Esempio n. 1
0
        public override void Load()
        {
            // Ground body
            Body ground;
            {
                ground = Physics.NewBody(m_world);

                // outline
                Physics.NewFixture(ground,
                                   Physics.NewChainShape(true, new Vector2[]
                {
                    new Vector2(0.0f, -2.0f),
                    new Vector2(8.0f, 6.0f),
                    new Vector2(8.0f, 20.0f),
                    new Vector2(-8.0f, 20.0f),
                    new Vector2(-8.0f, 6.0f),
                }), 0);
            }

            // Flippers
            {
                var p1 = new Vector2(-2.0f, 0.0f);
                var p2 = new Vector2(2.0f, 0.0f);


                Body leftFlipper  = Physics.NewBody(m_world, p1.X, p1.Y, BodyType.Dynamic);
                Body rightFlipper = Physics.NewBody(m_world, p2.X, p2.Y, BodyType.Dynamic);

                var box = Physics.NewRectangleShape(1.75f * 2, 0.1f * 2);
                Physics.NewFixture(leftFlipper, box, 1.0f);
                Physics.NewFixture(rightFlipper, box, 1.0f);

                lrj = Physics.NewRevoluteJoint(ground, leftFlipper, p1);
                lrj.SetMotorSpeed(0);
                lrj.SetMotorEnabled(true);
                lrj.SetLimitsEnabled(true);
                lrj.SetMaxMotorTorque(1000.0f);
                lrj.SetLimits(-30.0f * Mathf.PI / 180.0f, 5.0f * Mathf.PI / 180.0f);

                rrj = Physics.NewRevoluteJoint(ground, rightFlipper, p2);
                rrj.SetMotorSpeed(0);
                rrj.SetMotorEnabled(true);
                rrj.SetLimitsEnabled(true);
                rrj.SetMaxMotorTorque(1000.0f);
                rrj.SetLimits(-5.0f * Mathf.PI / 180.0f, 30.0f * Mathf.PI / 180.0f);
            }

            // Circle character
            {
                var body = Physics.NewBody(m_world, 1.0f, 15.0f, BodyType.Dynamic);
                body.SetBullet(true);
                Physics.NewFixture(body, Physics.NewCircleShape(0.2f), 1.0f);
            }
        }
Esempio n. 2
0
        public Ragdoll(World world, Vector2 position)
        {
            // Physics
            // Head
            _head                = world.CreateCircle(0.75f, 10f);
            _head.BodyType       = BodyType.Dynamic;
            _head.AngularDamping = LimbAngularDamping;
            _head.Mass           = 2f;
            _head.Position       = position;

            // Torso
            _upperBody          = world.CreateCapsule(0.5f, 0.75f, LegDensity);
            _upperBody.BodyType = BodyType.Dynamic;
            _upperBody.Mass     = 1f;
            _upperBody.SetTransform(position + new Vector2(0f, -1.75f), -MathHelper.Pi / 2f);
            _middleBody          = world.CreateCapsule(0.5f, 0.75f, LegDensity);
            _middleBody.BodyType = BodyType.Dynamic;
            _middleBody.Mass     = 1f;
            _middleBody.SetTransform(position + new Vector2(0f, -3f), -MathHelper.Pi / 2f);
            _lowerBody          = world.CreateCapsule(0.5f, 0.75f, LegDensity);
            _lowerBody.BodyType = BodyType.Dynamic;
            _lowerBody.Mass     = 1f;
            _lowerBody.SetTransform(position + new Vector2(0f, -4.25f), -MathHelper.Pi / 2f);

            // Left Arm
            _lowerLeftArm                = world.CreateCapsule(1f, 0.45f, ArmDensity);
            _lowerLeftArm.BodyType       = BodyType.Dynamic;
            _lowerLeftArm.AngularDamping = LimbAngularDamping;
            _lowerLeftArm.Mass           = 2f;
            _lowerLeftArm.Rotation       = -1.4f;
            _lowerLeftArm.Position       = position + new Vector2(-4f, -2.2f);

            _upperLeftArm                = world.CreateCapsule(1f, 0.45f, ArmDensity);
            _upperLeftArm.BodyType       = BodyType.Dynamic;
            _upperLeftArm.AngularDamping = LimbAngularDamping;
            _upperLeftArm.Mass           = 2f;
            _upperLeftArm.Rotation       = -1.4f;
            _upperLeftArm.Position       = position + new Vector2(-2f, -1.8f);

