コード例 #1
0
ファイル: PhysicsComponent.cs プロジェクト: webconfig/Ballz
        public void ShortenRope(Rope rope)
        {
            if (rope.PhysicsSegments.Count <= 2)
            {
                // Rope cannot be any shorter as 2 segments is minimum
                return;
            }

            // Only allow shortening rope if all joints are restful
            for (int i = 0; i < rope.PhysicsSegmentJoints.Count; ++i)
            {
                var joint = rope.PhysicsSegmentJoints[i];
                if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) > 0.3f * Rope.SegmentLength)
                {
                    return;
                }
            }

            PhysicsWorld.RemoveJoint(rope.PhysicsEntityJoint);
            PhysicsWorld.RemoveJoint(rope.PhysicsSegmentJoints.Last());
            rope.PhysicsSegmentJoints.Remove(rope.PhysicsSegmentJoints.Last());


            RemoveBody(rope.PhysicsSegments.Last());
            rope.PhysicsSegments.Remove(rope.PhysicsSegments.Last());

            var ballJoint = JointFactory.CreateRevoluteJoint(PhysicsWorld, rope.PhysicsSegments.Last(), rope.AttachedEntity.PhysicsBody, Vector2.Zero, Vector2.Zero);

            ballJoint.CollideConnected = false;
            rope.PhysicsEntityJoint    = ballJoint;
        }
コード例 #2
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        public override void Update(GameTime gameTime)
        {
            if (Joint == null)
            {
                if (Object1 == null)
                {
                    return;
                }
                if (Object2 == null)
                {
                    Fixture referenceObject = FixtureFactory.CreateRectangle(Level.Physics, 0.1f, 0.1f, 0);
                    referenceObject.Body.Position = Object1.fixture.Body.Position;
                    referenceObject.Body.BodyType = BodyType.Static;
                    Joint = JointFactory.CreateRevoluteJoint(Level.Physics, Object1.fixture.Body, referenceObject.Body, Vector2.Zero);
                }
                else
                {
                    Joint = JointFactory.CreateRevoluteJoint(Level.Physics, Object1.fixture.Body, Object2.fixture.Body, Vector2.Zero);
                }
                ((RevoluteJoint)Joint).LowerLimit   = MinAngle;
                ((RevoluteJoint)Joint).UpperLimit   = MaxAngle;
                ((RevoluteJoint)Joint).LimitEnabled = EnableLimit;
                ((RevoluteJoint)Joint).MotorSpeed   = MotorSpeed;
                ((RevoluteJoint)Joint).MotorEnabled = EnableMotor;
            }


            Circle.position = position;
        }
コード例 #3
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        Multithread2Test()
        {
            // enable multithreading
            World.ContactManager.VelocityConstraintsMultithreadThreshold = 256;
            World.ContactManager.PositionConstraintsMultithreadThreshold = 256;
            World.ContactManager.CollideMultithreadThreshold             = 256;

            //Create ground
            Body ground = World.CreateBody();

            Body tumblerBody = World.CreateBody(new Vector2(0, 10));

            tumblerBody.SleepingAllowed = false;
            tumblerBody.BodyType        = BodyType.Dynamic;

            tumblerBody.CreateRectangle(1, 20, 5, new Vector2(10, 0));
            tumblerBody.CreateRectangle(1, 20, 5, new Vector2(-10, 0));
            tumblerBody.CreateRectangle(20, 1, 5, new Vector2(0, 10));
            tumblerBody.CreateRectangle(20, 1, 5, new Vector2(0, -10));

            RevoluteJoint joint = JointFactory.CreateRevoluteJoint(World, ground, tumblerBody, new Vector2(0, 10), Vector2.Zero);

            joint.ReferenceAngle = 0.0f;
            joint.MotorSpeed     = 0.05f * MathHelper.Pi;
            joint.MaxMotorTorque = 1e8f;
            joint.MotorEnabled   = true;
        }
コード例 #4
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        private void CreatePlayerPhysicsObjects(Vector2 gameWorldPosition)
        {
            MainFixture = FixtureFactory.CreateRectangle(Engine.Physics.World, 0.5f, 0.5f, 1);
            MainFixture.CollisionFilter.CollisionCategories = (Category)(Global.CollisionCategories.Player);
            Bodies.Add(MainFixture.Body);
            MainFixture.Body.Position        = Engine.Physics.PositionToPhysicsWorld(gameWorldPosition);
            MainFixture.Body.BodyType        = BodyType.Dynamic;
            MainFixture.Body.SleepingAllowed = false;

