Esempio n. 1
0
 public Test()
 {
     AABB aabb = new AABB();
     aabb.UpperBound = new UnityEngine.Vector2(100,100);
     aabb.LowerBound = new UnityEngine.Vector2(-100,-100);
     World world = new World(aabb, new Vector2(0, -1), false);
     BodyDef groundBodyDef = new BodyDef();
     groundBodyDef.Position.Set(0, 0);
     PolygonShape groundBox = new PolygonShape();
     groundBox.SetAsBox(10, 1);
     Body body = new Body(groundBodyDef, world);
 }
Esempio n. 2
0
        public TimeOfImpact()
        {
            {
                _shapeA = new PolygonShape();
                _shapeA.SetAsBox(10.0f, 0.2f);
            }

            {
                _shapeB = new PolygonShape();
                _shapeB.SetAsBox(2.0f, 0.1f);
            }
        }
Esempio n. 3
0
		public DistanceTest()
		{
			{
				_polygonA = new PolygonShape();
				_transformA.SetIdentity();
				_transformA.Position.Set(0.0f, -0.2f);
				_polygonA.SetAsBox(10.0f, 0.2f);
			}

			{
				_polygonB = new PolygonShape();
				_positionB.Set(12.017401f, 0.13678508f);
				_angleB = -0.0109265f;
				_transformB.Set(_positionB, _angleB);
				_polygonB.SetAsBox(2.0f, 0.1f);
			}
		}
Esempio n. 4
0
        public Chain()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                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.Position.Set(0.5f + i, y);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(fd);

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

                    prevBody = body;
                }
            }
        }
Esempio n. 5
0
        public Pulleys()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                float a = 2.0f;
                float b = 4.0f;
                float y = 16.0f;
                float L = 12.0f;

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(a, b);

                BodyDef bd = new BodyDef();

                bd.Position.Set(-10.0f, y);
                Body body1 = _world.CreateBody(bd);
                body1.CreateFixture(shape, 5.0f);

                bd.Position.Set(10.0f, y);
                Body body2 = _world.CreateBody(bd);
                body2.CreateFixture(shape, 5.0f);

                PulleyJointDef pulleyDef = new PulleyJointDef();
                Vec2 anchor1 = new Vec2(-10.0f, y + b);
                Vec2 anchor2 = new Vec2(10.0f, y + b);
                Vec2 groundAnchor1 = new Vec2(-10.0f, y + b + L);
                Vec2 groundAnchor2 = new Vec2(10.0f, y + b + L);
                pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 2.0f);

                _joint1 = (PulleyJoint)_world.CreateJoint(pulleyDef);
            }
        }
Esempio n. 6
0
        public Prismatic()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

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

                BodyDef bd = new BodyDef();
                bd.Position.Set(-10.0f, 10.0f);
                bd.Angle = 0.5f * Box2DX.Common.Settings.PI;
                Body body = _world.CreateBody(bd);
                body.CreateFixture(shape, 5.0f);

                PrismaticJointDef pjd = new PrismaticJointDef();

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

                // Non-bouncy limit
                //pjd.Initialize(ground, body, b2Vec2(-10.0f, 10.0f), b2Vec2(1.0f, 0.0f));

                pjd.MotorSpeed = 10.0f;
                pjd.MaxMotorForce = 1000.0f;
                pjd.EnableMotor = true;
                pjd.LowerTranslation = 0.0f;
                pjd.UpperTranslation = 20.0f;
                pjd.EnableLimit = true;

                _joint = (PrismaticJoint)_world.CreateJoint(pjd);
            }
        }
Esempio n. 7
0
        public Pyramid()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

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

                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 < _count; ++i)
                {
                    y = x;

                    for (int j = i; j < _count; ++j)
                    {
                        BodyDef bd = new BodyDef();
                        bd.Position = y;
                        Body body = _world.CreateBody(bd);
                        body.CreateFixture(shape, 5.0f);

                        y += deltaY;
                    }

                    x += deltaX;
                }
            }
        }
        public CollisionProcessing()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.Shape = shape; ;

                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

            float xLo = -5.0f, xHi = 5.0f;
            float yLo = 2.0f, yHi = 35.0f;

