コード例 #1
0
 public PhysicsState()
 {
     this.Position = ALVector2D.Zero;
     this.Velocity = ALVector2D.Zero;
     this.Acceleration = ALVector2D.Zero;
     this.ForceAccumulator = ALVector2D.Zero;
 }
コード例 #2
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ファイル: WillHelper.cs プロジェクト: Cyberbanan/fukami
        public static IList <BaseModelBody> BuildNodeSlots(IHaveConnectionSlots parent, Guid modelId)
        {
            var parPos = parent.Position;

            var slots = parent.Slots.Where(s => !s.IsOccupied);

            var result = new List <BaseModelBody>();

            foreach (var slot in slots)
            {
                var nodeSlot = CreateConnectionSlotBody(slot, modelId);

                var slotXAngle = slot.Direction + parPos.Angular;
                var slotCenter = Vector2D.Rotate(slotXAngle, new Vector2D(slot.DistanceFromCenter, 0.0f)); // Zero Angle corresponds X Axis
                var slotPos    = new ALVector2D(slot.Orientation + slotXAngle, slotCenter + parPos.Linear);

                nodeSlot.State.Position = slotPos;
                nodeSlot.ApplyPosition();

                nodeSlot.Parent = parent as BaseModelBody;

                result.Add(nodeSlot);
            }

            return(result);
        }
コード例 #3
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ファイル: WillHelper.cs プロジェクト: Cyberbanan/fukami
        public static BoneBody AddBone(this ConnectionSlotBody slotBody, BoneModel boneModel)
        {
            var slot = slotBody.Model;

            slot.IsOccupied = true;

            var slotPos   = slotBody.State.Position;
            var slotSize  = slotBody.Model.Size;
            var centerLoc = Vector2D.FromLengthAndAngle((boneModel.Length + slotSize) * 0.5, slotPos.Angular);

            var bonePos = new ALVector2D(slotPos.Angular, slotPos.Linear + centerLoc);

            var rectBody = CreateRectangle(boneModel.Thickness, boneModel.Length, 0.00001, bonePos);

            var newBone = rectBody.CopyAsBone(slotBody.ModelId);

            newBone.Model  = boneModel;
            newBone.Parent = slotBody;

            var joints = slotBody.ConnectWith(newBone, (2 * bonePos.Linear + 8 * slotBody.State.Position.Linear) * 0.1f);

            Will.Instance.AddBody(newBone);
            Will.Instance.AddJoint(joints.Item1);
            Will.Instance.AddJoint(joints.Item2);

            return(newBone);
        }
コード例 #4
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        public static Body AddShape(DemoOpenInfo info, IShape shape, Scalar mass, ALVector2D position)
        {
            Body body = new Body(new PhysicsState(position), shape, mass, Coefficients.Duplicate(), new Lifespan());

            info.Scene.AddGraphic(CreateGraphic(body));
            return(body);
        }
コード例 #5
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ファイル: WillHelper.cs プロジェクト: Cyberbanan/fukami
        /// <summary>
        /// Creates new Rectange Body
        /// </summary>
        /// <param name="height">Height of the Body</param>
        /// <param name="width">Width of the Body</param>
        /// <param name="mass">Mass of the Body</param>
        /// <param name="position">Initial Direction and Linear Position of the Body</param>
        /// <returns>Return the new value of the BasePolygonBody</returns>
        /// <remarks>The Guid of new Body will be stored in Body.Tags["Guid"]. The raw Colored Drawable of new Body will be stored in Body.Tags["Drawable"].</remarks>
        public static Body CreateRectangle(Scalar height, Scalar width, Scalar mass, ALVector2D position)
        {
            var vertices = VertexHelper.CreateRectangle(width, height);

            vertices = VertexHelper.Subdivide(vertices, Math.Min(height, width) / 5);

            var boxShape = ShapeFactory.GetOrCreateColoredPolygonShape(vertices, Math.Min(height, width) / 5);

            var newBody = new Body(new PhysicsState(position), boxShape, mass, Coefficients.Duplicate(), new Lifespan());

            return(newBody);
        }
コード例 #6
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 public static void SetSubShipsVelocity(IShip source, ALVector2D velocity)
 {
     foreach (IShip ship in source.SubShips)
     {
         if (ship.CurrentControlInput == null)
         {
             ship.Current.Velocity = velocity;
             ship.Current.ForceAccumulator.Linear  = source.Current.ForceAccumulator.Linear * (ship.MassInfo.Mass * source.MassInfo.MassInv);
             ship.Current.ForceAccumulator.Angular = source.Current.ForceAccumulator.Angular * (ship.MassInfo.MomentofInertia * source.MassInfo.MomentofInertiaInv);
         }
     }
 }
コード例 #7
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        public static Body AddFloor(DemoOpenInfo info, ALVector2D position)
        {
            Scalar height = 60;
            Scalar width  = 2000;