            WheelFixture = FixtureFactory.CreateCircle(Engine.Physics.World, 0.3f, 1.0f);
            WheelFixture.CollisionFilter.CollisionCategories = (Category)(Global.CollisionCategories.Player);
            Bodies.Add(WheelFixture.Body);
            WheelFixture.Body.Position = MainFixture.Body.Position + new Vector2(0.0f, 0.6f);
            WheelFixture.Body.BodyType = BodyType.Dynamic;

            WheelFixture.Body.SleepingAllowed = false;
            WheelFixture.Friction             = 0.5f;

            playerFAJ       = JointFactory.CreateFixedAngleJoint(Engine.Physics.World, MainFixture.Body);
            playerFAJ.BodyB = WheelFixture.Body;

            wheelMotorRevJoint = JointFactory.CreateRevoluteJoint(MainFixture.Body, WheelFixture.Body, Vector2.Zero);
            wheelMotorRevJoint.MaxMotorTorque = 10.0f;
            wheelMotorRevJoint.MotorEnabled   = true;
            Engine.Physics.World.AddJoint(wheelMotorRevJoint);
        }
コード例 #5
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        public ChainBridge(Vector2 setPosition)
        {
            Body         ground = new Body(PhysicsGameScreen.World);
            PolygonShape shape  = new PolygonShape(1);

            shape.SetAsBox(0.9f, 0.125f);

            Body prevBody = ground;

            for (int i = 0; i < 11; ++i)
            {
                Body body = new Body(PhysicsGameScreen.World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(setPosition.X + 1.8f * i, setPosition.Y);
                body.IgnoreCollisionWith(GameDemo1.physicTextures[8].body);
                Fixture fix = body.CreateFixture(shape);
                fix.Friction = 0.6f;

                Vector2 anchor = new Vector2(-1, 0);
                JointFactory.CreateRevoluteJoint(PhysicsGameScreen.World, prevBody, body, anchor);

                body.Mass = 1f;
                prevBody  = body;
                segment.Add(prevBody);
            }

            Vector2 anchor2 = new Vector2(1.0f, 0);

            JointFactory.CreateRevoluteJoint(PhysicsGameScreen.World, ground, prevBody, anchor2);
        }
コード例 #6
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        public Character(SpriteBatch spriteBatch, Texture2D texture, Vector2 position, Rectangle tileSize, float rotation, World physicsWorld)
            : base(spriteBatch, texture, position, tileSize, rotation, physicsWorld, 1.0f)
        {
            position = ConvertUnits.ToSimUnits(position);

            //Create body that is half size of etire object
            float upperBody = ConvertUnits.ToSimUnits(tileSize.Height) - (ConvertUnits.ToSimUnits(tileSize.Width) / 2.0f);

            PhysicsBody = BodyFactory.CreateRectangle(physicsWorld, ConvertUnits.ToSimUnits(tileSize.Height), upperBody, 10.0f);
            //shift it up a tiny bit to keep the new objects center correct
            PhysicsBody.Position = position - Vector2.UnitY * (ConvertUnits.ToSimUnits(tileSize.Width) / 4);
            float centerOffset = position.Y - PhysicsBody.Position.Y;

            //Force the upper body to stay upright
            var fixedAngleJoint = JointFactory.CreateFixedAngleJoint(physicsWorld, PhysicsBody);