            // Right Arm
            _lowerRightArm                = world.CreateCapsule(1f, 0.45f, ArmDensity);
            _lowerRightArm.BodyType       = BodyType.Dynamic;
            _lowerRightArm.AngularDamping = LimbAngularDamping;
            _lowerRightArm.Mass           = 2f;
            _lowerRightArm.Rotation       = 1.4f;
            _lowerRightArm.Position       = position + new Vector2(4f, -2.2f);

            _upperRightArm                = world.CreateCapsule(1f, 0.45f, ArmDensity);
            _upperRightArm.BodyType       = BodyType.Dynamic;
            _upperRightArm.AngularDamping = LimbAngularDamping;
            _upperRightArm.Mass           = 2f;
            _upperRightArm.Rotation       = 1.4f;
            _upperRightArm.Position       = position + new Vector2(2f, -1.8f);

            // Left Leg
            _lowerLeftLeg                = world.CreateCapsule(1f, 0.5f, LegDensity);
            _lowerLeftLeg.BodyType       = BodyType.Dynamic;
            _lowerLeftLeg.AngularDamping = LimbAngularDamping;
            _lowerLeftLeg.Mass           = 2f;
            _lowerLeftLeg.Position       = position + new Vector2(-0.6f, -8f);

            _upperLeftLeg                = world.CreateCapsule(1f, 0.5f, LegDensity);
            _upperLeftLeg.BodyType       = BodyType.Dynamic;
            _upperLeftLeg.AngularDamping = LimbAngularDamping;
            _upperLeftLeg.Mass           = 2f;
            _upperLeftLeg.Position       = position + new Vector2(-0.6f, -6f);

            // Right Leg
            _lowerRightLeg                = world.CreateCapsule(1f, 0.5f, LegDensity);
            _lowerRightLeg.BodyType       = BodyType.Dynamic;
            _lowerRightLeg.AngularDamping = LimbAngularDamping;
            _lowerRightLeg.Mass           = 2f;
            _lowerRightLeg.Position       = position + new Vector2(0.6f, -8f);

            _upperRightLeg                = world.CreateCapsule(1f, 0.5f, LegDensity);
            _upperRightLeg.BodyType       = BodyType.Dynamic;
            _upperRightLeg.AngularDamping = LimbAngularDamping;
            _upperRightLeg.Mass           = 2f;
            _upperRightLeg.Position       = position + new Vector2(0.6f, -6f);

            // head -> upper body
            DistanceJoint jointHeadBody = new DistanceJoint(_head, _upperBody, new Vector2(0f, -1f), new Vector2(-0.75f, 0f));

            jointHeadBody.CollideConnected = true;
            jointHeadBody.DampingRatio     = DampingRatio;
            jointHeadBody.Frequency        = Frequency;
            jointHeadBody.Length           = 0.025f;
            world.Add(jointHeadBody);

            // lowerLeftArm -> upperLeftArm
            DistanceJoint jointLeftArm = new DistanceJoint(_lowerLeftArm, _upperLeftArm, new Vector2(0f, 1f), new Vector2(0f, -1f));

            jointLeftArm.CollideConnected = true;
            jointLeftArm.DampingRatio     = DampingRatio;
            jointLeftArm.Frequency        = Frequency;
            jointLeftArm.Length           = 0.02f;
            world.Add(jointLeftArm);

            // upperLeftArm -> upper body
            DistanceJoint jointLeftArmBody = new DistanceJoint(_upperLeftArm, _upperBody, new Vector2(0f, 1f), new Vector2(-0.15f, -1f));

            jointLeftArmBody.DampingRatio = DampingRatio;
            jointLeftArmBody.Frequency    = Frequency;
            jointLeftArmBody.Length       = 0.02f;
            world.Add(jointLeftArmBody);

            // lowerRightArm -> upperRightArm
            DistanceJoint jointRightArm = new DistanceJoint(_lowerRightArm, _upperRightArm, new Vector2(0f, 1f), new Vector2(0f, -1f));

            jointRightArm.CollideConnected = true;
            jointRightArm.DampingRatio     = DampingRatio;
            jointRightArm.Frequency        = Frequency;
            jointRightArm.Length           = 0.02f;
            world.Add(jointRightArm);

            // upperRightArm -> upper body
            DistanceJoint jointRightArmBody = new DistanceJoint(_upperRightArm, _upperBody, new Vector2(0f, 1f), new Vector2(-0.15f, 1f));

            jointRightArmBody.DampingRatio = DampingRatio;
            jointRightArmBody.Frequency    = 25;
            jointRightArmBody.Length       = 0.02f;
            world.Add(jointRightArmBody);

