Esempio n. 1
0
 public void AddSpring(Spring spring)
 {
     if (!_springList.Contains(spring))
     {
         _springList.Add(spring);
     }
 }
Esempio n. 2
0
        private void ProcessAddedItems()
        {
            //Add any new geometries
            for (int i = 0; i < geomAddList.Count; i++)
            {
                if (!geomList.Contains(geomAddList[i]))
                {
                    geomAddList[i].isRemoved = false;
                    geomList.Add(geomAddList[i]);

                    //Add the new geometry to the broad phase collider.
                    _broadPhaseCollider.Add(geomAddList[i]);
                }
            }
            geomAddList.Clear();

            //Add any new bodies
            for (int i = 0; i < bodyAddList.Count; i++)
            {
                if (!bodyList.Contains(bodyAddList[i]))
                {
                    bodyList.Add(bodyAddList[i]);
                }
            }
            bodyAddList.Clear();

            //Add any new controllers
            for (int i = 0; i < controllerAddList.Count; i++)
            {
                if (!controllerList.Contains(controllerAddList[i]))
                {
                    controllerList.Add(controllerAddList[i]);
                }
            }
            controllerAddList.Clear();

            //Add any new joints
            for (int i = 0; i < jointAddList.Count; i++)
            {
                if (!jointList.Contains(jointAddList[i]))
                {
                    jointList.Add(jointAddList[i]);
                }
            }
            jointAddList.Clear();

            //Add any new springs
            for (int i = 0; i < springAddList.Count; i++)
            {
                if (!springList.Contains(springAddList[i]))
                {
                    springList.Add(springAddList[i]);
                }
            }
            springAddList.Clear();
        }
Esempio n. 3
0
        /// <summary>
        /// Links the bodies.
        /// </summary>
        /// <param name="type">The type of Joint to link with.</param>
        public void LinkBodies(LinkType type, float min, float max, float springConstant, float dampingConstant)
        {
            RevoluteJoint revoluteJoint;
            PinJoint      pinJoint, d;
            SliderJoint   sliderJoint;
            LinearSpring  linearSpring, a;
            Vector2       midPoint;
            float         midDeltaX;
            float         midDeltaY;

            for (int i = 0; i < _bodies.Count; i++)
            {
                if (i < _bodies.Count - 1)
                {
                    if (_bodies[i].Position.X < _bodies[i + 1].Position.X)
                    {
                        midDeltaX = Math.Abs(_bodies[i].Position.X - _bodies[i + 1].Position.X) * 0.5f;
                        // find x axis midpoint
                    }
                    else
                    {
                        midDeltaX = (_bodies[i + 1].Position.X - _bodies[i].Position.X) * 0.5f; // find x axis midpoint
                    }
                    if (_bodies[i].Position.Y < _bodies[i + 1].Position.Y)
                    {
                        midDeltaY = Math.Abs(_bodies[i].Position.Y - _bodies[i + 1].Position.Y) * 0.5f;
                        // find x axis midpoint
                    }
                    else
                    {
                        midDeltaY = (_bodies[i + 1].Position.Y - _bodies[i].Position.Y) * 0.5f; // find x axis midpoint
                    }

                    midPoint = new Vector2(_bodies[i].Position.X + midDeltaX, _bodies[i].Position.Y + midDeltaY);
                    // set midPoint
                    switch (type)
                    {
                    case LinkType.RevoluteJoint:
                        revoluteJoint            = JointFactory.Instance.CreateRevoluteJoint(_bodies[i], _bodies[i + 1], midPoint);
                        revoluteJoint.BiasFactor = 0.2f;
                        revoluteJoint.Softness   = 0.01f;
                        _joints.Add(revoluteJoint);
                        break;

                    case LinkType.LinearSpring:
                        linearSpring = SpringFactory.Instance.CreateLinearSpring(_bodies[i], new Vector2(-_width / 2.0f, 0), _bodies[i + 1],
                                                                                 new Vector2(_width / 2.0f, 0), springConstant, dampingConstant);
                        if (i >= 1)
                        {
                            a = (LinearSpring)_springs[i - 1];
                            linearSpring.RestLength = Vector2.Distance(a.AttachPoint2, linearSpring.AttachPoint1);
                        }
                        _springs.Add(linearSpring);
                        break;

                    case LinkType.PinJoint:
                        pinJoint            = JointFactory.Instance.CreatePinJoint(_bodies[i], new Vector2(-_width / 2.0f, 0), _bodies[i + 1], new Vector2(_width / 2.0f, 0));
                        pinJoint.BiasFactor = 0.2f;
                        pinJoint.Softness   = 0.01f;
                        if (i >= 1)
                        {
                            d = (PinJoint)_joints[i - 1];
                            pinJoint.TargetDistance = Vector2.Distance(d.Anchor2, pinJoint.Anchor1);
                        }
                        _joints.Add(pinJoint);
                        break;

