Esempio n. 1
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		public RopeTest()
		{
			const int N = 40;
			Vec2[] vertices = new Vec2[N];
			float [] masses = new float [N];

			for (int i = 0; i < N; ++i)
			{
				vertices[i].Set(0.0f, 20.0f - 0.25f * i);
				masses[i] = 1.0f;
			}
			masses[0] = 0.0f;
			masses[1] = 0.0f;

			RopeDef def = new RopeDef();
			def.vertices = new List<Vec2>(vertices);
			def.count = N;
			def.gravity.Set(0.0f, -10.0f);
			def.masses = new List<float>(masses);
			def.damping = 0.1f;
			def.k2 = 1.0f;
			def.k3 = 0.5f;

			m_rope.Initialize(def);

			m_angle = 0.0f;
			m_rope.SetAngle(m_angle);
		}
Esempio n. 2
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		public Test(){
			Vec2 gravity = new Vec2();
			gravity.Set(0.0f, -10.0f);
			m_world = new World(gravity);
			m_bomb = null;
			m_textLine = 30;
			m_mouseJoint = null;
			m_pointCount = 0;
			m_debugDraw = new DebugDraw();

			m_destructionListener = new TestDestructionListener();
			m_destructionListener.test = this;
			m_world.SetDestructionListener(m_destructionListener);
			m_world.SetContactListener(this);
			m_world.SetDebugDraw(m_debugDraw);
	
			m_bombSpawning = false;

			m_stepCount = 0;

			BodyDef bodyDef = new BodyDef();
			m_groundBody = m_world.CreateBody(bodyDef);

			m_maxProfile = new Profile();
			m_totalProfile = new Profile();
		}
Esempio n. 3
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		/// Initialize the bodies, anchors, and reference angle using a world
		/// anchor point.
		// Point-to-point constraint
		// C = p2 - p1
		// Cdot = v2 - v1
		//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
		// J = [-I -r1_skew I r2_skew ]
		// Identity used:
		// w k % (rx i + ry j) = w * (-ry i + rx j)

		// Angle constraint
		// C = angle2 - angle1 - referenceAngle
		// Cdot = w2 - w1
		// J = [0 0 -1 0 0 1]
		// K = invI1 + invI2
		public void Initialize(Body bA, Body bB, Vec2 anchor) {
			bodyA = bA;
			bodyB = bB;
			localAnchorA = bodyA.GetLocalPoint(anchor);
			localAnchorB = bodyB.GetLocalPoint(anchor);
			referenceAngle = bodyB.GetAngle() - bodyA.GetAngle();
		}
Esempio n. 4
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		public override void DrawSolidCircle(Vec2 center, float radius, Vec2 axis, Color color) {
			float k_segments = 16.0f;
			float k_increment = 2.0f * (float)System.Math.PI / k_segments;
			float theta = 0.0f;
			GL.Color3(0.5f * color.R, 0.5f * color.G, 0.5f * color.B);
			GL.Disable(EnableCap.Texture2D);
			GL.Begin(BeginMode.TriangleFan);
			for (int i = 0; i < k_segments; ++i) {
				Vec2 v = center + radius * new Vec2((float)System.Math.Cos(theta), (float)System.Math.Sin(theta));
				GL.Vertex2(v.X, v.Y);
				theta += k_increment;
			}
			GL.End();

			theta = 0.0f;
			GL.Color4(color.R, color.G, color.B, 1.0f);
			GL.Begin(BeginMode.LineLoop);
			for (int i = 0; i < k_segments; ++i) {
				Vec2 v = center + radius * new Vec2((float)System.Math.Cos(theta), (float)System.Math.Sin(theta));
				GL.Vertex2(v.X, v.Y);
				theta += k_increment;
			}
			GL.End();

			Vec2 p = center + radius * axis;
			GL.Begin(BeginMode.Lines);
			GL.Vertex2(center.X, center.Y);
			GL.Vertex2(p.X, p.Y);
			GL.End();
			GL.Enable(EnableCap.Texture2D);
		}
Esempio n. 5
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		/// Use this to update the target point.
		public void SetTarget(Vec2 target){
			if (m_bodyB.IsAwake() == false)
			{
				m_bodyB.SetAwake(true);
			}
			m_targetA = target;
		}
Esempio n. 6
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		/// Initialize the bodies, anchors, axis, and reference angle using the world
		/// anchor and world axis.
		// Linear constraint (point-to-line)
		// d = pB - pA = xB + rB - xA - rA
		// C = dot(ay, d)
		// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
		//      = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
		// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]