            // lowerLeftLeg -> upperLeftLeg
            DistanceJoint jointLeftLeg = new DistanceJoint(_lowerLeftLeg, _upperLeftLeg, new Vector2(0f, 1.1f), new Vector2(0f, -1f));

            jointLeftLeg.CollideConnected = true;
            jointLeftLeg.DampingRatio     = DampingRatio;
            jointLeftLeg.Frequency        = Frequency;
            jointLeftLeg.Length           = 0.05f;
            world.Add(jointLeftLeg);

            // upperLeftLeg -> lower body
            DistanceJoint jointLeftLegBody = new DistanceJoint(_upperLeftLeg, _lowerBody, new Vector2(0f, 1.1f), new Vector2(0.7f, -0.8f));

            jointLeftLegBody.CollideConnected = true;
            jointLeftLegBody.DampingRatio     = DampingRatio;
            jointLeftLegBody.Frequency        = Frequency;
            jointLeftLegBody.Length           = 0.02f;
            world.Add(jointLeftLegBody);

            // lowerRightleg -> upperRightleg
            DistanceJoint jointRightLeg = new DistanceJoint(_lowerRightLeg, _upperRightLeg, new Vector2(0f, 1.1f), new Vector2(0f, -1f));

            jointRightLeg.CollideConnected = true;
            jointRightLeg.DampingRatio     = DampingRatio;
            jointRightLeg.Frequency        = Frequency;
            jointRightLeg.Length           = 0.05f;
            world.Add(jointRightLeg);

            // upperRightleg -> lower body
            DistanceJoint jointRightLegBody = new DistanceJoint(_upperRightLeg, _lowerBody, new Vector2(0f, 1.1f), new Vector2(0.7f, 0.8f));

            jointRightLegBody.CollideConnected = true;
            jointRightLegBody.DampingRatio     = DampingRatio;
            jointRightLegBody.Frequency        = Frequency;
            jointRightLegBody.Length           = 0.02f;
            world.Add(jointRightLegBody);

            // upper body -> middle body
            RevoluteJoint jointUpperTorso = new RevoluteJoint(_upperBody, _middleBody, _upperBody.Position + new Vector2(0f, -0.625f), true);

            jointUpperTorso.LimitEnabled = true;
            jointUpperTorso.SetLimits(MathHelper.Pi / 16f, -MathHelper.Pi / 16f);
            world.Add(jointUpperTorso);

            // middle body -> lower body
            RevoluteJoint jointLowerTorso = new RevoluteJoint(_middleBody, _lowerBody, _middleBody.Position + new Vector2(0f, -0.625f), true);

            jointLowerTorso.LimitEnabled = true;
            jointLowerTorso.SetLimits(MathHelper.Pi / 8f, -MathHelper.Pi / 8f);
            world.Add(jointLowerTorso);

            // GFX
            _face      = new Sprite(ContentWrapper.CircleTexture(0.75f, "Square", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Grey, 1f, 24f));
            _torso     = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateRoundedRectangle(1.5f, 2f, 0.75f, 0.75f, 2), "Stripe", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Black, 2.0f, 24f));
            _upperLimb = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateCapsule(1.9f, 0.45f, 16), "Square", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Black, 1f, 24f));
            _lowerLimb = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateCapsule(2f, 0.5f, 16), "Square", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Black, 1f, 24f));
        }
Esempio n. 3
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        public void Update(int ranking_, float steeringValue_ = 0, bool braking_ = false)
        {
            // Updates the vehicle
            // ================

            foreach (Tyre t in m_vehicleTyres)
            {
                t.UpdateTyre(ranking_, steeringValue_, braking_);
                t.UpdateFriction();
            }

            foreach (Tyre t in m_vehicleTyres)
            {
                t.UpdateDrive();

                if (t.IsPowered())
                {
                    if (t.GetBody().LinearVelocity.Length() > 3.0f)
                    {
                        GraphicsHandler.StartFireTrail(t.GetPositionDisplay());
                    }
                    else if (t.GetBody().LinearVelocity.Length() > 2.0f)
                    {
                        GraphicsHandler.StartDriveTrail(t.GetPositionDisplay());
                    }
                    else if (t.GetBody().LinearVelocity.Length() > 0.0f)
                    {
                        GraphicsHandler.StartBrakeTrail(t.GetPositionDisplay());
                    }
                    else if (t.GetBody().LinearVelocity.Length() < 0.0f)
                    {
                        GraphicsHandler.StartBrakeTrail(t.GetPositionDisplay());
                    }
                }