                    case LinkType.SliderJoint:
                        sliderJoint            = JointFactory.Instance.CreateSliderJoint(_bodies[i], new Vector2(-_width / 2.0f, 0), _bodies[i + 1], new Vector2(_width / 2.0f, 0), min, max);
                        sliderJoint.BiasFactor = 0.2f;
                        sliderJoint.Softness   = 0.01f;
                        _joints.Add(sliderJoint);
                        break;

                    default:
                        //should never get here
                        break;
                    }
                }
            }
            if (_loop)
            {
                if (_bodies[0].Position.X < _bodies[_bodies.Count - 1].Position.X)
                {
                    midDeltaX = Math.Abs(_bodies[0].Position.X - _bodies[_bodies.Count - 1].Position.X) * 0.5f;
                    // find x axis midpoint
                }
                else
                {
                    midDeltaX = (_bodies[_bodies.Count - 1].Position.X - _bodies[0].Position.X) * 0.5f;
                    // find x axis midpoint
                }
                if (_bodies[0].Position.Y < _bodies[_bodies.Count - 1].Position.Y)
                {
                    midDeltaY = Math.Abs(_bodies[0].Position.Y - _bodies[_bodies.Count - 1].Position.Y) * 0.5f;
                    // find x axis midpoint
                }
                else
                {
                    midDeltaY = (_bodies[_bodies.Count - 1].Position.Y - _bodies[0].Position.Y) * 0.5f;
                    // find x axis midpoint
                }

                midPoint = new Vector2(_bodies[0].Position.X + midDeltaX, _bodies[0].Position.Y + midDeltaY);
                // set midPoint

                switch (type)
                {
                case LinkType.RevoluteJoint:
                    revoluteJoint            = JointFactory.Instance.CreateRevoluteJoint(_bodies[0], _bodies[_bodies.Count - 1], midPoint);
                    revoluteJoint.BiasFactor = 0.2f;
                    revoluteJoint.Softness   = 0.01f;
                    _joints.Add(revoluteJoint);
                    break;

                case LinkType.LinearSpring:
                    linearSpring = SpringFactory.Instance.CreateLinearSpring(_bodies[0], new Vector2(-_width / 2.0f, 0), _bodies[_bodies.Count - 1], new Vector2(_width / 2.0f, 0),
                                                                             springConstant, dampingConstant);
                    linearSpring.RestLength = _width;
                    _springs.Add(linearSpring);
                    break;

                case LinkType.PinJoint:
                    pinJoint                = JointFactory.Instance.CreatePinJoint(_bodies[0], new Vector2(-_width / 2.0f, 0), _bodies[_bodies.Count - 1], new Vector2(_width / 2.0f, 0));
                    pinJoint.BiasFactor     = 0.2f;
                    pinJoint.Softness       = 0.01f;
                    pinJoint.TargetDistance = _width;
                    _joints.Add(pinJoint);
                    break;

                case LinkType.SliderJoint:
                    sliderJoint            = JointFactory.Instance.CreateSliderJoint(_bodies[0], new Vector2(-_width / 2.0f, 0), _bodies[_bodies.Count - 1], new Vector2(_width / 2.0f, 0), min, max);
                    sliderJoint.BiasFactor = 0.2f;
                    sliderJoint.Softness   = 0.01f;
                    _joints.Add(sliderJoint);
                    break;

                default:
                    //should never get here
                    break;
                }
            }
        }
        /// <summary>
        /// Processes the added geometries, springs, joints, bodies and controllers.
        /// </summary>
        private void ProcessAddedItems()
        {
            //Add any new geometries
            _tempCount = _geomAddList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                if (!GeomList.Contains(_geomAddList[i]))
                {
                    _geomAddList[i].InSimulation = true;
                    GeomList.Add(_geomAddList[i]);

                    //Add the new geometry to the broad phase collider.
                    _broadPhaseCollider.Add(_geomAddList[i]);
                }
            }
            _geomAddList.Clear();

            //Add any new bodies
            _tempCount = _bodyAddList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                if (!BodyList.Contains(_bodyAddList[i]))
                {
                    BodyList.Add(_bodyAddList[i]);
                }
            }
            _bodyAddList.Clear();

            //Add any new controllers
            _tempCount = _controllerAddList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                if (!ControllerList.Contains(_controllerAddList[i]))
                {
                    ControllerList.Add(_controllerAddList[i]);
                }
            }
            _controllerAddList.Clear();

            //Add any new joints
            _tempCount = _jointAddList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                if (!JointList.Contains(_jointAddList[i]))
                {
                    JointList.Add(_jointAddList[i]);
                }
            }
            _jointAddList.Clear();

            //Add any new springs
            _tempCount = _springAddList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                if (!SpringList.Contains(_springAddList[i]))
                {
                    SpringList.Add(_springAddList[i]);
                }
            }
            _springAddList.Clear();
        }