            Vector2D[] vertexes = VertexHelper.CreateRectangle(width, height);
            IShape     boxShape = ShapeFactory.CreateColoredPolygon(vertexes, Math.Min(height, width) / 5);
            Body       body     = new Body(new PhysicsState(position), boxShape, Scalar.PositiveInfinity, Coefficients.Duplicate(), new Lifespan());

            body.IgnoresGravity = true;
            info.Scene.AddGraphic(CreateGraphic(body));
            return(body);
        }
コード例 #8
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ファイル: Demo.cs プロジェクト: bsvercl/physics2d
 void Transform(ALVector2D vector, IList<Body> collection)
 {
     Matrix2x3 matrix;
     ALVector2D.ToMatrix2x3(ref vector, out matrix);
     Transform(matrix, collection);
 }
コード例 #9
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ファイル: WillHelper.cs プロジェクト: Cyberbanan/fukami
        public static InterconnectionBody TryAddInterconnectionBody(this InterconnectionModel model, int maxTryCount)
        {
            var allSlots = Will.Instance.Bodies.OfType <ConnectionSlotBody>().Where(s => s.Model.IsOccupied == false).ToList();

            while (allSlots.Count > 0 && --maxTryCount > 0)
            {
                var randSlot = allSlots.RandomOrDefault <ConnectionSlotBody>();
                var begPos   = randSlot.State.Position;

                var alignedSlot = allSlots.Where(s => !s.Parent.Equals(randSlot.Parent)).FirstOrDefault(s =>
                {
                    var angle = MathHelper.WrapClamp(s.State.Position.Angular + MathHelper.Pi, 0.0f, MathHelper.TwoPi);

                    var diff = Math.Abs(angle - begPos.Angular);

                    var dist = (begPos.Linear - s.State.Position.Linear).Magnitude;

                    return(diff <= model.MaxMissAlign && dist <= model.MaxDistance);
                });

                if (alignedSlot == null)
                {
                    continue;
                }

                //Aligned slots pair found. Let's build a connection between

                randSlot.Model.IsOccupied    = true;
                alignedSlot.Model.IsOccupied = true;

                var endPos      = alignedSlot.State.Position;
                var centerPos   = (begPos.Linear + endPos.Linear) * 0.5;
                var begToCenter = centerPos - begPos.Linear;
                var connPos     = new ALVector2D(begToCenter.Angle, centerPos);

                var rectBody = CreateRectangle(1, begToCenter.Magnitude * 1.8, 0.00001, connPos);
                var connBody = rectBody.CopyAsInterconnection(randSlot.ModelId);
                connBody.IsCollidable = false;
                connBody.BegSlot      = randSlot;
                connBody.EndSlot      = alignedSlot;

                Will.Instance.RunPauseWilling(false);

                Will.Instance.AddBody(connBody);

                //randSlot.State.Position = new ALVector2D((begToCenter.Angle+begPos.Angular)*0.5, begPos.Linear);
                //alignedSlot.State.Position = new ALVector2D(((-begToCenter).Angle+endPos.Angular)*0.5, endPos.Linear);
                randSlot.State.Position    = new ALVector2D(begToCenter.Angle, begPos.Linear);
                alignedSlot.State.Position = new ALVector2D((-begToCenter).Angle, endPos.Linear);

                var begJoint = new HingeJoint(randSlot, connBody, (2 * centerPos + 8 * begPos.Linear) * 0.1f, new Lifespan())
                {
                    DistanceTolerance = model.MaxDistance * 0.5,
                    Softness          = 10
                };
                var begAngle = new AngleJoint(randSlot, connBody, new Lifespan())
                {
                    Softness = 0.0001, BiasFactor = 0.2f
                };

                var endJoint = new HingeJoint(connBody, alignedSlot, (2 * centerPos + 8 * endPos.Linear) * 0.1f, new Lifespan())
                {
                    DistanceTolerance = model.MaxDistance * 0.5,
                    Softness          = 10
                };
                var endAngle = new AngleJoint(connBody, alignedSlot, new Lifespan())
                {
                    Softness = 0.0001, BiasFactor = 0.2f
                };

                Will.Instance.AddJoint(begJoint);
                Will.Instance.AddJoint(begAngle);
                Will.Instance.AddJoint(endAngle);

                Will.Instance.RunPauseWilling(true);

                return(connBody);
            }

            // Sorry :( Aligned pair not found. Please, try again later.
            return(null);
        }
コード例 #10
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 public static Vector2D GetRelativeVelocity(
     ALVector2D velocity1, ALVector2D velocity2, 
     Vector2D point1, Vector2D point2)
 {
     Vector2D result;
     GetRelativeVelocity(ref velocity1, ref velocity2, ref point1, ref point2, out result);
     return result;
 }
コード例 #11
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ファイル: SequentialImpulses.cs プロジェクト: Anttifer/Jypeli
        protected internal override void Solve(TimeStep step)
        {
            Detect(step);
            Arbiter[] arbs = RemoveEmpty(step);
            this.Engine.RunLogic(step);
            if (freezing)
            {
                for (int index = 0; index < siJoints.Count; ++index)
                {
                    siJoints[index].CheckFrozen();
                }
            }
            for (int index = 0; index < tags.Count; ++index)
            {
                SequentialImpulsesTag tag = tags[index];
                tag.biasVelocity = ALVector2D.Zero;

                if (freezing)
                {
                    bool accelSame = tag.body.State.Acceleration == tag.lastAccel;