                float lockAngle       = Util.DegreesToRadians(20);
                float turnSpeedPerSec = Util.DegreesToRadians(320);
                float turnPerTimeStep = turnSpeedPerSec / 60;
                float desiredAngle    = steeringValue_ * lockAngle;
                float angleNow        = m_frontLeftJoint.JointAngle;
                float angleToTurn     = desiredAngle - angleNow;
                angleToTurn = FarseerPhysics.Common.MathUtils.Clamp(angleToTurn, -turnPerTimeStep, turnPerTimeStep);
                float newAngle = angleNow + angleToTurn;

                if (desiredAngle > 0.25)
                {
                    GraphicsHandler.StartSkidMarks(t.GetPositionDisplay());
                }

                m_frontLeftJoint.SetLimits(newAngle, newAngle);
                m_frontRightJoint.SetLimits(newAngle, newAngle);

                t.UpdateSprites();

                // AUDIO
                if (!braking_)
                {
                    carbrake.Stop(); //ADDED
                    go.Play();       // ADDED
                }
                else
                {
                    go.Stop();       //ADDED
                    carbrake.Play(); // ADDED
                }
            }

            Debug.AddText("Body position D: " + FarseerPhysics.ConvertUnits.ToDisplayUnits(m_vehicleBody.GetPosition()).ToString(), new Vector2(10, 300));
            Debug.AddText("Body position S: " + m_vehicleBody.GetPosition().ToString(), new Vector2(10, 320));
            Debug.AddText("FL position D: " + FarseerPhysics.ConvertUnits.ToDisplayUnits(m_vehicleTyres[0].GetPosition()).ToString(), new Vector2(10, 360));
            Debug.AddText("FL position S: " + m_vehicleTyres[0].GetPosition().ToString(), new Vector2(10, 380));
            Debug.AddText("FL rotation: " + Util.RadiansToDegrees(m_frontLeftJoint.JointAngle).ToString(), new Vector2(10, 400));
            Debug.AddText("FR position D: " + FarseerPhysics.ConvertUnits.ToDisplayUnits(m_vehicleTyres[1].GetPosition()).ToString(), new Vector2(10, 420));
            Debug.AddText("FR position S: " + m_vehicleTyres[1].GetPosition().ToString(), new Vector2(10, 440));
            Debug.AddText("FR rotation: " + Util.RadiansToDegrees(m_frontRightJoint.JointAngle).ToString(), new Vector2(10, 460));
            m_vehicleBody.UpdateSprites();
        }
Esempio n. 4
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        public Ragdoll(World world, Vector2 position)
        {
            // Physics
            // Head
            _head                = BodyFactory.CreateCircle(world, 0.75f, 10f);
            _head.BodyType       = BodyType.Dynamic;
            _head.AngularDamping = LimbAngularDamping;
            _head.Mass           = 2f;
            _head.Position       = position;

            // Torso
            _upperBody          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            _upperBody.BodyType = BodyType.Dynamic;
            _upperBody.Mass     = 1f;
            _upperBody.SetTransform(position + new Vector2(0f, 1.75f), MathHelper.Pi / 2f);
            _middleBody          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            _middleBody.BodyType = BodyType.Dynamic;
            _middleBody.Mass     = 1f;
            _middleBody.SetTransform(position + new Vector2(0f, 3f), MathHelper.Pi / 2f);
            _lowerBody          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            _lowerBody.BodyType = BodyType.Dynamic;
            _lowerBody.Mass     = 1f;
            _lowerBody.SetTransform(position + new Vector2(0f, 4.25f), MathHelper.Pi / 2f);

            // Left Arm
            _lowerLeftArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _lowerLeftArm.BodyType       = BodyType.Dynamic;
            _lowerLeftArm.AngularDamping = LimbAngularDamping;
            _lowerLeftArm.Mass           = 2f;
            _lowerLeftArm.Rotation       = 1.4f;
            _lowerLeftArm.Position       = position + new Vector2(-4f, 2.2f);

            _upperLeftArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _upperLeftArm.BodyType       = BodyType.Dynamic;
            _upperLeftArm.AngularDamping = LimbAngularDamping;
            _upperLeftArm.Mass           = 2f;
            _upperLeftArm.Rotation       = 1.4f;
            _upperLeftArm.Position       = position + new Vector2(-2f, 1.8f);