		// Spring linear constraint
		// C = dot(ax, d)
		// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
		// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]

		// Motor rotational constraint
		// Cdot = wB - wA
		// J = [0 0 -1 0 0 1]
		public void Initialize(Body bA, Body bB, Vec2 anchor, Vec2 axis) {
			bodyA = bA;
			bodyB = bB;
			localAnchorA = bodyA.GetLocalPoint(anchor);
			localAnchorB = bodyB.GetLocalPoint(anchor);
			localAxisA = bodyA.GetLocalVector(axis);
		}
Esempio n. 7
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		public override void Step(TestSettings settings)
		{
			Manifold manifold;
			Collision.CollidePolygons(out manifold, m_polygonA, m_transformA, m_polygonB, m_transformB);

			WorldManifold worldManifold = new WorldManifold();
			worldManifold.Initialize(manifold, m_transformA, m_polygonA.m_radius, m_transformB, m_polygonB.m_radius);

			m_debugDraw.DrawString("point count = {0}", manifold.points.Count());
			

			{
				Color color = Color.FromArgb(225, 225, 225);
				Vec2[] v = new Vec2[Settings._maxPolygonVertices];
				for (int i = 0; i < m_polygonA.m_count; ++i)
				{
					v[i] = Utilities.Mul(m_transformA, m_polygonA.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(v, m_polygonA.m_count, color);

				for (int i = 0; i < m_polygonB.m_count; ++i)
				{
					v[i] = Utilities.Mul(m_transformB, m_polygonB.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(v, m_polygonB.m_count, color);
			}

			for (int i = 0; i < manifold.points.Count(); ++i)
			{
				m_debugDraw.DrawPoint(worldManifold.points[i], 4.0f, Color.FromArgb(225, 75, 75));
			}
		}
Esempio n. 8
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		/// Set/get the target linear offset, in frame A, in meters.
		public void SetLinearOffset(Vec2 linearOffset){
			if (linearOffset.X != m_linearOffset.X || linearOffset.Y != m_linearOffset.Y)
			{
				m_bodyA.SetAwake(true);
				m_bodyB.SetAwake(true);
				m_linearOffset = linearOffset;
			}
		}
Esempio n. 9
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		/// Initialize the bodies, anchors, and length using the world
		/// anchors.
		// 1-D constrained system
		// m (v2 - v1) = lambda
		// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
		// x2 = x1 + h * v2

		// 1-D mass-damper-spring system
		// m (v2 - v1) + h * d * v2 + h * k * 

		// C = norm(p2 - p1) - L
		// u = (p2 - p1) / norm(p2 - p1)
		// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
		// J = [-u -cross(r1, u) u cross(r2, u)]
		// K = J * invM * JT
		//   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
		public void Initialize(Body b1, Body b2,
						Vec2 anchor1, Vec2 anchor2) {
			bodyA = b1;
			bodyB = b2;
			localAnchorA = bodyA.GetLocalPoint(anchor1);
			localAnchorB = bodyB.GetLocalPoint(anchor2);
			Vec2 d = anchor2 - anchor1;
			length = d.Length();
		}
Esempio n. 10
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	public class RopeDef { //was struct
		public RopeDef() {
			vertices = new List<Vec2>();
			count = 0;
			masses = new List<float>();
			gravity = new Vec2(0, 0);
			damping = 0.1f;
			k2 = 0.9f;
			k3 = 0.1f;
		}
Esempio n. 11
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		public override float ReportFixture(Fixture fixture, Vec2 point,
			Vec2 normal, float fraction)
		{
			m_fixture = fixture;
			m_point = point;
			m_normal = normal;

