BodyType = BodyType.Dynamic;

            //Right upper leg
            Fixture rightUpper = FixtureFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                                circle.Body.Position + new Vector2(SpiderBodyRadius, 0) +
                                                                new Vector2(_upperLegSize.X/2, 0), matBody);
            rightUpper.Body.BodyType = BodyType.Dynamic;

            //Right lower leg
            Fixture rightLower = FixtureFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                                circle.Body.Position + new Vector2(SpiderBodyRadius, 0) +
                                                                new Vector2(_upperLegSize.X, 0) +
                                                                new Vector2(_lowerLegSize.X/2, 0), matLeg);
            rightLower.Body.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, circle.Body, leftUpper.Body, new Vector2(SpiderBodyRadius, 0));

            _leftShoulderAngleJoint = JointFactory.CreateAngleJoint(world, circle.Body, leftUpper.Body);
            _leftShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, circle.Body, rightUpper.Body, new Vector2(-SpiderBodyRadius, 0));

            _rightShoulderAngleJoint = JointFactory.CreateAngleJoint(world, circle.Body, rightUpper.Body);
            _rightShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, leftUpper.Body, leftLower.Body, new Vector2(_upperLegSize.X/2, 0));
            _leftKneeAngleJoint = JointFactory.CreateAngleJoint(world, leftUpper.Body, leftLower.Body);
            _leftKneeAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, rightUpper.Body, rightLower.Body,
                                             -new Vector2(_upperLegSize.X/2, 0));
            _rightKneeAngleJoint = JointFactory.CreateAngleJoint(world, rightUpper.Body, rightLower.Body);
            _rightKneeAngleJoint.MaxImpulse = 3;
        }