            // Right Arm
            _lowerRightArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _lowerRightArm.BodyType       = BodyType.Dynamic;
            _lowerRightArm.AngularDamping = LimbAngularDamping;
            _lowerRightArm.Mass           = 2f;
            _lowerRightArm.Rotation       = -1.4f;
            _lowerRightArm.Position       = position + new Vector2(4f, 2.2f);

            _upperRightArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _upperRightArm.BodyType       = BodyType.Dynamic;
            _upperRightArm.AngularDamping = LimbAngularDamping;
            _upperRightArm.Mass           = 2f;
            _upperRightArm.Rotation       = -1.4f;
            _upperRightArm.Position       = position + new Vector2(2f, 1.8f);

            // Left Leg
            _lowerLeftLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _lowerLeftLeg.BodyType       = BodyType.Dynamic;
            _lowerLeftLeg.AngularDamping = LimbAngularDamping;
            _lowerLeftLeg.Mass           = 2f;
            _lowerLeftLeg.Position       = position + new Vector2(-0.6f, 8f);

            _upperLeftLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _upperLeftLeg.BodyType       = BodyType.Dynamic;
            _upperLeftLeg.AngularDamping = LimbAngularDamping;
            _upperLeftLeg.Mass           = 2f;
            _upperLeftLeg.Position       = position + new Vector2(-0.6f, 6f);

            // Right Leg
            _lowerRightLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _lowerRightLeg.BodyType       = BodyType.Dynamic;
            _lowerRightLeg.AngularDamping = LimbAngularDamping;
            _lowerRightLeg.Mass           = 2f;
            _lowerRightLeg.Position       = position + new Vector2(0.6f, 8f);

            _upperRightLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _upperRightLeg.BodyType       = BodyType.Dynamic;
            _upperRightLeg.AngularDamping = LimbAngularDamping;
            _upperRightLeg.Mass           = 2f;
            _upperRightLeg.Position       = position + new Vector2(0.6f, 6f);

            // head -> upper body
            DistanceJoint jointHeadBody = new DistanceJoint(_head, _upperBody, new Vector2(0f, 1f), new Vector2(-0.75f, 0f));

            jointHeadBody.CollideConnected = true;
            jointHeadBody.DampingRatio     = DampingRatio;
            jointHeadBody.Frequency        = Frequency;
            jointHeadBody.Length           = 0.025f;
            world.AddJoint(jointHeadBody);

            // lowerLeftArm -> upperLeftArm
            DistanceJoint jointLeftArm = new DistanceJoint(_lowerLeftArm, _upperLeftArm, new Vector2(0f, -1f), new Vector2(0f, 1f));

            jointLeftArm.CollideConnected = true;
            jointLeftArm.DampingRatio     = DampingRatio;
            jointLeftArm.Frequency        = Frequency;
            jointLeftArm.Length           = 0.02f;
            world.AddJoint(jointLeftArm);

            // upperLeftArm -> upper body
            DistanceJoint jointLeftArmBody = new DistanceJoint(_upperLeftArm, _upperBody, new Vector2(0f, -1f), new Vector2(-0.15f, 1f));

            jointLeftArmBody.DampingRatio = DampingRatio;
            jointLeftArmBody.Frequency    = Frequency;
            jointLeftArmBody.Length       = 0.02f;
            world.AddJoint(jointLeftArmBody);

            // lowerRightArm -> upperRightArm
            DistanceJoint jointRightArm = new DistanceJoint(_lowerRightArm, _upperRightArm, new Vector2(0f, -1f), new Vector2(0f, 1f));

            jointRightArm.CollideConnected = true;
            jointRightArm.DampingRatio     = DampingRatio;
            jointRightArm.Frequency        = Frequency;
            jointRightArm.Length           = 0.02f;
            world.AddJoint(jointRightArm);

            // upperRightArm -> upper body
            DistanceJoint jointRightArmBody = new DistanceJoint(_upperRightArm, _upperBody, new Vector2(0f, -1f), new Vector2(-0.15f, -1f));

            jointRightArmBody.DampingRatio = DampingRatio;
            jointRightArmBody.Frequency    = 25;
            jointRightArmBody.Length       = 0.02f;
            world.AddJoint(jointRightArmBody);