            // Small triangle
            Vec2[] vertices = new Vec2[3];
            vertices[0].Set(-1.0f, 0.0f);
            vertices[1].Set(1.0f, 0.0f);
            vertices[2].Set(0.0f, 2.0f);

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

            FixtureDef triangleShapeDef = new FixtureDef();
            triangleShapeDef.Shape = polygon;
            triangleShapeDef.Density = 1.0f;

            BodyDef triangleBodyDef = new BodyDef();
            triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body1 = _world.CreateBody(triangleBodyDef);
            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);

            triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body2 = _world.CreateBody(triangleBodyDef);
            body2.CreateFixture(triangleShapeDef);

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);

            FixtureDef boxShapeDef = new FixtureDef();
            boxShapeDef.Shape = polygon;
            boxShapeDef.Density = 1.0f;

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body3 = _world.CreateBody(boxBodyDef);
            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body4 = _world.CreateBody(boxBodyDef);
            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();
            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();
            circleShapeDef.Shape = circle;
            circleShapeDef.Density = 1.0f;

            BodyDef circleBodyDef = new BodyDef();
            circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body5 = _world.CreateBody(circleBodyDef);
            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body6 = _world.CreateBody(circleBodyDef);
            body6.CreateFixture(circleShapeDef);
        }
        public CollisionFiltering()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.Shape = shape;
                sd.Friction = 0.3f;

                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

            // Small triangle
            Vec2[] vertices = new Vec2[3];
            vertices[0].Set(-1.0f, 0.0f);
            vertices[1].Set(1.0f, 0.0f);
            vertices[2].Set(0.0f, 2.0f);
            PolygonShape polygon = new PolygonShape();
            polygon.Set(vertices, 3);

            FixtureDef triangleShapeDef = new FixtureDef();
            triangleShapeDef.Shape = polygon;
            triangleShapeDef.Density = 1.0f;

            triangleShapeDef.Filter.GroupIndex = k_smallGroup;
            triangleShapeDef.Filter.CategoryBits = k_triangleCategory;
            triangleShapeDef.Filter.MaskBits = k_triangleMask;

            BodyDef triangleBodyDef = new BodyDef();
            triangleBodyDef.Position.Set(-5.0f, 2.0f);

            Body body1 = _world.CreateBody(triangleBodyDef);
            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);
            triangleShapeDef.Filter.GroupIndex = k_largeGroup;
            triangleBodyDef.Position.Set(-5.0f, 6.0f);
            triangleBodyDef.FixedRotation = true; // look at me!

            Body body2 = _world.CreateBody(triangleBodyDef);
            body2.CreateFixture(triangleShapeDef);

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);
            FixtureDef boxShapeDef = new FixtureDef();
            boxShapeDef.Shape = polygon;
            boxShapeDef.Density = 1.0f;
            boxShapeDef.Restitution = 0.1f;

            boxShapeDef.Filter.GroupIndex = k_smallGroup;
            boxShapeDef.Filter.CategoryBits = k_boxCategory;
            boxShapeDef.Filter.MaskBits = k_boxMask;

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.Position.Set(0.0f, 2.0f);

            Body body3 = _world.CreateBody(boxBodyDef);
            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxShapeDef.Filter.GroupIndex = k_largeGroup;
            boxBodyDef.Position.Set(0.0f, 6.0f);

            Body body4 = _world.CreateBody(boxBodyDef);
            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();
            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();
            circleShapeDef.Shape = circle;
            circleShapeDef.Density = 1.0f;

            circleShapeDef.Filter.GroupIndex = k_smallGroup;
            circleShapeDef.Filter.CategoryBits = k_circleCategory;
            circleShapeDef.Filter.MaskBits = k_circleMask;

            BodyDef circleBodyDef = new BodyDef();
            circleBodyDef.Position.Set(5.0f, 2.0f);

            Body body5 = _world.CreateBody(circleBodyDef);
            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleShapeDef.Filter.GroupIndex = k_largeGroup;
            circleBodyDef.Position.Set(5.0f, 6.0f);

            Body body6 = _world.CreateBody(circleBodyDef);
            body6.CreateFixture(circleShapeDef);
        }
Esempio n. 10
0
        public Web()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