			return fraction;
		}
Esempio n. 12
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		public override void DrawPolygon(Vec2[] vertices, int vertexCount, Color color) {
			GL.Color3(color.R, color.G, color.B);
			GL.Disable(EnableCap.Texture2D);
			GL.Begin(BeginMode.LineLoop);
			for (int i = 0; i < vertexCount; ++i) {
				GL.Vertex2(vertices[i].X, vertices[i].Y);
			}
			GL.End();
			GL.Enable(EnableCap.Texture2D);
		}
Esempio n. 13
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		public override void DrawSegment(Vec2 p1, Vec2 p2, Color color) {
			GL.Color3(color.R, color.G, color.B);
			GL.Disable(EnableCap.Texture2D);
			GL.Begin(BeginMode.Lines);
			{
				GL.Vertex2(p1.X, p1.Y);
				GL.Vertex2(p2.X, p2.Y);
			}
			GL.End();
			GL.Enable(EnableCap.Texture2D);
		}
Esempio n. 14
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		/// Solve A * x = b, where b is a column vector. This is more efficient
		/// than computing the inverse in one-shot cases. Solve only the upper
		/// 2-by-2 matrix equation.
		public Vec2 Solve22(Vec2 b) {
			float a11 = ex.X, a12 = ey.X, a21 = ex.Y, a22 = ey.Y;
			float det = a11 * a22 - a12 * a21;
			if (det != 0.0f) {
				det = 1.0f / det;
			}
			Vec2 x;
			x.X = det * (a22 * b.X - a12 * b.Y);
			x.Y = det * (a11 * b.Y - a21 * b.X);
			return x;
		}
Esempio n. 15
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		/// Get the supporting vertex index in the given direction.
		public int GetSupport(Vec2 d){
			int bestIndex = 0;
			float bestValue = Utilities.Dot(m_vertices[0], d);
			for (int i = 1; i < m_vertices.Count(); ++i) {
				float value = Utilities.Dot(m_vertices[i], d);
				if (value > bestValue) {
					bestIndex = i;
					bestValue = value;
				}
			}

			return bestIndex;
		}
Esempio n. 16
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		public GravityTest() {
			// Define the gravity vector.
			Vec2 gravity = new Vec2(0.0f, 10.0f);

			// Construct a world object, which will hold and simulate the rigid bodies.
			m_world.SetGravity(gravity);

			// Define the ground body.
			BodyDef groundBodyDef = new BodyDef();
			groundBodyDef.Position.Set(0.0f, 20.0f);

			// Call the body factory which allocates memory for the ground body
			// from a pool and creates the ground box shape (also from a pool).
			// The body is also added to the world.
			Body groundBody = m_world.CreateBody(groundBodyDef);

			// Define the ground box shape.
			PolygonShape groundBox = new PolygonShape();

			// The extents are the half-widths of the box.
			groundBox.SetAsBox(50.0f, 10.0f);
			groundBox.Density = 0;

			// Add the ground fixture to the ground body.
			groundBody.CreateFixture(groundBox);

			// Define the dynamic body. We set its position and call the body factory.
			BodyDef bodyDef = new BodyDef();
			bodyDef.type = BodyType._dynamicBody;
			bodyDef.Position = new Vec2(0.0f, 4.0f);
			Body body = m_world.CreateBody(bodyDef);

			// Define another box shape for our dynamic body.
			PolygonShape dynamicBox = new PolygonShape();
			dynamicBox.SetAsBox(1.0f, 1.0f);

			// Define the dynamic body fixture.
			FixtureDef fixtureDef = new FixtureDef();
			fixtureDef.shape = dynamicBox;

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

			// Override the default friction.
			fixtureDef.friction = 0.3f;

			// Add the shape to the body.
			body.CreateFixture(fixtureDef);
		}
Esempio n. 17
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		public override void DrawCircle(Vec2 center, float radius, Color color) {
			float k_segments = 16.0f;
			float k_increment = 2.0f * (float)System.Math.PI / k_segments;
			float theta = 0.0f;
			GL.Color3(color.R, color.G, color.B);
			GL.Disable(EnableCap.Texture2D);
			GL.Begin(BeginMode.LineLoop);
			for (int i = 0; i < k_segments; ++i) {
				Vec2 v = center + radius * new Vec2((float)System.Math.Cos(theta), (float)System.Math.Sin(theta));
				GL.Vertex2(v.X, v.Y);
				theta += k_increment;
			}
			GL.End();
			GL.Enable(EnableCap.Texture2D);
		}
Esempio n. 18
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		/// This constructor sets the body definition default values.
		public BodyDef() {
			UserData = null;
			Position = new Vec2(0.0f, 0.0f);
			angle = 0.0f;
			linearVelocity = new Vec2(0.0f, 0.0f);
			angularVelocity = 0.0f;
			linearDamping = 0.0f;
			angularDamping = 0.0f;
			allowSleep = true;
			awake = true;
			fixedRotation = false;
			bullet = false;
			type = BodyType._staticBody;
			active = true;
			gravityScale = 1.0f;
		}
Esempio n. 19
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		public void Step(TestSettings settings)
		{
			base.Step(settings);