                    ALVector2D vel   = tag.body.State.Velocity;
                    ALVector2D force = tag.body.State.ForceAccumulator;


                    bool isVelZero =
                        Math.Abs(vel.X) < freezeVelocityTolerance.X &&
                        Math.Abs(vel.Y) < freezeVelocityTolerance.Y &&
                        Math.Abs(vel.Angular) < freezeVelocityTolerance.Angular;
                    bool isForceZero = tag.body.State.ForceAccumulator == ALVector2D.Zero;


                    if (accelSame && isVelZero && isForceZero)
                    {
                        if (tag.body.Joints.Count == 0)
                        {
                            tag.body.idleCount++;
                        }
                        if (tag.body.idleCount > freezeTimeout)
                        {
                            tag.body.idleCount      = freezeTimeout;
                            tag.body.IsFrozen       = true;
                            tag.body.State.Velocity = ALVector2D.Zero;
                        }
                    }
                    else
                    {
                        tag.body.IsFrozen  = false;
                        tag.body.idleCount = 0;
                    }
                    tag.lastAccel = tag.body.State.Acceleration;
                    if (tag.body.IsFrozen)
                    {
                        tag.body.State.ForceAccumulator = ALVector2D.Zero;
                        tag.body.State.Acceleration     = ALVector2D.Zero;
                    }
                }

                tag.body.UpdateVelocity(step);
                tag.body.ClearForces();
            }
            for (int index = 0; index < arbs.Length; ++index)
            {
                arbs[index].PreApply(step.DtInv);
            }
            for (int index = 0; index < siJoints.Count; ++index)
            {
                siJoints[index].PreStep(step);
            }
            for (int i = 0; i < iterations; ++i)
            {
                for (int index = 0; index < arbs.Length; ++index)
                {
                    arbs[index].Apply();
                }
                for (int index = 0; index < siJoints.Count; ++index)
                {
                    siJoints[index].ApplyImpulse();
                }
            }
            for (int index = 0; index < tags.Count; ++index)
            {
                SequentialImpulsesTag tag = tags[index];
                if (splitImpulse)
                {
                    tag.body.UpdatePosition(step, ref tag.biasVelocity);
                }
                else
                {
                    tag.body.UpdatePosition(step);
                }
                tag.body.ApplyPosition();
            }
        }
コード例 #12
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ファイル: Matrix2D.cs プロジェクト: homoluden/Phisics2D.Net
 public static Matrix2D FromALVector2D(ALVector2D source)
 {
     Matrix2D result;
     FromALVector2D(ref source, out result);
     return result;
 }
コード例 #13
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ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
        public static Body AddFloor(DemoOpenInfo info, ALVector2D position)
        {
            Scalar height = 60;
            Scalar width = 2000;

            Vector2D[] vertexes = VertexHelper.CreateRectangle(width, height);
            IShape boxShape = ShapeFactory.CreateColoredPolygon(vertexes, Math.Min(height, width) / 5);
            Body body = new Body(new PhysicsState(position), boxShape, Scalar.PositiveInfinity, Coefficients.Duplicate(), new Lifespan());
            body.IgnoresGravity = true;
            info.Scene.AddGraphic(CreateGraphic(body));
            return body;
        }
コード例 #14
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ファイル: WillHelper.cs プロジェクト: Cyberbanan/fukami
        /// <summary>
        /// Adds new Circle Body into World
        /// </summary>
        /// <param name="radius">Radius of the Circle Shape</param>
        /// <param name="verticesCount">Count of vertices  of the Circle Shape</param>
        /// <param name="mass">Mass of corresponding Body</param>
        /// <param name="position">Position of the Circle Shape</param>
        /// <param name="modelId">Id of the parent Model</param>
        /// <returns>Newly created and added into world Body object.</returns>
        public static BaseModelBody AddCircle(Scalar radius, ushort verticesCount, Scalar mass, ALVector2D position, Guid modelId)
        {
            var newBody = CreateCircle(radius, verticesCount, mass, modelId);

            newBody.State.Position = position;
            newBody.ApplyPosition();

            Will.Instance.AddBody(newBody);

            return(newBody);
        }
コード例 #15
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ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
        public static DisposeCallback RegisterBodyMovement(
            DemoOpenInfo info, Body body, ALVector2D force,
            Key forward, Key back, Key left, Key right)
        {
            ALVector2D currentForce = ALVector2D.Zero;

            EventHandler<KeyboardEventArgs> downHandler = delegate(object sender, KeyboardEventArgs e)
            {
                if (e.Key == forward)
                {
                    currentForce.Linear += force.Linear;
                }
                else if (e.Key == back)
                {
                    currentForce.Linear -= force.Linear;
                }
                else if (e.Key == left)
                {
                    currentForce.Angular -= force.Angular;
                }
                else if (e.Key == right)
                {
                    currentForce.Angular += force.Angular;
                }
            };
            EventHandler<KeyboardEventArgs> upHandler = delegate(object sender, KeyboardEventArgs e)
            {
                if (e.Key == forward)
                {
                    currentForce.Linear -= force.Linear;
                }
                else if (e.Key == back)
                {
                    currentForce.Linear += force.Linear;
                }
                else if (e.Key == left)
                {
                    currentForce.Angular += force.Angular;
                }
                else if (e.Key == right)
                {
                    currentForce.Angular -= force.Angular;
                }
            };
            EventHandler<UpdatedEventArgs> update = delegate(object sender, UpdatedEventArgs e)
            {
                Vector2D force2 = body.Matrices.ToWorldNormal * currentForce.Linear;
                body.State.ForceAccumulator.Linear += force2;
                body.State.ForceAccumulator.Angular += currentForce.Angular;
            };