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

                BodyDef bd = new BodyDef();

                bd.Position.Set(-5.0f, 5.0f);
                _bodies[0] = _world.CreateBody(bd);
                _bodies[0].CreateFixture(shape, 0);

                bd.Position.Set(5.0f, 5.0f);
                _bodies[1] = _world.CreateBody(bd);
                _bodies[1].CreateFixture(shape, 0);

                bd.Position.Set(5.0f, 15.0f);
                _bodies[2] = _world.CreateBody(bd);
                _bodies[2].CreateFixture(shape, 0);

                bd.Position.Set(-5.0f, 15.0f);
                _bodies[3] = _world.CreateBody(bd);
                _bodies[3].CreateFixture(shape, 0);

                DistanceJointDef jd = new DistanceJointDef();
                Vec2 p1, p2, d;

                jd.FrequencyHz = 4.0f;
                jd.DampingRatio = 0.5f;

                jd.Body1 = ground;
                jd.Body2 = _bodies[0];
                jd.LocalAnchor1.Set(-10.0f, 10.0f);
                jd.LocalAnchor2.Set(-0.5f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[0] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[1];
                jd.LocalAnchor1.Set(10.0f, 10.0f);
                jd.LocalAnchor2.Set(0.5f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[1] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[2];
                jd.LocalAnchor1.Set(10.0f, 30.0f);
                jd.LocalAnchor2.Set(0.5f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[2] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[3];
                jd.LocalAnchor1.Set(-10.0f, 30.0f);
                jd.LocalAnchor2.Set(-0.5f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[3] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[0];
                jd.Body2 = _bodies[1];
                jd.LocalAnchor1.Set(0.5f, 0.0f);
                jd.LocalAnchor2.Set(-0.5f, 0.0f); ;
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[4] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[1];
                jd.Body2 = _bodies[2];
                jd.LocalAnchor1.Set(0.0f, 0.5f);
                jd.LocalAnchor2.Set(0.0f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[5] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[2];
                jd.Body2 = _bodies[3];
                jd.LocalAnchor1.Set(-0.5f, 0.0f);
                jd.LocalAnchor2.Set(0.5f, 0.0f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[6] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[3];
                jd.Body2 = _bodies[0];
                jd.LocalAnchor1.Set(0.0f, -0.5f);
                jd.LocalAnchor2.Set(0.0f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[7] = _world.CreateJoint(jd);
            }
        }
Esempio n. 11
0
        public Dominos()
        {
            Body b1;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));

                BodyDef bd = new BodyDef();
                b1 = _world.CreateBody(bd);
                b1.CreateFixture(shape,0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(6.0f, 0.25f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-1.5f, 10.0f);
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape,0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                FixtureDef fd = new FixtureDef();
                fd.Shape = shape;
                fd.Density = 20.0f;
                fd.Friction = 0.1f;

                for (int i = 0; i < 10; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(-6.0f + 1.0f * i, 11.25f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(fd);
                }
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(7.0f, 0.25f, Vec2.Zero, 0.3f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(1.0f, 6.0f);
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape,0);
            }

            Body b2;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.25f, 1.5f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-7.0f, 4.0f);
                 b2 = _world.CreateBody(bd);
                b2.CreateFixture(shape,0);
            }

            Body b3;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(6.0f, 0.125f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-0.9f, 1.0f);
                bd.Angle = -0.15f;

                b3 = _world.CreateBody(bd);
                b3.CreateFixture(shape, 10.0f);
            }

            RevoluteJointDef jd = new RevoluteJointDef();
            Vec2 anchor = new Vec2();

            anchor.Set(-2.0f, 1.0f);
            jd.Initialize(b1, b3, anchor);
            jd.CollideConnected = true;
            _world.CreateJoint(jd);

            Body b4;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.25f, 0.25f);

                BodyDef bd  = new BodyDef();
                bd.Position.Set(-10.0f, 15.0f);
                b4 = _world.CreateBody(bd);
                b4.CreateFixture(shape, 10.0f);
            }

            anchor.Set(-7.0f, 15.0f);
            jd.Initialize(b2, b4, anchor);
            _world.CreateJoint(jd);

            Body b5;
            {
                BodyDef bd = new BodyDef();
                bd.Position.Set(6.5f, 3.0f);
                b5 = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                FixtureDef fd = new FixtureDef();

                fd.Shape = shape;
                fd.Density  = 10.0f;
                fd.Friction = 0.1f;

                shape.SetAsBox(1.0f, 0.1f,new Vec2(0.0f, -0.9f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new Vec2(-0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f,new Vec2(0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);