            //Create a wheel as wide as PhysicsBody
            WheelBody = BodyFactory.CreateCircle(physicsWorld, ConvertUnits.ToSimUnits(tileSize.Width) / 2.0f, 1.0f);
            //Position its center at the bottom of the upper body
            WheelBody.Position = PhysicsBody.Position + Vector2.UnitY * (upperBody / 2.0f);

            var motor = JointFactory.CreateRevoluteJoint(physicsWorld, PhysicsBody, WheelBody, WheelBody.Position);

            motor.MotorEnabled   = true;
            motor.MaxMotorTorque = 1000f;
            motor.MotorSpeed     = 2f;
            WheelBody.IgnoreCollisionWith(PhysicsBody);
            WheelBody.Friction = float.MaxValue;
            PhysicsBody.IgnoreCollisionWith(WheelBody);
            PhysicsBody.BodyType = BodyType.Dynamic;
            WheelBody.BodyType   = BodyType.Dynamic;
        }
コード例 #7
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        public Spider(World world, PhysicsGameScreen screen, Vector2 position)
        {
            //Load bodies
            _circle          = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            //Left upper leg
            _leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                     _circle.Position - new Vector2(SpiderBodyRadius, 0f) -
                                                     new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            //Left lower leg
            _leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                     _circle.Position - new Vector2(SpiderBodyRadius, 0f) -
                                                     new Vector2(_upperLegSize.X, 0f) -
                                                     new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            //Right upper leg
            _rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                      _circle.Position + new Vector2(SpiderBodyRadius, 0f) +
                                                      new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            //Right lower leg
            _rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                      _circle.Position + new Vector2(SpiderBodyRadius, 0f) +
                                                      new Vector2(_upperLegSize.X, 0f) +
                                                      new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            _torso    = new Sprite(creator.CircleTexture(SpiderBodyRadius, MaterialType.Waves, Color.Gray, 1f));
            _upperLeg = new Sprite(creator.TextureFromShape(_leftUpper.FixtureList[0].Shape,
                                                            MaterialType.Blank, Color.DimGray, 1f));
            _lowerLeg = new Sprite(creator.TextureFromShape(_leftLower.FixtureList[0].Shape,
                                                            MaterialType.Blank, Color.DarkSlateGray, 1f));
        }
コード例 #8
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 /// <summary>
 /// Attaches the player to the cart with a joint.
 /// </summary>
 /// <param name="cartBody">The cart body.</param>
 private void LandInCart(Body cartBody)
 {
     if (this.state == PlayerState.dead || this.cartCollisionDisabled)
     {
         return;
     }
     else
     {
         AudioManager.PlayEffect(this.enterCartSound);
         this.smallBody.LinearVelocity = cartBody.LinearVelocity;
         this.fullBody.LinearVelocity  = cartBody.LinearVelocity;
         this.wheelBody.LinearVelocity = cartBody.LinearVelocity;
         this.jumpingDown = false;
         this.state       = PlayerState.standing;
         this.InCart      = true;
         Vector2 cartTopPosition = cartBody.Position + ConvertUnits.ToSimUnits(-24.0f * Vector2.UnitY);
         this.fullBody.Position  = cartTopPosition + ConvertUnits.ToSimUnits(this.fullBodyOffset);
         this.smallBody.Position = cartTopPosition + ConvertUnits.ToSimUnits(this.smallBodyOffset);
         this.wheelBody.Position = cartTopPosition + ConvertUnits.ToSimUnits(this.wheelBodyOffset);
         if (this.cartJoint == null)
         {
             this.cartJoint = JointFactory.CreateRevoluteJoint(this.physicsWorld, this.smallBody, cartBody, Vector2.Zero);
         }
     }
 }
コード例 #9
0
ファイル: MobileBalancedTest.cs プロジェクト: lab132/owlicity
        private Body AddNode(Body parent, Vector2 localAnchor, int depth, float offset, float a)
        {
            const float density = 20.0f;
            Vector2     h       = new Vector2(0.0f, a);

            Vector2 p = parent.Position + localAnchor - h;

            Body body = BodyFactory.CreateRectangle(World, 0.5f * a, a * 2, density, p);

            body.UserData = _counter++;
            body.BodyType = BodyType.Dynamic;

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

            FixtureFactory.AttachRectangle(offset * 2, 0.5f * a, density, new Vector2(0, -a), body);