            body.Updated += update;
            Events.KeyboardDown += downHandler;
            Events.KeyboardUp += upHandler;
            return delegate()
            {
                body.Updated -= update;
                Events.KeyboardDown -= downHandler;
                Events.KeyboardUp -= upHandler;
            };
        }
コード例 #16
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ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
 public static Body AddRectangle(DemoOpenInfo info, Scalar height, Scalar width, Scalar mass, ALVector2D position)
 {
     Vector2D[] vertexes = VertexHelper.CreateRectangle(width, height);
     vertexes = VertexHelper.Subdivide(vertexes, Math.Min(height, width) / 5);
     IShape boxShape = ShapeFactory.CreateColoredPolygon(vertexes, Math.Min(height, width) / 5);
     Body body = new Body(new PhysicsState(position), boxShape, mass, Coefficients.Duplicate(), new Lifespan());
     info.Scene.AddGraphic(CreateGraphic(body));
     return body;
 }
コード例 #17
0
ファイル: Demo.cs プロジェクト: bsvercl/physics2d
 Body AddShape(IShape shape, Scalar mass, ALVector2D position)
 {
     Body e =
         new Body(
              new PhysicsState(position),
              shape,
              mass,
              coefficients.Duplicate(),
              new Lifespan());
     AddGlObject(e);
     engine.AddBody(e);
     return e;
 }
コード例 #18
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ファイル: Demo.cs プロジェクト: bsvercl/physics2d
        Body AddCircle(Scalar radius, int vertexCount, Scalar mass, ALVector2D position)
        {

            IShape circleShape = new CircleShape(radius, vertexCount); ;
            Body e =
                new Body(
                     new PhysicsState(position),
                     circleShape,
                     mass,
                     coefficients.Duplicate(),
                     new Lifespan());
            AddGlObject(e);
            engine.AddBody(e);
            return e;

        }
コード例 #19
0
ファイル: Demo.cs プロジェクト: bsvercl/physics2d
        void DemoO()
        {
            BeginDemoChange();
            Reset(false);
            BoundingRectangle rect = this.clipper.Rectangle;
            rect.Min.X -= 75;
            rect.Min.Y -= 75;
            rect.Max.X += 75;
            rect.Max.Y += 75;
            AddShell(rect, 100, Scalar.PositiveInfinity);
            rect.Min.X += 100;
            rect.Min.Y += 100;
            rect.Max.X -= 100;
            rect.Max.Y -= 100;

            Scalar spacing = 10;
            int randSpacing = (int)(spacing/2 );
            for (Scalar x = rect.Min.X; x < rect.Max.X; x += spacing )
            {
                for (Scalar y = rect.Min.Y; y < rect.Max.Y; y += spacing )
                {
                    Scalar radius = rand.Next(2, 5);
                    ALVector2D position = new ALVector2D(
                        0, 
                        x + rand.Next(-randSpacing, randSpacing),
                        y + rand.Next(-randSpacing, randSpacing));

                    Body circle = AddCircle(radius, 10, radius * 2, position);
                    circle.State.Velocity.Linear.X = rand.Next(-1000, 1001);
                    circle.State.Velocity.Linear.Y = rand.Next(-1000, 1001);
                }
            }

            EndDemoChange();
        }
コード例 #20
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 public static DisposeCallback RegisterBodyMovement(DemoOpenInfo info, Body body, ALVector2D force)
 {
     return(RegisterBodyMovement(info, body, force, Key.UpArrow, Key.DownArrow, Key.LeftArrow, Key.RightArrow));
 }
コード例 #21
0
        public static Body AddRectangle(DemoOpenInfo info, Scalar height, Scalar width, Scalar mass, ALVector2D position)
        {
            Vector2D[] vertexes = VertexHelper.CreateRectangle(width, height);
            vertexes = VertexHelper.Subdivide(vertexes, Math.Min(height, width) / 5);
            IShape boxShape = ShapeFactory.CreateColoredPolygon(vertexes, Math.Min(height, width) / 5);
            Body   body     = new Body(new PhysicsState(position), boxShape, mass, Coefficients.Duplicate(), new Lifespan());

            info.Scene.AddGraphic(CreateGraphic(body));
            return(body);
        }
コード例 #22
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        public static Body AddCircle(DemoOpenInfo info, Scalar radius, int vertexCount, Scalar mass, ALVector2D position)
        {
            CircleShape shape  = ShapeFactory.CreateColoredCircle(radius, vertexCount);
            Body        result = new Body(new PhysicsState(position), shape, mass, Coefficients.Duplicate(), new Lifespan());

            info.Scene.AddGraphic(CreateGraphic(result));
            return(result);
        }
コード例 #23
0
        public static DisposeCallback RegisterBodyMovement(
            DemoOpenInfo info, Body body, ALVector2D force,
            Key forward, Key back, Key left, Key right)
        {
            ALVector2D currentForce = ALVector2D.Zero;