            }

            anchor.Set(6.0f, 2.0f);
            jd.Initialize(b1, b5, anchor);
            _world.CreateJoint(jd);

            Body b6;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(1.0f, 0.1f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(6.5f, 4.1f);
                b6 = _world.CreateBody(bd);
                b6.CreateFixture(shape, 30.0f);
            }

            anchor.Set(7.5f, 4.0f);
            jd.Initialize(b5, b6, anchor);
            _world.CreateJoint(jd);

            Body b7;
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(7.4f, 1.0f);

                b7 = _world.CreateBody(bd);
                b7.CreateFixture(shape, 10.0f);
            }

            DistanceJointDef djd  =new DistanceJointDef();
            djd.Body1 = b3;
            djd.Body2 = b7;
            djd.LocalAnchor1.Set(6.0f, 0.0f);
            djd.LocalAnchor2.Set(0.0f, -1.0f);
            Vec2 d = djd.Body2.GetWorldPoint(djd.LocalAnchor2) - djd.Body1.GetWorldPoint(djd.LocalAnchor1);
            djd.Length = d.Length();
            _world.CreateJoint(djd);

            {
                float radius = 0.2f;

                CircleShape shape = new CircleShape();
                shape._radius = radius;

                for (int i = 0; i < 4; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(5.9f + 2.0f * radius * i, 2.4f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 10.0f);
                }
            }
        }
Esempio n. 12
0
        public CCDTest()
        {
            #if true
            {
                //TODO: only one shape is created here instead of two. That is because
                //they are reference types and when shape is changed, it changes the original instead of a new copy.
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(10.0f, 0.2f);

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

                BodyDef bd = new BodyDef();
                bd.Position.Set(0.0f, -0.2f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(fd);

                shape.SetAsBox(0.2f, 1.0f, new Vec2(0.5f, 1.2f), 0.0f);
                body.CreateFixture(fd);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(2.0f, 0.1f);

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

                _angularVelocity = Math.Random(-50.0f, 50.0f);
                _angularVelocity = -30.669577f;

                BodyDef bd = new BodyDef();
                bd.Position.Set(0.0f, 20.0f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(fd);
                body.SetLinearVelocity(new Vec2(0.0f, -100.0f));
                body.SetAngularVelocity(_angularVelocity);
            }
            #elif false
            {
            FixtureDef fd;
            fd.SetAsBox(10.0f, 0.1f);
            fd.density = 0.0f;

            BodyDef bd;
            bd.type = BodyDef::e_static;
            bd.position.Set(0.0f, -0.2f);
            Body* ground = m_world.CreateBody(&bd);
            ground.CreateFixture(&fd);
            }

            {
            FixtureDef fd;
            fd.SetAsBox(2.0f, 0.1f);
            fd.density = 1.0f;
            fd.restitution = 0.0f;

            BodyDef bd1;
            bd1.type = BodyDef::e_dynamic;
            bd1.isBullet = true;
            bd1.allowSleep = false;
            bd1.position.Set(0.0f, 20.0f);
            Body* b1 = m_world.Create(&bd1);
            b1.CreateFixture(&fd);
            b1.SetMassFromShapes();
            b1.SetLinearVelocity(Vec2(0.0f, -100.0f));

            fd.SetAsBox(1.0f, 0.1f);
            BodyDef bd2;
            bd2.type = BodyDef::e_dynamic;
            bd2.isBullet = true;
            bd2.allowSleep = false;
            bd2.position.Set(0.0f, 20.2f);
            Body*  = m_world.Create(&bd2);
            .CreateFixture(&fd);
            .SetMassFromShapes();
            .SetLinearVelocity(Vec2(0.0f, -100.0f));

            fd.SetAsBox(0.25f, 0.25f);
            fd.density = 10.0f;
            BodyDef bd3;
            bd3.type = BodyDef::e_dynamic;
            bd3.isBullet = true;
            bd3.allowSleep = false;
            bd3.position.Set(0.0f, 100.0f);
            Body* b3 = m_world.Create(&bd3);
            b3.CreateFixture(&fd);
            b3.SetMassFromShapes();
            b3.SetLinearVelocity(Vec2(0.0f, -150.0f));
            }
            #else
            const float32 k_restitution = 1.4f;