            Vector2 a1    = new Vector2(offset, -a);
            Vector2 a2    = new Vector2(-offset, -a);
            Body    body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
            Body    body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);

            JointFactory.CreateRevoluteJoint(World, body, body1, a1, h);
            JointFactory.CreateRevoluteJoint(World, body, body2, a2, h);

            return(body);
        }
コード例 #10
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        /// <summary>
        /// Sets up all the physical properties of the StickMan object.
        /// </summary>
        /// <param name="physicsWorld">The physics world to set the objects up in.</param>
        private void SetUpPhysicsObjects(ref World physicsWorld)
        {
            float density     = 1.1f;
            float restitution = 0.125f;

            // Upper body for standing
            this.fullBody                     = BodyFactory.CreateRectangle(physicsWorld, ConvertUnits.ToSimUnits(this.standingSprite.Height / 2.0f), ConvertUnits.ToSimUnits(this.standingSprite.Height * 0.75f), density, ConvertUnits.ToSimUnits(this.fullBodyOffset));
            this.fullBody.BodyType            = BodyType.Dynamic;
            this.fullBody.Restitution         = restitution;
            this.fullBody.CollisionCategories = EntityConstants.StickManCategory;

            // Middle body for crouching
            this.smallBody          = BodyFactory.CreateRectangle(physicsWorld, ConvertUnits.ToSimUnits(this.standingSprite.Height / 2.0f), ConvertUnits.ToSimUnits(this.standingSprite.Height * 0.25f), density, ConvertUnits.ToSimUnits(this.smallBodyOffset));
            this.smallBody.BodyType = BodyType.Dynamic;
            this.smallBody.IgnoreCollisionWith(this.fullBody);
            this.smallBody.Restitution         = restitution;
            this.smallBody.CollisionCategories = EntityConstants.StickManCategory;

            // Wheel for movement
            this.wheelBody          = BodyFactory.CreateCircle(physicsWorld, ConvertUnits.ToSimUnits(this.standingSprite.Height / 4.0f), density, ConvertUnits.ToSimUnits(this.wheelBodyOffset));
            this.wheelBody.BodyType = BodyType.Dynamic;
            this.wheelBody.IgnoreCollisionWith(this.smallBody);
            this.wheelBody.IgnoreCollisionWith(this.fullBody);
            this.wheelBody.Restitution         = restitution;
            this.wheelBody.Friction            = float.MaxValue;
            this.wheelBody.CollisionCategories = EntityConstants.StickManCategory;

            // Joints to connect the bodies.
            this.bodyJoint                 = JointFactory.CreateWeldJoint(physicsWorld, this.fullBody, this.smallBody, this.smallBody.Position);
            this.angleUprightJoint         = JointFactory.CreateFixedAngleJoint(physicsWorld, this.smallBody);
            this.motorJoint                = JointFactory.CreateRevoluteJoint(physicsWorld, this.smallBody, this.wheelBody, Vector2.Zero);
            this.motorJoint.MotorSpeed     = 0.0f;
            this.motorJoint.MaxMotorTorque = 1000.0f;
            this.motorJoint.MotorEnabled   = true;
        }
        /// <summary> Creates a revolute joint between 2 given bodies - this joint ensures that the 2 bodies are always in the same place </summary>
        /// <param name="bodyA"></param>
        /// <param name="bodyB"></param>
        /// <param name="position"></param>
        /// <returns></returns>
        public RevoluteJoint CreateRevoluteJoint(Body bodyA, Body bodyB, Vector2 position)
        {
            RevoluteJoint joint = JointFactory.CreateRevoluteJoint(_World, bodyA, bodyB, ConvertUnits.ToSimUnits(position));

            _JointList.Add(joint);
            return(joint);
        }
コード例 #12
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ファイル: MobileTest.cs プロジェクト: CrazyLiu00/GMap
        private Body AddNode(Body parent, Vector2 localAnchor, int depth, double offset, double a)
        {
            const double density = 20.0f;
            Vector2      h       = new Vector2(0.0f, a);

            Vector2 p = parent.Position + localAnchor - h;

