Esempio n. 1
0
        /// <summary>
        ///     Adds a body to the controller list.
        /// </summary>
        public void AddBody(Body body)
        {
            ControllerEdge edge = new ControllerEdge();

            edge.Body       = body;
            edge.Controller = this;

            //Add edge to controller list
            edge.NextBody = BodyList;
            edge.PrevBody = null;
            if (BodyList != null)
            {
                BodyList.PrevBody = edge;
            }

            BodyList = edge;
            ++BodyCount;

            //Add edge to body list
            edge.NextController = body.ControllerList;
            edge.PrevController = null;
            if (body.ControllerList != null)
            {
                body.ControllerList.PrevController = edge;
            }

            body.ControllerList = edge;
        }
Esempio n. 2
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        /// <summary>
        ///     Initializes a new instance of the <see cref="Controller" /> class
        /// </summary>
        /// <param name="world">The world</param>
        public Controller(World world)
        {
            BodyList  = null;
            BodyCount = 0;

            World = world;
        }
Esempio n. 3
0
        /// <summary>
        ///     Removes all bodies from the controller list.
        /// </summary>
        public void Clear()
        {
            ControllerEdge current = BodyList;

            while (current != null)
            {
                ControllerEdge edge = current;

                //Remove edge from controller list
                BodyList = edge.NextBody;

                //Remove edge from body list
                if (edge.PrevController != null)
                {
                    edge.PrevController.NextController = edge.NextController;
                }

                if (edge.NextController != null)
                {
                    edge.NextController.PrevController = edge.PrevController;
                }

                if (edge == edge.Body.ControllerList)
                {
                    edge.Body.ControllerList = edge.NextController;
                }

                //Free the edge
                //m_world->m_blockAllocator.Free(edge, sizeof(b2ControllerEdge));
            }

            BodyCount = 0;
        }
Esempio n. 4
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        /// <summary>
        ///     Steps the step
        /// </summary>
        /// <param name="step">The step</param>
        public override void Step(TimeStep step)
        {
            float timestep = step.Dt;

            if (timestep <= Settings.FltEpsilon)
            {
                return;
            }

            if (timestep > maxTimestep && maxTimestep > 0)
            {
                timestep = maxTimestep;
            }

            for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
            {
                Body body = i.Body;
                if (body.IsSleeping())
                {
                    continue;
                }

                Vec2 damping = body.GetWorldVector(Math.Mul(T, body.GetLocalVector(body.GetLinearVelocity())));
                body.SetLinearVelocity(body.GetLinearVelocity() + timestep * damping);
            }
        }
Esempio n. 5
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        /// <summary>
        ///     Removes a body from the controller list.
        /// </summary>
        public void RemoveBody(Body body)
        {
            //Assert that the controller is not empty
            Box2DxDebug.Assert(BodyCount > 0);

            //Find the corresponding edge
            ControllerEdge edge = BodyList;

            while (edge != null && edge.Body != body)
            {
                edge = edge.NextBody;
            }

            //Assert that we are removing a body that is currently attached to the controller
            Box2DxDebug.Assert(edge != null);

            //Remove edge from controller list
            if (edge.PrevBody != null)
            {
                edge.PrevBody.NextBody = edge.NextBody;
            }

            if (edge.NextBody != null)
            {
                edge.NextBody.PrevBody = edge.PrevBody;
            }

            if (edge == BodyList)
            {
                BodyList = edge.NextBody;
            }

            --BodyCount;

            //Remove edge from body list
            if (edge.PrevController != null)
            {
                edge.PrevController.NextController = edge.NextController;
            }

            if (edge.NextController != null)
            {
                edge.NextController.PrevController = edge.PrevController;
            }

            if (edge == body.ControllerList)
            {
                body.ControllerList = edge.NextController;
            }