            {
            BodyDef bd;
            bd.position.Set(0.0f, 20.0f);
            Body* body = m_world.CreateBody(&bd);

            FixtureDef fd;
            fd.density = 0.0f;
            fd.restitution = k_restitution;

            fd.SetAsBox(0.1f, 10.0f, Vec2(-10.0f, 0.0f), 0.0f);
            body.CreateFixture(&fd);

            fd.SetAsBox(0.1f, 10.0f, Vec2(10.0f, 0.0f), 0.0f);
            body.CreateFixture(&fd);

            fd.SetAsBox(0.1f, 10.0f, Vec2(0.0f, -10.0f), 0.5f * _pi);
            body.CreateFixture(&fd);

            fd.SetAsBox(0.1f, 10.0f, Vec2(0.0f, 10.0f), -0.5f * _pi);
            body.CreateFixture(&fd);
            }

            #if false
            {
            FixtureDef sd_bottom;
            sd_bottom.SetAsBox(1.0f, 0.1f, Vec2(0.0f, -1.0f), 0.0f);
            sd_bottom.density = 4.0f;

            FixtureDef sd_top;
            sd_top.SetAsBox(1.0f, 0.1f, Vec2(0.0f,  1.0f), 0.0f);
            sd_top.density = 4.0f;

            FixtureDef sd_left;
            sd_left.SetAsBox(0.1f, 1.0f, Vec2(-1.0f, 0.0f), 0.0f);
            sd_left.density = 4.0f;

            FixtureDef sd_right;
            sd_right.SetAsBox(0.1f, 1.0f, Vec2(1.0f, 0.0f), 0.0f);
            sd_right.density = 4.0f;

            BodyDef bd;
            bd.type = BodyDef::e_dynamicBody;
            bd.position.Set(0.0f, 15.0f);
            Body* body = m_world.CreateBody(&bd);
            body.CreateFixture(&sd_bottom);
            body.CreateFixture(&sd_top);
            body.CreateFixture(&sd_left);
            body.CreateFixture(&sd_right);
            body.SetMassFromShapes();
            }
            #elif false
            {
            FixtureDef sd_bottom;
            sd_bottom.SetAsBox( 1.5f, 0.15f );
            sd_bottom.density = 4.0f;

            FixtureDef sd_left;
            sd_left.SetAsBox(0.15f, 2.7f, Vec2(-1.45f, 2.35f), 0.2f);
            sd_left.density = 4.0f;

            FixtureDef sd_right;
            sd_right.SetAsBox(0.15f, 2.7f, Vec2(1.45f, 2.35f), -0.2f);
            sd_right.density = 4.0f;

            BodyDef bd;
            bd.position.Set( 0.0f, 15.0f );
            Body* body = m_world.CreateBody(&bd);
            body.CreateFixture(&sd_bottom);
            body.CreateFixture(&sd_left);
            body.CreateFixture(&sd_right);
            body.SetMassFromShapes();
            }
            #else
            {
            BodyDef bd;
            bd.position.Set(-5.0f, 20.0f);
            bd.isBullet = true;
            Body* body = m_world.CreateBody(&bd);
            body.SetAngularVelocity(RandomFloat(-50.0f, 50.0f));

            FixtureDef fd;
            fd.SetAsBox(0.1f, 4.0f);
            fd.density = 1.0f;
            fd.restitution = 0.0f;
            body.CreateFixture(&fd);
            body.SetMassFromShapes();
            }
            #endif

            for (int32 i = 0; i < 0; ++i)
            {
            BodyDef bd;
            bd.position.Set(0.0f, 15.0f + i);
            bd.isBullet = true;
            Body* body = m_world.CreateBody(&bd);
            body.SetAngularVelocity(RandomFloat(-50.0f, 50.0f));

            FixtureDef fd;
            fd.radius = 0.25f;
            fd.density = 1.0f;
            fd.restitution = 0.0f;
            body.CreateFixture(&fd);
            body.SetMassFromShapes();
            }
            #endif
        }
Esempio n. 13
0
        public VaryingFriction()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(13.0f, 0.25f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-4.0f, 22.0f);
                bd.Angle = -0.25f;