            // lowerLeftLeg -> upperLeftLeg
            DistanceJoint jointLeftLeg = new DistanceJoint(_lowerLeftLeg, _upperLeftLeg, new Vector2(0f, -1.1f), new Vector2(0f, 1f));

            jointLeftLeg.CollideConnected = true;
            jointLeftLeg.DampingRatio     = DampingRatio;
            jointLeftLeg.Frequency        = Frequency;
            jointLeftLeg.Length           = 0.05f;
            world.AddJoint(jointLeftLeg);

            // upperLeftLeg -> lower body
            DistanceJoint jointLeftLegBody = new DistanceJoint(_upperLeftLeg, _lowerBody, new Vector2(0f, -1.1f), new Vector2(0.7f, 0.8f));

            jointLeftLegBody.CollideConnected = true;
            jointLeftLegBody.DampingRatio     = DampingRatio;
            jointLeftLegBody.Frequency        = Frequency;
            jointLeftLegBody.Length           = 0.02f;
            world.AddJoint(jointLeftLegBody);

            // lowerRightleg -> upperRightleg
            DistanceJoint jointRightLeg = new DistanceJoint(_lowerRightLeg, _upperRightLeg, new Vector2(0f, -1.1f), new Vector2(0f, 1f));

            jointRightLeg.CollideConnected = true;
            jointRightLeg.DampingRatio     = DampingRatio;
            jointRightLeg.Frequency        = Frequency;
            jointRightLeg.Length           = 0.05f;
            world.AddJoint(jointRightLeg);

            // upperRightleg -> lower body
            DistanceJoint jointRightLegBody = new DistanceJoint(_upperRightLeg, _lowerBody, new Vector2(0f, -1.1f), new Vector2(0.7f, -0.8f));

            jointRightLegBody.CollideConnected = true;
            jointRightLegBody.DampingRatio     = DampingRatio;
            jointRightLegBody.Frequency        = Frequency;
            jointRightLegBody.Length           = 0.02f;
            world.AddJoint(jointRightLegBody);

            // upper body -> middle body
            RevoluteJoint jointUpperTorso = new RevoluteJoint(_upperBody, _middleBody, _upperBody.Position + new Vector2(0f, 0.625f), true);

            jointUpperTorso.LimitEnabled = true;
            jointUpperTorso.SetLimits(-MathHelper.Pi / 16f, MathHelper.Pi / 16f);
            world.AddJoint(jointUpperTorso);

            // middle body -> lower body
            RevoluteJoint jointLowerTorso = new RevoluteJoint(_middleBody, _lowerBody, _middleBody.Position + new Vector2(0f, 0.625f), true);

            jointLowerTorso.LimitEnabled = true;
            jointLowerTorso.SetLimits(-MathHelper.Pi / 8f, MathHelper.Pi / 8f);
            world.AddJoint(jointLowerTorso);
        }
Esempio n. 5
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        public Ragdoll(World world, Vector2 position)
        {
            // Physics
            // Head
            _head                = BodyFactory.CreateCircle(world, 0.75f, 10f);
            _head.BodyType       = BodyType.Dynamic;
            _head.AngularDamping = LimbAngularDamping;
            _head.Mass           = 2f;
            _head.Position       = position;

            // Torso
            Body          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            Body.BodyType = BodyType.Dynamic;
            Body.Mass     = 1f;
            Body.SetTransform(position + new Vector2(0f, 1.75f), MathHelper.Pi / 2f);

            _middleBody          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            _middleBody.BodyType = BodyType.Dynamic;
            _middleBody.Mass     = 1f;
            _middleBody.SetTransform(position + new Vector2(0f, 3f), MathHelper.Pi / 2f);

            _lowerBody          = BodyFactory.CreateCapsule(world, 0.5f, 0.75f, LegDensity);
            _lowerBody.BodyType = BodyType.Dynamic;
            _lowerBody.Mass     = 1f;
            _lowerBody.SetTransform(position + new Vector2(0f, 4.25f), MathHelper.Pi / 2f);

            // Left Arm
            _lowerLeftArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _lowerLeftArm.BodyType       = BodyType.Dynamic;
            _lowerLeftArm.AngularDamping = LimbAngularDamping;
            _lowerLeftArm.Mass           = 2f;
            _lowerLeftArm.Rotation       = 1.4f;
            _lowerLeftArm.Position       = position + new Vector2(-4f, 2.2f);

            _upperLeftArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _upperLeftArm.BodyType       = BodyType.Dynamic;
            _upperLeftArm.AngularDamping = LimbAngularDamping;
            _upperLeftArm.Mass           = 2f;
            _upperLeftArm.Rotation       = 1.4f;
            _upperLeftArm.Position       = position + new Vector2(-2f, 1.8f);