            //Free the edge
            edge = null;
        }
Esempio n. 6
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        /// <summary>
        ///     Steps the step
        /// </summary>
        /// <param name="step">The step</param>
        public override void Step(TimeStep step)
        {
            for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
            {
                Body body = i.Body;
                if (body.IsSleeping())
                {
                    continue;
                }

                body.SetLinearVelocity(body.GetLinearVelocity() + step.Dt * A);
            }
        }
Esempio n. 7
0
        /// <summary>
        ///     Steps the step
        /// </summary>
        /// <param name="step">The step</param>
        public override void Step(TimeStep step)
        {
            //B2_NOT_USED(step);
            for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
            {
                Body body = i.Body;
                if (body.IsSleeping())
                {
                    continue;
                }

                body.ApplyForce(f, body.GetWorldCenter());
            }
        }
Esempio n. 8
0
        /// <summary>
        ///     Steps the step
        /// </summary>
        /// <param name="step">The step</param>
        public override void Step(TimeStep step)
        {
            //B2_NOT_USED(step);
            if (InvSqr)
            {
                for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
                {
                    Body body1 = i.Body;
                    for (ControllerEdge j = BodyList; j != i; j = j.NextBody)
                    {
                        Body  body2 = j.Body;
                        Vec2  d     = body2.GetWorldCenter() - body1.GetWorldCenter();
                        float r2    = d.LengthSquared();
                        if (r2 < Settings.FltEpsilon)
                        {
                            continue;
                        }

                        Vec2 f = G / r2 / Math.Sqrt(r2) * body1.GetMass() * body2.GetMass() * d;
                        body1.ApplyForce(f, body1.GetWorldCenter());
                        body2.ApplyForce(-1.0f * f, body2.GetWorldCenter());
                    }
                }
            }
            else
            {
                for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
                {
                    Body body1 = i.Body;
                    for (ControllerEdge j = BodyList; j != i; j = j.NextBody)
                    {
                        Body  body2 = j.Body;
                        Vec2  d     = body2.GetWorldCenter() - body1.GetWorldCenter();
                        float r2    = d.LengthSquared();
                        if (r2 < Settings.FltEpsilon)
                        {
                            continue;
                        }

                        Vec2 f = G / r2 * body1.GetMass() * body2.GetMass() * d;
                        body1.ApplyForce(f, body1.GetWorldCenter());
                        body2.ApplyForce(-1.0f * f, body2.GetWorldCenter());
                    }
                }
            }
        }
Esempio n. 9
0
 /// <summary>
 ///     Initializes a new instance of the <see cref="Controller" /> class
 /// </summary>
 public Controller()
 {
     BodyList  = null;
     BodyCount = 0;
 }
Esempio n. 10
0
        /// <summary>
        ///     Steps the step
        /// </summary>
        /// <param name="step">The step</param>
        public override void Step(TimeStep step)
        {
            //B2_NOT_USED(step);
            if (BodyList == null)
            {
                return;
            }

            if (UseWorldGravity)
            {
                Gravity = World.Gravity;
            }

            for (ControllerEdge i = BodyList; i != null; i = i.NextBody)
            {
                Body body = i.Body;
                if (body.IsSleeping())
                {
                    //Buoyancy force is just a function of position,
                    //so unlike most forces, it is safe to ignore sleeping bodes
                    continue;
                }

                Vec2  areac = new Vec2(0, 0);
                Vec2  massc = new Vec2(0, 0);
                float area  = 0;
                float mass  = 0;
                for (Fixture shape = body.GetFixtureList(); shape != null; shape = shape.Next)
                {
                    Vec2  sc;
                    float sarea = shape.ComputeSubmergedArea(Normal, Offset, out sc);
                    area    += sarea;
                    areac.X += sarea * sc.X;
                    areac.Y += sarea * sc.Y;
                    float shapeDensity = 0;
                    if (UseDensity)
                    {
                        //TODO: Expose density publicly
                        shapeDensity = shape.Density;
                    }
                    else
                    {
                        shapeDensity = 1;
                    }

                    mass    += sarea * shapeDensity;
                    massc.X += sarea * sc.X * shapeDensity;
                    massc.Y += sarea * sc.Y * shapeDensity;
                }

                areac.X /= area;
                areac.Y /= area;
                //Vec2 localCentroid = Math.MulT(body.GetXForm(), areac);
                massc.X /= mass;
                massc.Y /= mass;
                if (area < Settings.FltEpsilon)
                {
                    continue;
                }

                //Buoyancy
                Vec2 buoyancyForce = -Density * area * Gravity;
                body.ApplyForce(buoyancyForce, massc);
                //Linear drag
                Vec2 dragForce = body.GetLinearVelocityFromWorldPoint(areac) - Velocity;
                dragForce *= -LinearDrag * area;
                body.ApplyForce(dragForce, areac);
                //Angular drag
                //TODO: Something that makes more physical sense?
                body.ApplyTorque(-body.GetInertia() / body.GetMass() * area * body.GetAngularVelocity() * angularDrag);
            }
        }