                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.25f, 1.0f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(10.5f, 19.0f);

                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(13.0f, 0.25f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(4.0f, 14.0f);
                bd.Angle = 0.25f;

                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.25f, 1.0f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-10.5f, 11.0f);

                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(13.0f, 0.25f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-4.0f, 6.0f);
                bd.Angle = -0.25f;

                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(shape, 0);
            }

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

                FixtureDef fd = new FixtureDef();
                fd.Shape = shape;
                fd.Density = 25.0f;

                float[] friction = { 0.75f, 0.5f, 0.35f, 0.1f, 0.0f };

                for (int i = 0; i < 5; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(-15.0f + 4.0f * i, 28.0f);
                    Body body = _world.CreateBody(bd);

                    fd.Friction = friction[i];
                    body.CreateFixture(fd);
                }
            }
        }
Esempio n. 14
0
        public Bridge()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.5f, 0.125f);

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

                RevoluteJointDef jd = new RevoluteJointDef();
                const int numPlanks = 30;

                Body prevBody = ground;
                for (int i = 0; i < _count; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(-14.5f + 1.0f * i, 5.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(fd);

                    Vec2 anchor = new Vec2(-15.0f + 1.0f * i, 5.0f);
                    jd.Initialize(prevBody, body, anchor);
                    _world.CreateJoint(jd);

                    if (i == (_count >> 1))
                    {
                        _middle = body;
                    }

                    prevBody = body;
                }

                Vec2 anchor2 = new Vec2(-15.0f + 1.0f * _count, 5.0f);
                jd.Initialize(prevBody, ground, anchor2);
                _world.CreateJoint(jd);
            }

            for (int i = 0; i < 2; ++i)
            {
                Vec2[] vertices = new Vec2[3];
                vertices[0].Set(-0.5f, 0.0f);
                vertices[1].Set(0.5f, 0.0f);
                vertices[2].Set(0.0f, 1.5f);

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

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

                BodyDef bd = new BodyDef();
                bd.Position.Set(-8.0f + 8.0f * i, 12.0f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(fd);
            }

            for (int i = 0; i < 3; ++i)
            {
                CircleShape shape = new CircleShape();
                shape._radius = 0.5f;

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

                BodyDef bd = new BodyDef();
                bd.Position.Set(-6.0f + 6.0f * i, 10.0f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(fd);
            }
        }
Esempio n. 15
0
        public SliderCrank()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }
            {

                Body prevBody = ground;

                // Define crank.
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(0.5f, 2.0f);

                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.0f, 7.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd = new RevoluteJointDef();
                    rjd.Initialize(prevBody, body, new Vec2(0.0f, 5.0f));
                    rjd.MotorSpeed = 1.0f * Box2DX.Common.Settings.PI;
                    rjd.MaxMotorTorque = 10000.0f;
                    rjd.EnableMotor = true;
                    _joint1 = (RevoluteJoint)_world.CreateJoint(rjd);

                    prevBody = body;
                }

                // Define follower.
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(0.5f, 4.0f);

                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.0f, 13.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd = new RevoluteJointDef();
                    rjd.Initialize(prevBody, body, new Vec2(0.0f, 9.0f));
                    rjd.EnableMotor = false;
                    _world.CreateJoint(rjd);

                    prevBody = body;
                }

                // Define piston
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(1.5f, 1.5f);

                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.0f, 17.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);

                    RevoluteJointDef rjd = new RevoluteJointDef();
                    rjd.Initialize(prevBody, body, new Vec2(0.0f, 17.0f));
                    _world.CreateJoint(rjd);

                    PrismaticJointDef pjd = new PrismaticJointDef();
                    pjd.Initialize(ground, body, new Vec2(0.0f, 17.0f), new Vec2(0.0f, 1.0f));

                    pjd.MaxMotorForce = 1000.0f;
                    pjd.EnableMotor = true;

                    _joint2 = (PrismaticJoint)_world.CreateJoint(pjd);
                }

                // Create a payload
                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsBox(1.5f, 1.5f);

                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.0f, 23.0f);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(shape, 2.0f);
                }
            }
        }
Esempio n. 16
0
        public Gears()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                CircleShape circle1 = new CircleShape();
                circle1._radius = 1.0f;

                CircleShape circle2 = new CircleShape();
                circle2._radius = 2.0f;