            EventHandler <KeyboardEventArgs> downHandler = delegate(object sender, KeyboardEventArgs e)
            {
                if (e.Key == forward)
                {
                    currentForce.Linear += force.Linear;
                }
                else if (e.Key == back)
                {
                    currentForce.Linear -= force.Linear;
                }
                else if (e.Key == left)
                {
                    currentForce.Angular -= force.Angular;
                }
                else if (e.Key == right)
                {
                    currentForce.Angular += force.Angular;
                }
            };
            EventHandler <KeyboardEventArgs> upHandler = delegate(object sender, KeyboardEventArgs e)
            {
                if (e.Key == forward)
                {
                    currentForce.Linear -= force.Linear;
                }
                else if (e.Key == back)
                {
                    currentForce.Linear += force.Linear;
                }
                else if (e.Key == left)
                {
                    currentForce.Angular += force.Angular;
                }
                else if (e.Key == right)
                {
                    currentForce.Angular -= force.Angular;
                }
            };
            EventHandler <UpdatedEventArgs> update = delegate(object sender, UpdatedEventArgs e)
            {
                Vector2D force2 = body.Matrices.ToWorldNormal * currentForce.Linear;
                body.State.ForceAccumulator.Linear  += force2;
                body.State.ForceAccumulator.Angular += currentForce.Angular;
            };

            body.Updated        += update;
            Events.KeyboardDown += downHandler;
            Events.KeyboardUp   += upHandler;
            return(delegate()
            {
                body.Updated -= update;
                Events.KeyboardDown -= downHandler;
                Events.KeyboardUp -= upHandler;
            });
        }
コード例 #24
0
ファイル: Demo.cs プロジェクト: bsvercl/physics2d
 Body AddFloor(ALVector2D position)
 {
     Body line = new Body(
         new PhysicsState(position),
         new PolygonShape(VertexHelper.CreateRectangle(2000, 60), 40),
         new MassInfo(Scalar.PositiveInfinity, Scalar.PositiveInfinity),
         coefficients.Duplicate(),
         new Lifespan());
     line.IgnoresGravity = true;
     AddGlObject(line);
     engine.AddBody(line);
     return line;
 }
コード例 #25
0
ファイル: Demo.cs プロジェクト: homoluden/Phisics2D.Net
 void AddFloor(ALVector2D position)
 {
     count++;
     Body line = new Body(
         new PhysicsState(position),
         new Physics2DDotNet.Polygon(Physics2DDotNet.Polygon.CreateRectangle(60, 2000), 40),
         new MassInfo(float.PositiveInfinity, float.PositiveInfinity),
         new Coefficients(.2f, .2f, friction),
         new Lifespan());
     line.IgnoresGravity = true;
     AddGlObject(line);
     engine.AddBody(line);
 }
コード例 #26
0
ファイル: Demo.cs プロジェクト: bsvercl/physics2d
        Body AddRectangle(Scalar height, Scalar width, Scalar mass, ALVector2D position)
        {
            Vector2D[] vertexes = VertexHelper.CreateRectangle(width, height);
            vertexes = VertexHelper.Subdivide(vertexes, (height + width) / 9);

            IShape boxShape = new PolygonShape(vertexes, Math.Min(height, width) / 2);
            Body e =
                new Body(
                     new PhysicsState(position),
                     boxShape,
                     mass,
                     coefficients.Duplicate(),
                     new Lifespan());
            AddGlObject(e);
            engine.AddBody(e);
            return e;
        }
コード例 #27
0
ファイル: Demo.cs プロジェクト: homoluden/Phisics2D.Net
        Body AddRectangle(float length, float width, float mass, ALVector2D position)
        {
            width += rand.Next(-4, 5) * .01f;
            length += rand.Next(-4, 5) * .01f;
            count++;
            Vector2D[] vertices = Physics2DDotNet.Polygon.CreateRectangle(length, width);
            vertices = Physics2DDotNet.Polygon.Subdivide(vertices, (length + width) / 4);

            Shape boxShape = new Physics2DDotNet.Polygon(vertices, MathHelper.Min(length, width) / 2);
            Body e =
                new Body(
                     new PhysicsState(position),
                     boxShape,
                     mass,
                     new Coefficients(.2f, .2f, friction),
                     new Lifespan());
            AddGlObject(e);
            engine.AddBody(e);
            return e;

        }
コード例 #28
0
ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
 public static DisposeCallback RegisterBodyMovement(DemoOpenInfo info, Body body, ALVector2D force)
 {
     return RegisterBodyMovement(info, body, force, Key.UpArrow, Key.DownArrow, Key.LeftArrow, Key.RightArrow);
 }
コード例 #29
0
ファイル: Demo.cs プロジェクト: homoluden/Phisics2D.Net
        Body AddCircle(float radius, int vertexCount, float mass, ALVector2D position)
        {
            count++;

            Shape circleShape = new Physics2DDotNet.Circle(radius, vertexCount); ;
            Body e =
                new Body(
                     new PhysicsState(position),
                     circleShape,
                     mass,
                     new Coefficients(.2f, .2f, friction),
                     new Lifespan());
            AddGlObject(e);
            engine.AddBody(e);
            return e;

        }
コード例 #30
0
ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
 public static Body AddCircle(DemoOpenInfo info, Scalar radius, int vertexCount, Scalar mass, ALVector2D position)
 {
     CircleShape shape = ShapeFactory.CreateColoredCircle(radius, vertexCount);
     Body result = new Body(new PhysicsState(position), shape, mass, Coefficients.Duplicate(), new Lifespan());
     info.Scene.AddGraphic(CreateGraphic(result));
     return result;
 }
コード例 #31
0
ファイル: Driver.cs プロジェクト: bsvercl/physics2d
        static void Main(string[] args)
        {
            float x = 2;
            float y = 2;
            float z = +x * +y;
            Console.WriteLine(z);






