Esempio n. 1
0
		public BulletTest()
		{
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 0.0f);
				Body body = m_world.CreateBody(bd);

				EdgeShape edge = new EdgeShape();

				edge.Set(new Vec2(-10.0f, 0.0f), new Vec2(10.0f, 0.0f));
				edge.Density = 0;
				body.CreateFixture(edge);

				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.2f, 1.0f, new Vec2(0.5f, 1.0f), 0.0f);
				shape.Density = 0;
				body.CreateFixture(shape);
			}

			{
				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(0.0f, 4.0f);

				PolygonShape box = new PolygonShape();
				box.SetAsBox(2.0f, 0.1f);
				box.Density = 100;

				m_body = m_world.CreateBody(bd);
				m_body.CreateFixture(box);

				box.SetAsBox(0.25f, 0.25f);

				//m_x = RandomFloat(-1.0f, 1.0f);
				m_x = 0.20352793f;
				bd.Position.Set(m_x, 10.0f);
				bd.bullet = true;

				m_bullet = m_world.CreateBody(bd);
				m_bullet.CreateFixture(box);

				m_bullet.SetLinearVelocity(new Vec2(0.0f, -50.0f));
			}
		}
Esempio n. 2
0
		public ApplyForce() {
			m_world.SetGravity(new Vec2(0.0f, 0.0f));

			const float k_restitution = 0.4f;

			Body ground;
			{
				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 20.0f);
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();

				FixtureDef sd = new FixtureDef();
				sd.shape = shape;
				sd.Density = 0.0f;
				sd.restitution = k_restitution;

				// Left vertical
				shape.Set(new Vec2(-20.0f, -20.0f), new Vec2(-20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Right vertical
				shape.Set(new Vec2(20.0f, -20.0f), new Vec2(20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Top horizontal
				shape.Set(new Vec2(-20.0f, 20.0f), new Vec2(20.0f, 20.0f));
				ground.CreateFixture(sd);

				// Bottom horizontal
				shape.Set(new Vec2(-20.0f, -20.0f), new Vec2(20.0f, -20.0f));
				ground.CreateFixture(sd);
			}

			{
				Transform xf1 = new Transform();
				xf1.q.Set(0.3524f * (float)Math.PI);
				xf1.p = xf1.q.GetXAxis();

				Vec2[] vertices = new Vec2[3];
				vertices[0] = Utilities.Mul(xf1, new Vec2(-1.0f, 0.0f));
				vertices[1] = Utilities.Mul(xf1, new Vec2(1.0f, 0.0f));
				vertices[2] = Utilities.Mul(xf1, new Vec2(0.0f, 0.5f));

				PolygonShape poly1 = new PolygonShape();
				poly1.Set(vertices, 3);

				FixtureDef sd1 = new FixtureDef();
				sd1.shape = poly1;
				sd1.Density = 4.0f;

				Transform xf2 = new Transform();
				xf2.q.Set(-0.3524f * (float)Math.PI);
				xf2.p = -xf2.q.GetXAxis();

				vertices[0] = Utilities.Mul(xf2, new Vec2(-1.0f, 0.0f));
				vertices[1] = Utilities.Mul(xf2, new Vec2(1.0f, 0.0f));
				vertices[2] = Utilities.Mul(xf2, new Vec2(0.0f, 0.5f));

				PolygonShape poly2 = new PolygonShape();
				poly2.Set(vertices, 3);

				FixtureDef sd2 = new FixtureDef();
				sd2.shape = poly2;
				sd2.Density = 2.0f;

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.angularDamping = 5.0f;
				bd.linearDamping = 0.1f;

				bd.Position.Set(0.0f, 2.0f);
				bd.angle = (float)Math.PI;
				bd.allowSleep = false;
				m_body = m_world.CreateBody(bd);
				m_body.CreateFixture(sd1);
				m_body.CreateFixture(sd2);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.5f, 0.5f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 1.0f;
				fd.friction = 0.3f;

				for (int i = 0; i < 10; ++i) {
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;

					bd.Position.Set(0.0f, 5.0f + 1.54f * i);
					Body body = m_world.CreateBody(bd);

					body.CreateFixture(fd);

					float gravity = 10.0f;
					float I = body.GetInertia();
					float mass = body.GetMass();

					// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
					float radius = (float)Math.Sqrt(2.0f * I / mass);

					FrictionJointDef jd = new FrictionJointDef();
					jd.localAnchorA.SetZero();
					jd.localAnchorB.SetZero();
					jd.bodyA = ground;
					jd.bodyB = body;
					jd.collideConnected = true;
					jd.maxForce = mass * gravity;
					jd.maxTorque = mass * radius * gravity;

					m_world.CreateJoint(jd);
				}
			}
		}
        static void Main(string[] args)
        {
            // Define the size of the world. Simulation will still work
            // if bodies reach the end of the world, but it will be slower.
            AABB worldAABB = new AABB
            {
                UpperBound = new Vector2(100, 100),
                LowerBound = new Vector2(-100, -100)
            };

            // Define the gravity vector.
            Vector2 gravity = new Vector2(0.0f, -10.0f);

            // Do we want to let bodies sleep?
            bool doSleep = true;

            // Construct a world object, which will hold and simulate the rigid bodies.
            World world = new World(worldAABB, gravity, doSleep);

            // Define the ground body.
            BodyDef groundBodyDef = new BodyDef();

            groundBodyDef.Position = new Vector2(0.0f, -10.0f);

            // Call the body factory which  creates the ground box shape.
            // The body is also added to the world.
            Body groundBody = world.CreateBody(groundBodyDef);

            // Define the ground box shape.
            PolygonDef groundShapeDef = new PolygonDef();

            // The extents are the half-widths of the box.
            groundShapeDef.SetAsBox(50.0f, 10.0f);

            // Add the ground shape to the ground body.
            groundBody.CreateFixture(groundShapeDef);

            // Define the dynamic body. We set its position and call the body factory.
            BodyDef bodyDef = new BodyDef();

            bodyDef.Position = new Vector2(0.0f, 4.0f);
            Body body = world.CreateBody(bodyDef);

            // Define another box shape for our dynamic body.
            PolygonDef shapeDef = new PolygonDef();

            shapeDef.SetAsBox(1.0f, 1.0f);

            // Set the box density to be non-zero, so it will be dynamic.
            shapeDef.Density = 1.0f;

            // Override the default friction.
            shapeDef.Friction = 0.3f;

            // Add the shape to the body.
            body.CreateFixture(shapeDef);

            // Now tell the dynamic body to compute it's mass properties base
            // on its shape.
            body.SetMassFromShapes();

            // Prepare for simulation. Typically we use a time step of 1/60 of a
            // second (60Hz) and 10 iterations. This provides a high quality simulation
            // in most game scenarios.
            float timeStep           = 1.0f / 60.0f;
            int   velocityIterations = 8;
            int   positionIterations = 1;

            // This is our little game loop.
            for (int i = 0; i < 100; ++i)
            {
                // Instruct the world to perform a single step of simulation. It is
                // generally best to keep the time step and iterations fixed.
                world.Step(timeStep, velocityIterations, positionIterations);

                // Now print the position and angle of the body.
                Vector2 position = body.GetPosition();
                float   angle    = body.GetAngle();

                Console.WriteLine("Step: {3} - X: {0}, Y: {1}, Angle: {2}", new object[] { position.X.ToString(), position.Y.ToString(), angle.ToString(), i.ToString() });
            }

            // When the world destructor is called, all bodies and joints are freed. This can
            // create orphaned pointers, so be careful about your world management.
            Console.ReadLine();
        }