            // Right Arm
            _lowerRightArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _lowerRightArm.BodyType       = BodyType.Dynamic;
            _lowerRightArm.AngularDamping = LimbAngularDamping;
            _lowerRightArm.Mass           = 2f;
            _lowerRightArm.Rotation       = -1.4f;
            _lowerRightArm.Position       = position + new Vector2(4f, 2.2f);

            _upperRightArm                = BodyFactory.CreateCapsule(world, 1f, 0.45f, ArmDensity);
            _upperRightArm.BodyType       = BodyType.Dynamic;
            _upperRightArm.AngularDamping = LimbAngularDamping;
            _upperRightArm.Mass           = 2f;
            _upperRightArm.Rotation       = -1.4f;
            _upperRightArm.Position       = position + new Vector2(2f, 1.8f);

            // Left Leg
            _lowerLeftLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _lowerLeftLeg.BodyType       = BodyType.Dynamic;
            _lowerLeftLeg.AngularDamping = LimbAngularDamping;
            _lowerLeftLeg.Mass           = 2f;
            _lowerLeftLeg.Position       = position + new Vector2(-0.6f, 8f);

            _upperLeftLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _upperLeftLeg.BodyType       = BodyType.Dynamic;
            _upperLeftLeg.AngularDamping = LimbAngularDamping;
            _upperLeftLeg.Mass           = 2f;
            _upperLeftLeg.Position       = position + new Vector2(-0.6f, 6f);

            // Right Leg
            _lowerRightLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _lowerRightLeg.BodyType       = BodyType.Dynamic;
            _lowerRightLeg.AngularDamping = LimbAngularDamping;
            _lowerRightLeg.Mass           = 2f;
            _lowerRightLeg.Position       = position + new Vector2(0.6f, 8f);

            _upperRightLeg                = BodyFactory.CreateCapsule(world, 1f, 0.5f, LegDensity);
            _upperRightLeg.BodyType       = BodyType.Dynamic;
            _upperRightLeg.AngularDamping = LimbAngularDamping;
            _upperRightLeg.Mass           = 2f;
            _upperRightLeg.Position       = position + new Vector2(0.6f, 6f);

            // head -> upper body
            DistanceJoint jointHeadBody = new DistanceJoint(_head, Body, new Vector2(0f, 1f), new Vector2(-0.75f, 0f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointHeadBody.BodyA, jointHeadBody.BodyB, out var stiffness, out var damping);
            jointHeadBody.CollideConnected = true;
            jointHeadBody.Damping          = damping;
            jointHeadBody.Stiffness        = stiffness;
            jointHeadBody.Length           = 0.025f;
            world.AddJoint(jointHeadBody);

            // lowerLeftArm -> upperLeftArm
            DistanceJoint jointLeftArm = new DistanceJoint(_lowerLeftArm, _upperLeftArm, new Vector2(0f, -1f), new Vector2(0f, 1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointLeftArm.BodyA, jointLeftArm.BodyB, out stiffness, out damping);
            jointLeftArm.CollideConnected = true;
            jointLeftArm.Damping          = damping;
            jointLeftArm.Stiffness        = stiffness;
            jointLeftArm.Length           = 0.02f;
            world.AddJoint(jointLeftArm);

            // upperLeftArm -> upper body
            DistanceJoint jointLeftArmBody = new DistanceJoint(_upperLeftArm, Body, new Vector2(0f, -1f), new Vector2(-0.15f, 1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointLeftArmBody.BodyA, jointLeftArmBody.BodyB, out stiffness, out damping);
            jointLeftArmBody.Damping   = damping;
            jointLeftArmBody.Stiffness = stiffness;
            jointLeftArmBody.Length    = 0.02f;
            world.AddJoint(jointLeftArmBody);

            // lowerRightArm -> upperRightArm
            DistanceJoint jointRightArm = new DistanceJoint(_lowerRightArm, _upperRightArm, new Vector2(0f, -1f), new Vector2(0f, 1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointRightArm.BodyA, jointRightArm.BodyB, out stiffness, out damping);
            jointRightArm.CollideConnected = true;
            jointRightArm.Damping          = damping;
            jointRightArm.Stiffness        = stiffness;
            jointRightArm.Length           = 0.02f;
            world.AddJoint(jointRightArm);