                PolygonShape box = new PolygonShape();
                box.SetAsBox(0.5f, 5.0f);

                BodyDef bd1 = new BodyDef();
                bd1.Position.Set(-3.0f, 12.0f);
                Body body1 = _world.CreateBody(bd1);
                body1.CreateFixture(circle1, 5.0f);

                RevoluteJointDef jd1 = new RevoluteJointDef();
                jd1.Body1 = ground;
                jd1.Body2 = body1;
                jd1.LocalAnchor1 = ground.GetLocalPoint(bd1.Position);
                jd1.LocalAnchor2 = body1.GetLocalPoint(bd1.Position);
                jd1.ReferenceAngle = body1.GetAngle() - ground.GetAngle();
                _joint1 = (RevoluteJoint)_world.CreateJoint(jd1);

                BodyDef bd2 = new BodyDef();
                bd2.Position.Set(0.0f, 12.0f);
                Body body2 = _world.CreateBody(bd2);
                body2.CreateFixture(circle2, 5.0f);

                RevoluteJointDef jd2 = new RevoluteJointDef();
                jd2.Initialize(ground, body2, bd2.Position);
                _joint2 = (RevoluteJoint)_world.CreateJoint(jd2);

                BodyDef bd3 = new BodyDef();
                bd3.Position.Set(2.5f, 12.0f);
                Body body3 = _world.CreateBody(bd3);
                body3.CreateFixture(box, 5.0f);

                PrismaticJointDef jd3 = new PrismaticJointDef();
                jd3.Initialize(ground, body3, bd3.Position, new Vec2(0.0f, 1.0f));
                jd3.LowerTranslation = -5.0f;
                jd3.UpperTranslation = 5.0f;
                jd3.EnableLimit = true;

                _joint3 = (PrismaticJoint)_world.CreateJoint(jd3);

                GearJointDef jd4 = new GearJointDef();
                jd4.Body1 = body1;
                jd4.Body2 = body2;
                jd4.Joint1 = _joint1;
                jd4.Joint2 = _joint2;
                jd4.Ratio = circle2._radius / circle1._radius;
                _joint4 = (GearJoint)_world.CreateJoint(jd4);

                GearJointDef jd5 = new GearJointDef();
                jd5.Body1 = body2;
                jd5.Body2 = body3;
                jd5.Joint1 = _joint2;
                jd5.Joint2 = _joint3;
                jd5.Ratio = -1.0f / circle2._radius;
                _joint5 = (GearJoint)_world.CreateJoint(jd5);
            }
        }
Esempio n. 17
0
        public TheoJansen()
        {
            _offset.Set(0.0f, 8.0f);
            _motorSpeed = 2.0f;
            _motorOn = true;
            Vec2 pivot = new Vec2(0.0f, 0.8f);

            // Ground
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));
                ground.CreateFixture(shape, 0);

                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(-50.0f, 10.0f));
                ground.CreateFixture(shape, 0);

                shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(50.0f, 10.0f));
                ground.CreateFixture(shape, 0);
            }

            // Balls
            for (int i = 0; i < 40; ++i)
            {
                CircleShape shape = new CircleShape();
                shape._radius = 0.25f;

                BodyDef bd = new BodyDef();
                bd.Position.Set(-40.0f + 2.0f * i, 0.5f);

                Body body = _world.CreateBody(bd);
                body.CreateFixture(shape, 1.0f);
            }

            // Chassis
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(2.5f, 1.0f);

                FixtureDef sd = new FixtureDef();
                sd.Density = 1.0f;
                sd.Shape = shape;
                sd.Filter.GroupIndex = -1;
                BodyDef bd = new BodyDef();
                bd.Position = pivot + _offset;
                _chassis = _world.CreateBody(bd);
                _chassis.CreateFixture(sd);
            }

            {
                CircleShape shape = new CircleShape();
                shape._radius = 1.6f;

                FixtureDef sd = new FixtureDef();
                sd.Density = 1.0f;
                sd.Shape = shape;
                sd.Filter.GroupIndex = -1;
                BodyDef bd = new BodyDef();
                bd.Position = pivot + _offset;
                _wheel = _world.CreateBody(bd);
                _wheel.CreateFixture(sd);
            }

