Esempio n. 1
0
 public void Add(Body2D body)
 {
     if (body.IsStatic)
     {
         staticBodies.Add(body);
     }
     else
     {
         dynamicBodies.Add(body);
     }
 }
Esempio n. 2
0
        public PhysicsTester()
        {
            Body2D staticBox = new Body2D(new Rectangle(300, 75), null);

            staticBox.Position = new vec2(400, 300);
            staticBox.IsStatic = true;

            Body2D dynamicBox = new Body2D(new Capsule(60, 20), null);

            dynamicBox.Position = new vec2(400, 150);

            world = new World2D();
            world.Add(staticBox);
            world.Add(dynamicBox);

            MessageSystem.Subscribe(this, CoreMessageTypes.Keyboard, (messageType, data, dt) =>
            {
                ProcessKeyboard((KeyboardData)data);
            });
        }
Esempio n. 3
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        private void ComputeManifold(Body2D body)
        {
            List <vec2> list = new List <vec2>();

            // It's assumed that all dynamic bodies in this context will use capsules for character control. The
            // capsule will also always remain upright (i.e. rotation is fixed).
            Capsule capsule = (Capsule)body.Shape;

            foreach (var staticBody in staticBodies)
            {
                Rectangle rect = (Rectangle)staticBody.Shape;

                vec2 p1 = capsule.Position;
                vec2 p2 = rect.Position;

                float dX   = Math.Abs(p1.x - p2.x);
                float dY   = Math.Abs(p1.y - p2.y);
                float r    = capsule.Radius;
                float sumX = rect.Width / 2 + capsule.Radius;
                float sumY = rect.Height / 2 + capsule.Height / 2 + r;

                bool overlapsX = dX <= sumX;
                bool overlapsY = dY <= sumY;

                if (!(overlapsX && overlapsY))
                {
                    continue;
                }

                // This means the capsule must be colliding from the top or bottom.
                if (dX <= rect.Width / 2)
                {
                    float correction = sumY - dY;

                    if (p1.y > p2.y)
                    {
                        correction *= -1;
                    }

                    capsule.Y -= correction;

                    return;
                }

                // This means the capsule must be colliding from the left or right.
                if (dY <= (rect.Height + capsule.Height) / 2)
                {
                    float correction = sumX - dX;

                    if (p1.x > p2.x)
                    {
                        correction *= -1;
                    }

                    capsule.X -= correction;

                    return;
                }

                bool left  = p1.x < p2.x;
                bool above = p1.y < p2.y;

                float x = left ? rect.Left : rect.Right;
                float y = above ? rect.Top : rect.Bottom;

                vec2 corner = new vec2(x, y);
                vec2 center = p1 + new vec2(0, capsule.Height / 2 * (above ? 1 : -1));

                float squared = Utilities.DistanceSquared(corner, center);

                if (squared >= r * r)
                {
                    continue;
                }

                float distance = (float)Math.Sqrt(squared);
                float delta    = r - distance;

                capsule.Position += Utilities.Normalize(center - corner) * delta;
            }

            //return ComputeFinalCorrection(list);
        }