			DistanceInput input = new DistanceInput();
			input.proxyA.Set(m_polygonA, 0);
			input.proxyB.Set(m_polygonB, 0);
			input.transformA = m_transformA;
			input.transformB = m_transformB;
			input.useRadii = true;
			SimplexCache cache = new SimplexCache();
			cache.count = 0;
			DistanceOutput output;
			Utilities.Distance(out output, cache, input);

			m_debugDraw.DrawString("distance = %g", output.distance);
			

			m_debugDraw.DrawString("iterations = %d", output.iterations);
			

			{
				Color color = Color.FromArgb(225, 225, 225);
				Vec2[] v = new Vec2[Settings._maxPolygonVertices];
				for (int i = 0; i < m_polygonA.m_count; ++i)
				{
					v[i] = Utilities.Mul(m_transformA, m_polygonA.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(v, m_polygonA.m_count, color);

				for (int i = 0; i < m_polygonB.m_count; ++i)
				{
					v[i] = Utilities.Mul(m_transformB, m_polygonB.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(v, m_polygonB.m_count, color);
			}

			Vec2 x1 = output.pointA;
			Vec2 x2 = output.pointB;

			Color c1 = Color.FromArgb(255, 0, 0);
			m_debugDraw.DrawPoint(x1, 4.0f, c1);

			Color c2 = Color.FromArgb(255, 255, 0);
			m_debugDraw.DrawPoint(x2, 4.0f, c2);
		}
Esempio n. 20
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		/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
		// Pulley:
		// length1 = norm(p1 - s1)
		// length2 = norm(p2 - s2)
		// C0 = (length1 + ratio * length2)_initial
		// C = C0 - (length1 + ratio * length2)
		// u1 = (p1 - s1) / norm(p1 - s1)
		// u2 = (p2 - s2) / norm(p2 - s2)
		// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
		// J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
		// K = J * invM * JT
		//   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
		public void Initialize(Body bA, Body bB,
						Vec2 groundA, Vec2 groundB,
						Vec2 anchorA, Vec2 anchorB,
						float r) {
			bodyA = bA;
			bodyB = bB;
			groundAnchorA = groundA;
			groundAnchorB = groundB;
			localAnchorA = bodyA.GetLocalPoint(anchorA);
			localAnchorB = bodyB.GetLocalPoint(anchorB);
			Vec2 dA = anchorA - groundA;
			lengthA = dA.Length();
			Vec2 dB = anchorB - groundB;
			lengthB = dB.Length();
			ratio = r;
			Utilities.Assert(ratio > Single.Epsilon);
		}
Esempio n. 21
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		public void Generate()
		{
			Vec2 lowerBound = new Vec2(-8.0f, -8.0f);
			Vec2 upperBound = new Vec2(8.0f, 8.0f);

			for (int i = 0; i < e_count; ++i)
			{
				float x = 10.0f * RandomFloat();
				float y = 10.0f * RandomFloat();

				// Clamp onto a square to help create collinearities.
				// This will stress the convex hull algorithm.
				Vec2 v = new Vec2(x, y);
				v = Utilities.Clamp(v, lowerBound, upperBound);
				m_points[i] = v;
			}
		}
Esempio n. 22
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		public Prismatic() {
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(2.0f, 0.5f);
				shape.Density = 5;

				BodyDef bd = new BodyDef();
				bd.type = BodyType._dynamicBody;
				bd.Position.Set(-10.0f, 10.0f);
				bd.angle = 0.5f * (float)Math.PI;
				bd.allowSleep = false;
				Body body = m_world.CreateBody(bd);
				body.CreateFixture(shape);

				PrismaticJointDef pjd = new PrismaticJointDef();

				// Bouncy limit
				Vec2 axis = new Vec2(2.0f, 1.0f);
				axis.Normalize();
				pjd.Initialize(ground, body, new Vec2(0.0f, 0.0f), axis);

				// Non-bouncy limit
				//pjd.Initialize(ground, body, new Vec2(-10.0f, 10.0f), new Vec2(1.0f, 0.0f));

				pjd.motorSpeed = 10.0f;
				pjd.maxMotorForce = 10000.0f;
				pjd.enableMotor = true;
				pjd.lowerTranslation = 0.0f;
				pjd.upperTranslation = 20.0f;
				pjd.enableLimit = true;

				m_joint = (PrismaticJoint)m_world.CreateJoint(pjd);
			}
		}
Esempio n. 23
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		public Chain()
		{
			Body ground = null;
			{
				BodyDef bd = new BodyDef();
				ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(0.6f, 0.125f);