            Vector2D[] loc = new Vector2D[] { new Vector2D(0, 0), new Vector2D(10, 0) };
            Vector2D[] loc2 = Polygon.Subdivide(loc, 2);


            ALVector2D alv = new ALVector2D(MathHelper.PI / 2, new Vector2D(50, 100));
            Matrix2D matrix;
            Matrix2D.FromALVector2D(ref alv, out matrix);

            Vector2D vector = new Vector2D(0,10);
            Console.WriteLine(vector);
            Vector2D r1 = matrix.NormalMatrix * vector;
            Vector2D r2 = matrix.VertexMatrix * vector;
            Console.WriteLine(r1);
            Console.WriteLine(r2);
            Matrix2D matrixInv;
            Matrix2D.Invert(ref matrix, out matrixInv);
            Console.WriteLine(matrixInv.NormalMatrix * r1);
            Console.WriteLine(matrixInv.VertexMatrix * r2);


            Polygon polygon = new Polygon(Polygon.CreateRectangle(20, 20), 2);
            Circle circle = new Circle(10,8);
            IntersectionInfo info;
            if (circle.TryGetIntersection(new Vector2D(0,10), out info) || info != null)
            {
                Console.WriteLine("circle");
                Console.WriteLine(info.Normal);
                Console.WriteLine(info.Distance);
            }
            if (polygon.TryGetIntersection(new Vector2D(3, 5), out info) || info != null)
            {
                Console.WriteLine("polygon");
                Console.WriteLine(info.Normal);
                Console.WriteLine(info.Distance);
            }

            Console.ReadLine();


/*
            int[,,] arr = new int[,,] 
{ 
{ { 1, 2 }, { 3, 4 } }, 
{ { 5, 6}, { 7,8 } }
};

            int[,,] arr3 = new int[2, 2,3];
            Array.Copy(arr, arr3, 4);
            //Functions.ArrayCopy(arr, new int[] { 0, 0,0 }, arr3, new int[] { 0, 0,0 }, new int[] { 2, 2,2 });
            int[,,] arr2 = (int[,,])Functions.ArrayRemoveRange(arr, 0, 1, 0);


            return;*/


          /*  Form1 gggg = new Form1();
            gggg.propertyGrid1.SelectedObject = new TESTObj();
            Application.Run(gggg);
            return;
            TimeTester test = new TimeTester(100000000, TEST1, TEST2);
            test.Run();
            Console.WriteLine(test);

            Polygon firstOld, firstNew, secondOld, secondNew;

            Vector2D[] shape = new Vector2D[]{new Vector2D(1,1),new Vector2D(1,-1),new Vector2D(-1,-1),new Vector2D(-1,1)};
            //Array.Reverse(shape);
            firstOld = new Polygon(shape);
            firstNew = (Polygon)firstOld.Clone();

            secondOld = new Polygon(shape);
            secondNew = (Polygon)secondOld.Clone();

            ALVector2D pos = new ALVector2D();

            pos.Linear = new Vector2D(20, 0);
            firstOld.ApplyMatrix(pos.ToMatrix2D());
           // pos.Angular = .01f;
            secondNew.ApplyMatrix(pos.ToMatrix2D());
            pos.Linear = new Vector2D(-20, 0);
            firstNew.ApplyMatrix(pos.ToMatrix2D());
            //pos.Angular = .02f;
            secondOld.ApplyMatrix(pos.ToMatrix2D());
            HorrableNarrowPhase phase = new HorrableNarrowPhase();
            Matrix2D g = pos.ToMatrix2D();
            Vector2D tt = new Vector2D();
            Vector2D.Multiply(ref g.VertexMatrix, ref tt, out tt);

            CollisionInfo info = phase.TestCollision(1, firstOld, firstNew, secondOld, secondNew);
            nothering(info);
            nothering(tt);*/
            Console.WriteLine("Finished");
            Console.ReadLine();
        }
コード例 #32
0
ファイル: DemoHelper.cs プロジェクト: bsvercl/physics2d
 public static Body AddShape(DemoOpenInfo info, IShape shape, Scalar mass, ALVector2D position)
 {
     Body body = new Body(new PhysicsState(position), shape, mass, Coefficients.Duplicate(), new Lifespan());
     info.Scene.AddGraphic(CreateGraphic(body));
     return body;
 }
コード例 #33
0
        private void AddSlot(BaseGeneViewModel gene)
        {
            Will.Instance.RunPauseWilling(false);

            var slotGene = (NodeGeneViewModel)gene;

            var boneBody = Will.Instance.Bodies.RandomOrDefault<BoneBody>(b => b.Model.ChildSlots.Any(s => s.IsOccupied == false));

            if (boneBody == null)
            {
                Will.Instance.RunPauseWilling(true);
                return;
            }

            var parPos = boneBody.State.Position;

            var randSlot = boneBody.Model.ChildSlots.Where(s => s.IsOccupied == false).RandomOrDefault();

            var slot = slotGene.GetModelDuplicate();
            slot.Direction = randSlot.Direction;
            slot.DistanceFromCenter = randSlot.DistanceFromCenter;
            slot.Orientation = randSlot.Orientation;