            Body body = BodyFactory.CreateRectangle(World, 0.5f * a, a * 2, density, p);

            body.BodyType = BodyType.Dynamic;

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

            Vector2 a1    = new Vector2(offset, -a);
            Vector2 a2    = new Vector2(-offset, -a);
            Body    body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
            Body    body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);

            JointFactory.CreateRevoluteJoint(World, body, body1, a1, h);
            JointFactory.CreateRevoluteJoint(World, body, body2, a2, h);

            return(body);
        }
コード例 #13
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        public HumanoidBody(World world, Vector2 dimensions, object userData)
        {
            _torsoHeight = dimensions.Y - dimensions.X / 2f;

            Torso = BodyFactory.CreateRectangle(
                world: world,
                width: dimensions.X,
                height: _torsoHeight,
                density: 1f,
                position: Vector2.UnitX * 20,
                userData: userData);

            Torso.BodyType = BodyType.Dynamic;

            Wheel = BodyFactory.CreateCircle(
                world: world,
                radius: dimensions.X / 2f,
                density: 1f,
                position: Torso.Position + new Vector2(0, _torsoHeight / 2),
                userData: userData);

            Wheel.BodyType    = BodyType.Dynamic;
            Wheel.Friction    = float.MaxValue;
            Wheel.Restitution = float.MinValue;

            JointFactory.CreateFixedAngleJoint(world, Torso);

            Motor = JointFactory.CreateRevoluteJoint(world, Torso, Wheel, Vector2.Zero);
            Motor.MotorEnabled   = true;
            Motor.MaxMotorTorque = 10;
        }
コード例 #14
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ファイル: PhysicsComponent.cs プロジェクト: webconfig/Ballz
        public void AddRope(Rope rope)
        {
            float ropeLength   = (rope.AttachedEntity.Position - rope.AttachedPosition).Length();
            int   segmentCount = (int)Round(1 + (ropeLength / Rope.SegmentLength));

            if (segmentCount < 2)
            {
                segmentCount = 2;
            }

            var ropeSegmentDir = Vector2.Normalize(rope.AttachedEntity.Position - rope.AttachedPosition);

            // TODO: fix the RotationFromDirection function!
            var ropeRotation = ropeSegmentDir.RotationFromDirection();

            rope.PhysicsSegments.Clear();

            for (int i = 0; i < segmentCount; i++)
            {
                var ropeSegmentLength = i > 0 ? Rope.SegmentLength : Rope.Diameter;
                var ropeSegmentVector = ropeSegmentDir * ropeSegmentLength;
                var segmentStart      = rope.AttachedPosition + ropeSegmentVector * i;
                var segmentCenter     = rope.AttachedPosition + ropeSegmentVector * (i + 0.5f);

                var boxWidth  = Rope.Diameter;
                var boxHeight = i > 0 ? Rope.SegmentLength : Rope.Diameter;

                //var segment = BodyFactory.CreateCircle(PhysicsWorld, Rope.JointRadius, Rope.SegmentDensity);// BodyFactory.CreateRectangle(PhysicsWorld, 0.05f, Rope.SegmentLength, 0.5f);
                var segment = BodyFactory.CreateRectangle(PhysicsWorld, boxWidth, boxHeight, Rope.SegmentDensity);
                segment.BodyType            = BodyType.Dynamic;
                segment.Friction            = 0.5f;
                segment.Restitution         = 0.2f;
                segment.AngularDamping      = 0.2f; //1.1f;
                segment.LinearDamping       = 0.2f; // 1.1f;
                segment.CollisionCategories = Category.Cat3;
                segment.SetTransform(segmentCenter, -ropeRotation - 0.5f * (float)Math.PI);

                rope.PhysicsSegments.Add(segment);