				FixtureDef fd = new FixtureDef();
				fd.shape = shape;
				fd.Density = 20.0f;
				fd.friction = 0.2f;

				RevoluteJointDef jd = new RevoluteJointDef();
				jd.collideConnected = false;

				const float y = 25.0f;
				Body prevBody = ground;
				for (int i = 0; i < 30; ++i)
				{
					BodyDef bd = new BodyDef();
					bd.type = BodyType._dynamicBody;
					bd.Position.Set(0.5f + i, y);
					Body body = m_world.CreateBody(bd);
					body.CreateFixture(fd);

					Vec2 anchor = new Vec2((float)(i), y);
					jd.Initialize(prevBody, body, anchor);
					m_world.CreateJoint(jd);

					prevBody = body;
				}
			}
		}
Esempio n. 24
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		/// Create a chain with isolated end vertices.
		/// @param vertices an array of vertices, these are copied
		/// @param count the vertex count
		public void CreateChain(Vec2[] vertices, int count){
			throw new NotImplementedException();
			//Utilities.Assert(m_vertices == null && m_count == 0);
			//Utilities.Assert(count >= 2);
			//for (int i = 1; i < count; ++i)
			//{
			//    Vec2 v1 = vertices[i-1];
			//    Vec2 v2 = vertices[i];
			//    // If the code crashes here, it means your vertices are too close together.
			//    Utilities.Assert(DistanceSquared(v1, v2) >Settings._linearSlop *Settings._linearSlop);
			//}

			//m_count = count;
			//m_vertices = (Vec2*)Alloc(count * sizeof(Vec2));
			//memcpy(m_vertices, vertices, m_count * sizeof(Vec2));

			//m_hasPrevVertex = false;
			//m_hasNextVertex = false;
		}
Esempio n. 25
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		public Body AddNode(Body parent, Vec2 localAnchor, int depth, float offset, float a)
		{
			Vec2 h = new Vec2(0.0f, a);

			Vec2 p = parent.GetPosition() + localAnchor - h;

			BodyDef bodyDef = new BodyDef();
			bodyDef.type = BodyType._dynamicBody;
			bodyDef.Position = p;
			Body body = m_world.CreateBody(bodyDef);

			PolygonShape shape = new PolygonShape();
			shape.SetAsBox(0.25f * a, a);
			shape.Density = 20;
			body.CreateFixture(shape);

			if (depth == e_depth)
			{
				return body;
			}

			shape.SetAsBox(offset, 0.25f * a, new Vec2(0, -a), 0.0f);
			body.CreateFixture(shape);

			Vec2 a1 = new Vec2(offset, -a);
			Vec2 a2 = new Vec2(-offset, -a);
			Body body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
			Body body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);

			RevoluteJointDef jointDef = new RevoluteJointDef();
			jointDef.bodyA = body;
			jointDef.localAnchorB = h;

			jointDef.localAnchorA = a1;
			jointDef.bodyB = body1;
			m_world.CreateJoint(jointDef);

			jointDef.localAnchorA = a2;
			jointDef.bodyB = body2;
			m_world.CreateJoint(jointDef);

			return body;
		}
Esempio n. 26
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		public Pyramid()
		{
			{
				BodyDef bd = new BodyDef();
				Body ground = m_world.CreateBody(bd);

				EdgeShape shape = new EdgeShape();
				shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
				shape.Density = 0;
				ground.CreateFixture(shape);
			}

			{
				float a = 0.5f;
				PolygonShape shape = new PolygonShape();
				shape.SetAsBox(a, a);
				shape.Density = 5;

				Vec2 x = new Vec2(-7.0f, 0.75f);
				Vec2 y;
				Vec2 deltaX = new Vec2(0.5625f, 1.25f);
				Vec2 deltaY = new Vec2(1.125f, 0.0f);

				for (int i = 0; i < e_count; ++i)
				{
					y = x;

					for (int j = i; j < e_count; ++j)
					{
						BodyDef bd = new BodyDef();
						bd.type = BodyType._dynamicBody;
						bd.Position = y;
						Body body = m_world.CreateBody(bd);
						body.CreateFixture(shape);

						y += deltaY;
					}

					x += deltaX;
				}
			}
		}
Esempio n. 27
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		void CreateCircle()
		{
			float radius = 2.0f;
			CircleShape shape = new CircleShape();
			shape.m_p.SetZero();
			shape.m_radius = radius;