            randSlot.IsOccupied = true;

            var slotBody = WillHelper.CreateConnectionSlotBody(slot, boneBody.ModelId);

            var slotXAngle = slot.Direction + parPos.Angular;
            var slotCenter = Vector2D.Rotate(slotXAngle, new Vector2D(slot.DistanceFromCenter, 0.0f));
            var slotPos = new ALVector2D(slot.Orientation + slotXAngle, slotCenter + parPos.Linear);

            slotBody.State.Position = slotPos;
            slotBody.ApplyPosition();

            slotBody.Parent = boneBody;

            boneBody.Children.Add(slotBody);

            var joints = new List<Joint>();

            var nodePos = slotBody.State.Position;

            var hinge = new HingeJoint(boneBody, slotBody, (slot.Size * nodePos.Linear + boneBody.Model.Length * parPos.Linear) * (1/(slot.Size + boneBody.Model.Length)), new Lifespan())
            {
                DistanceTolerance = 50,
                Softness = 10.1
            };
            var angle = new AngleJoint(boneBody, slotBody, new Lifespan()) { Softness = 0.00001 };

            joints.Add(hinge);
            joints.Add(angle);

            Will.Instance.AddBody(slotBody);
            Will.Instance.AddJoints(joints);

            Will.Instance.RunPauseWilling(true);
        }
コード例 #34
0
 public void Set(PhysicsState state)
 {
     if (state == null) { throw new ArgumentNullException("state"); }
     this.Position = state.Position;
     this.Velocity = state.Velocity;
     this.Acceleration = state.Acceleration;
     this.ForceAccumulator = state.ForceAccumulator;
 }
コード例 #35
0
 public static PhysicsState CreateState(ScatterRectangle target, Scalar radius, Scalar width, Scalar height)
 {
     ALVector2D answer;
     answer = new ALVector2D(radius, (float)(target.Position.X + width * .5f), (float)(target.Position.Y + height * .5f));
     return new PhysicsState(answer);
 }
コード例 #36
0
 public PhysicsState(ALVector2D position, ALVector2D velocity)
 {
     this.Position = position;
     this.Velocity = velocity;
     this.Acceleration = ALVector2D.Zero;
     this.ForceAccumulator = ALVector2D.Zero;
 }
コード例 #37
0
 public static void GetRelativeVelocity(
     ref ALVector2D velocity1, ref Vector2D point1, out Vector2D result)
 {
     result.X = -(velocity1.Linear.X - velocity1.Angular * point1.Y);
     result.Y = -(velocity1.Linear.Y + velocity1.Angular * point1.X);
 }
コード例 #38
0
ファイル: ExplosionLogic.cs プロジェクト: Jypeli-JYU/Jypeli
        protected internal override void RunLogic(TimeStep step)
        {
            Scalar         area    = MathHelper.Pi * radius * radius;
            Scalar         density = explosionBody.Mass.Mass / area;
            BoundingCircle circle  = new BoundingCircle(explosionBody.State.Position.Linear, radius);
            Matrix2x3      temp;

            ALVector2D.ToMatrix2x3(ref explosionBody.State.Position, out temp);

            Matrices matrices = new Matrices();

            matrices.SetToWorld(ref temp);


            Vector2D relativeVelocity  = Vector2D.Zero;
            Vector2D velocityDirection = Vector2D.Zero;
            Vector2D dragDirection     = Vector2D.Zero;


            for (int index = 0; index < items.Count; ++index)
            {
                Wrapper   wrapper = items[index];
                Body      body    = wrapper.body;
                Matrix2x3 matrix;
                Matrix2x3.Multiply(ref matrices.ToBody, ref body.Matrices.ToWorld, out matrix);
                ContainmentType   containmentType;
                BoundingRectangle rect = body.Rectangle;
                circle.Contains(ref rect, out containmentType);

                if (containmentType == ContainmentType.Intersects)
                {
                    return;

                    GetTangentCallback callback = delegate(Vector2D centroid)
                    {
                        centroid = body.Matrices.ToWorld * centroid;
                        Vector2D p1 = centroid - explosionBody.State.Position.Linear;
                        Vector2D p2 = centroid - body.State.Position.Linear;

                        PhysicsHelper.GetRelativeVelocity(
                            ref explosionBody.State.Velocity,
                            ref body.State.Velocity,
                            ref p1,
                            ref p2,
                            out relativeVelocity);
                        relativeVelocity  = p1.Normalized * this.pressurePulseSpeed;
                        relativeVelocity  = -relativeVelocity;
                        velocityDirection = relativeVelocity.Normalized;
                        dragDirection     = matrices.ToBodyNormal * velocityDirection.LeftHandNormal;
                        return(dragDirection);
                    };

                    DragInfo dragInfo = wrapper.affectable.GetExplosionInfo(matrix, radius, callback);
                    if (dragInfo == null)
                    {
                        continue;
                    }
                    if (velocityDirection == Vector2D.Zero)
                    {
                        continue;
                    }

                    if (dragInfo.DragArea < .01f)
                    {
                        continue;
                    }
                    Scalar speedSq      = relativeVelocity.MagnitudeSq;
                    Scalar dragForceMag = -.5f * density * speedSq * dragInfo.DragArea * dragCoefficient;
                    Scalar maxDrag      = -MathHelper.Sqrt(speedSq) * body.Mass.Mass * step.DtInv;
                    if (dragForceMag < maxDrag)
                    {
                        dragForceMag = maxDrag;
                    }