            {
                RevoluteJointDef jd = new RevoluteJointDef();
                jd.Initialize(_wheel, _chassis, pivot + _offset);
                jd.CollideConnected = false;
                jd.MotorSpeed = _motorSpeed;
                jd.MaxMotorTorque = 400.0f;
                jd.EnableMotor = _motorOn;
                _motorJoint = (RevoluteJoint)_world.CreateJoint(jd);
            }

            Vec2 wheelAnchor;

            wheelAnchor = pivot + new Vec2(0.0f, -0.8f);

            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);

            _wheel.SetTransform(_wheel.GetPosition(), 120.0f * Box2DX.Common.Settings.PI / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);

            _wheel.SetTransform(_wheel.GetPosition(), -120.0f * Box2DX.Common.Settings.PI / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);
        }
Esempio n. 18
0
        public CompoundShapes()
        {
            {
                BodyDef bd = new BodyDef();
                bd.Position.Set(0.0f, 0.0f);
                Body body = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f));

                body.CreateFixture(shape, 0);
            }

            {
                CircleShape circle1 = new CircleShape();
                circle1._radius = 0.5f;
                circle1._p.Set(-0.5f, 0.5f);

                CircleShape circle2 = new CircleShape();
                circle2._radius = 0.5f;
                circle2._p.Set(0.5f, 0.5f);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Math.Random(-0.1f, 0.1f);
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(x + 5.0f, 1.05f + 2.5f * i);
                    bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(circle1, 2.0f);
                    body.CreateFixture(circle2, 0);
                }
            }

            {
                PolygonShape polygon1 = new PolygonShape();
                polygon1.SetAsBox(0.25f, 0.5f);

                PolygonShape polygon2 = new PolygonShape();
                polygon2.SetAsBox(0.25f, 0.5f, new Vec2(0.0f, -0.5f), 0.5f * Box2DX.Common.Settings.PI);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Math.Random(-0.1f, 0.1f);
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(x - 5.0f, 1.05f + 2.5f * i);
                    bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(polygon1, 2.0f);
                    body.CreateFixture(polygon2, 2.0f);
                }
            }

            {
                Transform xf1 = new Transform();
                xf1.R.Set(0.3524f * Box2DX.Common.Settings.PI);
                xf1.Position = Math.Mul(xf1.R, new Vec2(1.0f, 0.0f));

                Vec2[] vertices = new Vec2[3];

                PolygonShape triangle1 = new PolygonShape();
                vertices[0] = Math.Mul(xf1, new Vec2(-1.0f, 0.0f));
                vertices[1] = Math.Mul(xf1, new Vec2(1.0f, 0.0f));
                vertices[2] = Math.Mul(xf1, new Vec2(0.0f, 0.5f));
                triangle1.Set(vertices, 3);

                Transform xf2 = new Transform();
                xf2.R.Set(-0.3524f * Box2DX.Common.Settings.PI);
                xf2.Position = Math.Mul(xf2.R, new Vec2(-1.0f, 0.0f));

                PolygonShape triangle2 = new PolygonShape();
                vertices[0] = Math.Mul(xf2, new Vec2(-1.0f, 0.0f));
                vertices[1] = Math.Mul(xf2, new Vec2(1.0f, 0.0f));
                vertices[2] = Math.Mul(xf2, new Vec2(0.0f, 0.5f));
                triangle2.Set(vertices, 3);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Math.Random(-0.1f, 0.1f);
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(x, 2.05f + 2.5f * i);
                    bd.Angle = 0.0f;
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(triangle1, 2.0f);
                    body.CreateFixture(triangle2, 2.0f);
                }
            }

            {
                PolygonShape bottom = new PolygonShape();
                bottom.SetAsBox(1.5f, 0.15f);

                PolygonShape left = new PolygonShape();
                left.SetAsBox(0.15f, 2.7f, new Vec2(-1.45f, 2.35f), 0.2f);

                PolygonShape right = new PolygonShape();
                right.SetAsBox(0.15f, 2.7f, new Vec2(1.45f, 2.35f), -0.2f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(0.0f, 2.0f);
                Body body = _world.CreateBody(bd);
                body.CreateFixture(bottom, 4.0f);
                body.CreateFixture(left, 4.0f);
                body.CreateFixture(right, 4.0f);
            }
        }