			FixtureDef fd = new FixtureDef();
			fd.shape = shape;
			fd.Density = 1.0f;
			fd.friction = 0.0f;

			Vec2 p = new Vec2(RandomFloat(), 3.0f + RandomFloat());
			BodyDef bd = new BodyDef();
			bd.type = BodyType._dynamicBody;
			bd.Position = p;
			//bd.allowSleep = false;
			Body body = m_world.CreateBody(bd);

			body.CreateFixture(fd);
		}
Esempio n. 28
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		public TestSettings() {
			viewCenter = new Vec2(0.0f, 20.0f);
			hz = 60.0f;
			velocityIterations = 8;
			positionIterations = 3;
			drawShapes = true;
			drawJoints = true;
			drawAABBs = false;
			drawContactPoints = false;
			drawContactNormals = false;
			drawContactImpulse = false;
			drawFrictionImpulse = false;
			drawCOMs = true;
			drawStats = false;
			drawProfile = false;
			enableWarmStarting = true;
			enableContinuous = true;
			enableSubStepping = false;
			enableSleep = true;
			pause = false;
			singleStep = false;
		}
Esempio n. 29
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		public override float ReportFixture(Fixture fixture, Vec2 point, Vec2 normal, float fraction)
		{
			Body body = fixture.GetBody();
			if (body.UserData != null)
			{
				int index = (int)body.UserData;
				if (index == 0)
				{
					// By returning -1, we instruct the calling code to ignore this fixture
					// and continue the ray-cast to the next fixture.
					return -1.0f;
				}
			}

			m_hit = true;
			m_point = point;
			m_normal = normal;

			// At this point we have a hit, so we know the ray is obstructed.
			// By returning 0, we instruct the calling code to terminate the ray-cast.
			return 0.0f;
		}
Esempio n. 30
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		public void DrawFixture(Fixture fixture)
		{
			Color color = Color.FromArgb(245, 245, 150);
			Transform xf = fixture.GetBody().GetTransform();

			switch (fixture.GetShapeType())
			{
			case ShapeType.Circle:
				{
					CircleShape circle = (CircleShape)fixture.GetShape();

					Vec2 center = Utilities.Mul(xf, circle.m_p);
					float radius = circle.m_radius;

					m_debugDraw.DrawCircle(center, radius, color);
				}
				break;

			case ShapeType.Polygon:
				{
					PolygonShape poly = (PolygonShape)fixture.GetShape();
					int vertexCount = poly.m_count;
					Utilities.Assert(vertexCount <= Settings._maxPolygonVertices);
					Vec2[] vertices = new Vec2[Settings._maxPolygonVertices];

					for (int i = 0; i < vertexCount; ++i)
					{
						vertices[i] = Utilities.Mul(xf, poly.m_vertices[i]);
					}

					m_debugDraw.DrawPolygon(vertices, vertexCount, color);
				}
				break;
				
			default:
				break;
			}
		}
Esempio n. 31
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        internal override void SolveVelocityConstraints(SolverData data)
        {
            Vec2  vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;
            Vec2  vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            // Solve linear motor constraint.
            if (m_enableMotor && m_limitState != LimitState.e_equalLimits)
            {
                float Cdot       = Utilities.Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
                float impulse    = m_motorMass * (m_motorSpeed - Cdot);
                float oldImpulse = m_motorImpulse;
                float maxImpulse = data.step.dt * m_maxMotorForce;
                m_motorImpulse = Utilities.Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
                impulse        = m_motorImpulse - oldImpulse;

                Vec2  P  = impulse * m_axis;
                float LA = impulse * m_a1;
                float LB = impulse * m_a2;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }

            Vec2 Cdot1;

            Cdot1.X = Utilities.Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
            Cdot1.Y = wB - wA;

            if (m_enableLimit && m_limitState != LimitState.e_inactiveLimit)
            {
                // Solve prismatic and limit constraint in block form.
                float Cdot2;
                Cdot2 = Utilities.Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
                Vec3 Cdot = new Vec3(Cdot1.X, Cdot1.Y, Cdot2);