                    Vector2D dragForce = dragForceMag * velocityDirection;
                    wrapper.body.ApplyForce(dragForce, (body.Matrices.ToBody * matrices.ToWorld) * dragInfo.DragCenter);
                }
                else if (containmentType == ContainmentType.Contains)
                {
                    Vector2D centroid = body.Matrices.ToWorld * wrapper.affectable.Centroid;

                    Vector2D p1 = centroid - explosionBody.State.Position.Linear;
                    Vector2D p2 = centroid - body.State.Position.Linear;

                    PhysicsHelper.GetRelativeVelocity(
                        ref explosionBody.State.Velocity,
                        ref body.State.Velocity,
                        ref p1,
                        ref p2,
                        out relativeVelocity);
                    relativeVelocity  = p1.Normalized * this.pressurePulseSpeed;
                    relativeVelocity  = -relativeVelocity;
                    velocityDirection = relativeVelocity.Normalized;
                    dragDirection     = matrices.ToBodyNormal * velocityDirection.LeftHandNormal;


                    DragInfo dragInfo = wrapper.affectable.GetFluidInfo(dragDirection);
                    if (dragInfo.DragArea < .01f)
                    {
                        continue;
                    }
                    Scalar speedSq      = relativeVelocity.MagnitudeSq;
                    Scalar dragForceMag = -.5f * density * speedSq * dragInfo.DragArea * dragCoefficient;
                    Scalar maxDrag      = -MathHelper.Sqrt(speedSq) * body.Mass.Mass * step.DtInv;
                    if (dragForceMag < maxDrag)
                    {
                        dragForceMag = maxDrag;
                    }

                    Vector2D dragForce = dragForceMag * velocityDirection;
                    wrapper.body.ApplyForce(dragForce, body.Matrices.ToWorldNormal * dragInfo.DragCenter);

                    wrapper.body.ApplyTorque(
                        -body.Mass.MomentOfInertia *
                        (body.Coefficients.DynamicFriction + density + dragCoefficient) *
                        body.State.Velocity.Angular);
                }
            }
        }
コード例 #39
0
 public static void SubtractImpulse(
     ref ALVector2D velocity, ref Vector2D impulse, ref Vector2D point,
     ref Scalar massInv, ref Scalar inertiaInv)
 {
     velocity.Linear.X -= impulse.X * massInv;
     velocity.Linear.Y -= impulse.Y * massInv;
     velocity.Angular -= (inertiaInv * (point.X * impulse.Y - point.Y * impulse.X));
 }
コード例 #40
0
ファイル: Matrix2D.cs プロジェクト: homoluden/Phisics2D.Net
 public static void FromALVector2D(ref ALVector2D source,out Matrix2D result)
 {
     Matrix2x2.FromRotation(ref source.Angular, out result.NormalMatrix);
     Matrix3x3.FromTranslate2D(ref source.Linear, out result.VertexMatrix);
     Matrix3x3.Multiply(ref result.VertexMatrix, ref result.NormalMatrix, out result.VertexMatrix);
 }
コード例 #41
0
        private void AddSlot(BaseGeneViewModel gene)
        {
            Will.Instance.RunPauseWilling(false);

            var slotGene = (NodeGeneViewModel)gene;

            var boneBody = Will.Instance.Bodies.RandomOrDefault <BoneBody>(b => b.Model.ChildSlots.Any(s => s.IsOccupied == false));

            if (boneBody == null)
            {
                Will.Instance.RunPauseWilling(true);
                return;
            }

            var parPos = boneBody.State.Position;

            var randSlot = boneBody.Model.ChildSlots.Where(s => s.IsOccupied == false).RandomOrDefault();

            var slot = slotGene.GetModelDuplicate();

            slot.Direction          = randSlot.Direction;
            slot.DistanceFromCenter = randSlot.DistanceFromCenter;
            slot.Orientation        = randSlot.Orientation;

            randSlot.IsOccupied = true;

            var slotBody = WillHelper.CreateConnectionSlotBody(slot, boneBody.ModelId);


            var slotXAngle = slot.Direction + parPos.Angular;
            var slotCenter = Vector2D.Rotate(slotXAngle, new Vector2D(slot.DistanceFromCenter, 0.0f));
            var slotPos    = new ALVector2D(slot.Orientation + slotXAngle, slotCenter + parPos.Linear);

            slotBody.State.Position = slotPos;
            slotBody.ApplyPosition();

            slotBody.Parent = boneBody;

            boneBody.Children.Add(slotBody);

            var joints = new List <Joint>();

            var nodePos = slotBody.State.Position;

            var hinge = new HingeJoint(boneBody, slotBody, (slot.Size * nodePos.Linear + boneBody.Model.Length * parPos.Linear) * (1 / (slot.Size + boneBody.Model.Length)), new Lifespan())
            {
                DistanceTolerance = 50,
                Softness          = 10.1
            };
            var angle = new AngleJoint(boneBody, slotBody, new Lifespan())
            {
                Softness = 0.00001
            };

            joints.Add(hinge);
            joints.Add(angle);

            Will.Instance.AddBody(slotBody);
            Will.Instance.AddJoints(joints);

            Will.Instance.RunPauseWilling(true);
        }