            // upperRightArm -> upper body
            DistanceJoint jointRightArmBody = new DistanceJoint(_upperRightArm, Body, new Vector2(0f, -1f), new Vector2(-0.15f, -1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointRightArmBody.BodyA, jointRightArmBody.BodyB, out stiffness, out damping);
            jointRightArmBody.Damping   = damping;
            jointRightArmBody.Stiffness = stiffness;
            jointRightArmBody.Length    = 0.02f;
            world.AddJoint(jointRightArmBody);

            // lowerLeftLeg -> upperLeftLeg
            DistanceJoint jointLeftLeg = new DistanceJoint(_lowerLeftLeg, _upperLeftLeg, new Vector2(0f, -1.1f), new Vector2(0f, 1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointLeftLeg.BodyA, jointLeftLeg.BodyB, out stiffness, out damping);
            jointLeftLeg.CollideConnected = true;
            jointLeftLeg.Damping          = damping;
            jointLeftLeg.Stiffness        = stiffness;
            jointLeftLeg.Length           = 0.05f;
            world.AddJoint(jointLeftLeg);

            // upperLeftLeg -> lower body
            DistanceJoint jointLeftLegBody = new DistanceJoint(_upperLeftLeg, _lowerBody, new Vector2(0f, -1.1f), new Vector2(0.7f, 0.8f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointLeftLegBody.BodyA, jointLeftLegBody.BodyB, out stiffness, out damping);
            jointLeftLegBody.CollideConnected = true;
            jointLeftLegBody.Damping          = damping;
            jointLeftLegBody.Stiffness        = stiffness;
            jointLeftLegBody.Length           = 0.02f;
            world.AddJoint(jointLeftLegBody);

            // lowerRightleg -> upperRightleg
            DistanceJoint jointRightLeg = new DistanceJoint(_lowerRightLeg, _upperRightLeg, new Vector2(0f, -1.1f), new Vector2(0f, 1f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointRightLeg.BodyA, jointRightLeg.BodyB, out stiffness, out damping);
            jointRightLeg.CollideConnected = true;
            jointRightLeg.Damping          = damping;
            jointRightLeg.Stiffness        = stiffness;
            jointRightLeg.Length           = 0.05f;
            world.AddJoint(jointRightLeg);

            // upperRightleg -> lower body
            DistanceJoint jointRightLegBody = new DistanceJoint(_upperRightLeg, _lowerBody, new Vector2(0f, -1.1f), new Vector2(0.7f, -0.8f));

            JointHelper.LinearStiffness(Frequency, DampingRatio, jointRightLegBody.BodyA, jointRightLegBody.BodyB, out stiffness, out damping);
            jointRightLegBody.CollideConnected = true;
            jointRightLegBody.Damping          = damping;
            jointRightLegBody.Stiffness        = stiffness;
            jointRightLegBody.Length           = 0.02f;
            world.AddJoint(jointRightLegBody);

            // upper body -> middle body
            RevoluteJoint jointUpperTorso = new RevoluteJoint(Body, _middleBody, Body.Position + new Vector2(0f, 0.625f), true);

            jointUpperTorso.LimitEnabled = true;
            jointUpperTorso.SetLimits(-MathHelper.Pi / 16f, MathHelper.Pi / 16f);
            world.AddJoint(jointUpperTorso);

            // middle body -> lower body
            RevoluteJoint jointLowerTorso = new RevoluteJoint(_middleBody, _lowerBody, _middleBody.Position + new Vector2(0f, 0.625f), true);

            jointLowerTorso.LimitEnabled = true;
            jointLowerTorso.SetLimits(-MathHelper.Pi / 8f, MathHelper.Pi / 8f);
            world.AddJoint(jointLowerTorso);

            // GFX
            _face      = new Sprite(Managers.TextureManager.CircleTexture(0.75f, "Square", Colors.Gold, Colors.Orange, Colors.Grey, 1f));
            _torso     = new Sprite(Managers.TextureManager.PolygonTexture(PolygonUtils.CreateRoundedRectangle(1.5f, 2f, 0.75f, 0.75f, 2), "Stripe", Colors.Gold, Colors.Orange, Colors.Black, 2.0f));
            _upperLimb = new Sprite(Managers.TextureManager.PolygonTexture(PolygonUtils.CreateCapsule(1.9f, 0.45f, 16), "Square", Colors.Gold, Colors.Orange, Colors.Black, 1f));
            _lowerLimb = new Sprite(Managers.TextureManager.PolygonTexture(PolygonUtils.CreateCapsule(2f, 0.5f, 16), "Square", Colors.Gold, Colors.Orange, Colors.Black, 1f));
        }