                Vec3 f1 = m_impulse;
                Vec3 df = m_K.Solve33(-Cdot);
                m_impulse += df;

                if (m_limitState == LimitState.e_atLowerLimit)
                {
                    m_impulse.Z = Math.Max(m_impulse.Z, 0.0f);
                }
                else if (m_limitState == LimitState.e_atUpperLimit)
                {
                    m_impulse.Z = Math.Min(m_impulse.Z, 0.0f);
                }

                // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
                Vec2 b   = -Cdot1 - (m_impulse.Z - f1.Z) * new Vec2(m_K.ez.X, m_K.ez.Y);
                Vec2 f2r = m_K.Solve22(b) + new Vec2(f1.X, f1.Y);
                m_impulse.X = f2r.X;
                m_impulse.Y = f2r.Y;

                df = m_impulse - f1;

                Vec2  P  = df.X * m_perp + df.Z * m_axis;
                float LA = df.X * m_s1 + df.Y + df.Z * m_a1;
                float LB = df.X * m_s2 + df.Y + df.Z * m_a2;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }
            else
            {
                // Limit is inactive, just solve the prismatic constraint in block form.
                Vec2 df = m_K.Solve22(-Cdot1);
                m_impulse.X += df.X;
                m_impulse.Y += df.Y;

                Vec2  P  = df.X * m_perp;
                float LA = df.X * m_s1 + df.Y;
                float LB = df.X * m_s2 + df.Y;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
Esempio n. 32
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        internal override bool SolvePositionConstraints(SolverData data)
        {
            Vec2  cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2  cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            Rot qA = new Rot(aA);
            Rot qB = new Rot(aB);

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            // Compute fresh Jacobians
            Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA);
            Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB);
            Vec2 d  = cB + rB - cA - rA;

            Vec2  axis = Utilities.Mul(qA, m_localXAxisA);
            float a1   = Utilities.Cross(d + rA, axis);
            float a2   = Utilities.Cross(rB, axis);
            Vec2  perp = Utilities.Mul(qA, m_localYAxisA);

            float s1 = Utilities.Cross(d + rA, perp);
            float s2 = Utilities.Cross(rB, perp);

            Vec3 impulse;
            Vec2 C1;

            C1.X = Utilities.Dot(perp, d);
            C1.Y = aB - aA - m_referenceAngle;

            float linearError  = Math.Abs(C1.X);
            float angularError = Math.Abs(C1.Y);

            bool  active = false;
            float C2     = 0.0f;

            if (m_enableLimit)
            {
                float translation = Utilities.Dot(axis, d);
                if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings._linearSlop)
                {
                    // Prevent large angular corrections
                    C2          = Utilities.Clamp(translation, -Settings._maxLinearCorrection, Settings._maxLinearCorrection);
                    linearError = Math.Max(linearError, Math.Abs(translation));
                    active      = true;
                }
                else if (translation <= m_lowerTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2          = Utilities.Clamp(translation - m_lowerTranslation + Settings._linearSlop, -Settings._maxLinearCorrection, 0.0f);
                    linearError = Math.Max(linearError, m_lowerTranslation - translation);
                    active      = true;
                }
                else if (translation >= m_upperTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2          = Utilities.Clamp(translation - m_upperTranslation - Settings._linearSlop, 0.0f, Settings._maxLinearCorrection);
                    linearError = Math.Max(linearError, translation - m_upperTranslation);
                    active      = true;
                }
            }

            if (active)
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k13 = iA * s1 * a1 + iB * s2 * a2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    // For fixed rotation
                    k22 = 1.0f;
                }
                float k23 = iA * a1 + iB * a2;
                float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;

                Mat33 K = new Mat33();
                K.ex.Set(k11, k12, k13);
                K.ey.Set(k12, k22, k23);
                K.ez.Set(k13, k23, k33);

                Vec3 C = new Vec3();
                C.X = C1.X;
                C.Y = C1.Y;
                C.Z = C2;

                impulse = K.Solve33(-C);
            }
            else
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    k22 = 1.0f;
                }

                Mat22 K = new Mat22();
                K.ex.Set(k11, k12);
                K.ey.Set(k12, k22);

                Vec2 impulse1 = K.Solve(-C1);
                impulse.X = impulse1.X;
                impulse.Y = impulse1.Y;
                impulse.Z = 0.0f;
            }

            Vec2  P  = impulse.X * perp + impulse.Z * axis;
            float LA = impulse.X * s1 + impulse.Y + impulse.Z * a1;
            float LB = impulse.X * s2 + impulse.Y + impulse.Z * a2;

            cA -= mA * P;
            aA -= iA * LA;
            cB += mB * P;
            aB += iB * LB;

            data.positions[m_indexA].c = cA;
            data.positions[m_indexA].a = aA;
            data.positions[m_indexB].c = cB;
            data.positions[m_indexB].a = aB;

            return(linearError <= Settings._linearSlop && angularError <= Settings._angularSlop);
        }
Esempio n. 33
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        internal override void InitVelocityConstraints(SolverData data)
        {
            m_indexA       = m_bodyA.m_islandIndex;
            m_indexB       = m_bodyB.m_islandIndex;
            m_localCenterA = m_bodyA.m_sweep.localCenter;
            m_localCenterB = m_bodyB.m_sweep.localCenter;
            m_invMassA     = m_bodyA.m_invMass;
            m_invMassB     = m_bodyB.m_invMass;
            m_invIA        = m_bodyA.m_invI;
            m_invIB        = m_bodyB.m_invI;

            Vec2  cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2  vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;

            Vec2  cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;
            Vec2  vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            Rot qA = new Rot(aA);
            Rot qB = new Rot(aB);

            // Compute the effective masses.
            Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA);
            Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB);
            Vec2 d  = (cB - cA) + rB - rA;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            // Compute motor Jacobian and effective mass.
            {
                m_axis = Utilities.Mul(qA, m_localXAxisA);
                m_a1   = Utilities.Cross(d + rA, m_axis);
                m_a2   = Utilities.Cross(rB, m_axis);

                m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
                if (m_motorMass > 0.0f)
                {
                    m_motorMass = 1.0f / m_motorMass;
                }
            }

            // Prismatic constraint.
            {
                m_perp = Utilities.Mul(qA, m_localYAxisA);

                m_s1 = Utilities.Cross(d + rA, m_perp);
                m_s2 = Utilities.Cross(rB, m_perp);

                float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
                float k12 = iA * m_s1 + iB * m_s2;
                float k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    // For bodies with fixed rotation.
                    k22 = 1.0f;
                }
                float k23 = iA * m_a1 + iB * m_a2;
                float k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;

                m_K.ex.Set(k11, k12, k13);
                m_K.ey.Set(k12, k22, k23);
                m_K.ez.Set(k13, k23, k33);
            }

            // Compute motor and limit terms.
            if (m_enableLimit)
            {
                float jointTranslation = Utilities.Dot(m_axis, d);
                if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings._linearSlop)
                {
                    m_limitState = LimitState.e_equalLimits;
                }
                else if (jointTranslation <= m_lowerTranslation)
                {
                    if (m_limitState != LimitState.e_atLowerLimit)
                    {
                        m_limitState = LimitState.e_atLowerLimit;
                        m_impulse.Z  = 0.0f;
                    }
                }
                else if (jointTranslation >= m_upperTranslation)
                {
                    if (m_limitState != LimitState.e_atUpperLimit)
                    {
                        m_limitState = LimitState.e_atUpperLimit;
                        m_impulse.Z  = 0.0f;
                    }
                }
                else
                {
                    m_limitState = LimitState.e_inactiveLimit;
                    m_impulse.Z  = 0.0f;
                }
            }
            else
            {
                m_limitState = LimitState.e_inactiveLimit;
                m_impulse.Z  = 0.0f;
            }

            if (m_enableMotor == false)
            {
                m_motorImpulse = 0.0f;
            }

            if (data.step.warmStarting)
            {
                // Account for variable time step.
                m_impulse      *= data.step.dtRatio;
                m_motorImpulse *= data.step.dtRatio;

                Vec2  P  = m_impulse.X * m_perp + (m_motorImpulse + m_impulse.Z) * m_axis;
                float LA = m_impulse.X * m_s1 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a1;
                float LB = m_impulse.X * m_s2 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a2;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }
            else
            {
                m_impulse.SetZero();
                m_motorImpulse = 0.0f;
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
Esempio n. 34
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 /// Shift the world origin. Useful for large worlds.
 /// The shift formula is: position -= newOrigin
 /// @param newOrigin the new origin with respect to the old origin
 public void ShiftOrigin(Vec2 newOrigin)
 {
     m_tree.ShiftOrigin(newOrigin);
 }