                if (i > 0)
                {
                    var segmentJoint = JointFactory.CreateRevoluteJoint(PhysicsWorld, rope.PhysicsSegments[i - 1], segment, new Vector2(0, i == 1 ? Rope.Diameter / 2 : Rope.SegmentLength / 2), new Vector2(0, -Rope.SegmentLength / 2));
                    segmentJoint.CollideConnected = false;
                    rope.PhysicsSegmentJoints.Add(segmentJoint);
                }
                else
                {
                    segment.BodyType = BodyType.Static;
                }
            }
            //var ballAnchor = rope.AttachedEntity.Position + new Vector2(0, rope.AttachedEntity.Radius + 1f);
            var ballJoint = JointFactory.CreateRevoluteJoint(PhysicsWorld, rope.PhysicsSegments.Last(), rope.AttachedEntity.PhysicsBody, new Vector2(0, Rope.SegmentLength / 2), Vector2.Zero);

            ballJoint.CollideConnected = false;
            rope.PhysicsEntityJoint    = ballJoint;

            rope.AttachedEntity.PhysicsBody.FixedRotation = false;
            //rope.AttachedEntity.PhysicsBody.Mass = 2f;
        }
コード例 #15
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        public override PhysicsJoint CreateRevoluteJoint(PhysicsBody bodyA, PhysicsBody bodyB,
                                                         Vector2D anchor)
        {
            RevoluteJoint farseerJoint = JointFactory.CreateRevoluteJoint(world,
                                                                          ((FarseerBody)bodyA).Body, ((FarseerBody)bodyB).Body, unitConverter.Convert(anchor));

            return(new FarseerJoint(farseerJoint, bodyA, bodyB));
        }
コード例 #16
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 public CompositePhysicsObject(World world, PhysicsObject physObA, PhysicsObject physObB, Vector2 relativeJointPosition)
 {
     this.physObA = physObA;
     this.physObB = physObB;
     revJoint     = JointFactory.CreateRevoluteJoint(world, physObA.fixture.Body, physObB.fixture.Body, ConvertUnits.ToSimUnits(relativeJointPosition));
     physObA.fixture.IgnoreCollisionWith(physObB.fixture);
     physObB.fixture.IgnoreCollisionWith(physObA.fixture);
 }
コード例 #17
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        private Vector2 _upperLegSize      = new Vector2(3, 0.5f); //x=width, y=height

        public Spider(World world, Vector2 position)
        {
            //Load bodies
            Body circle = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);

            circle.BodyType = BodyType.Dynamic;

            //Left upper leg
            Body leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                         circle.Position - new Vector2(SpiderBodyRadius, 0) -
                                                         new Vector2(_upperLegSize.X / 2, 0));

            leftUpper.BodyType = BodyType.Dynamic;

            //Left lower leg
            Body leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                         circle.Position - new Vector2(SpiderBodyRadius, 0) -
                                                         new Vector2(_upperLegSize.X, 0) -
                                                         new Vector2(_lowerLegSize.X / 2, 0));

            leftLower.BodyType = BodyType.Dynamic;

            //Right upper leg
            Body rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f,
                                                          circle.Position + new Vector2(SpiderBodyRadius, 0) +
                                                          new Vector2(_upperLegSize.X / 2, 0));

            rightUpper.BodyType = BodyType.Dynamic;

            //Right lower leg
            Body rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f,
                                                          circle.Position + new Vector2(SpiderBodyRadius, 0) +
                                                          new Vector2(_upperLegSize.X, 0) +
                                                          new Vector2(_lowerLegSize.X / 2, 0));

            rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, circle, leftUpper, new Vector2(SpiderBodyRadius, 0));

            _leftShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, circle, leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, circle, rightUpper, new Vector2(-SpiderBodyRadius, 0));

            _rightShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, circle, rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, leftUpper, leftLower, new Vector2(_upperLegSize.X / 2, 0));
            _leftKneeAngleJoint            = JointFactory.CreateAngleJoint(world, leftUpper, leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3;

            JointFactory.CreateRevoluteJoint(world, rightUpper, rightLower,
                                             -new Vector2(_upperLegSize.X / 2, 0));
            _rightKneeAngleJoint            = JointFactory.CreateAngleJoint(world, rightUpper, rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;
        }
コード例 #18
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 public RevoluteWheel(World world, Car car, Vector2 position, float orientation)
     : base(world, position, orientation)
 {
     Joint = JointFactory.CreateRevoluteJoint(world, car.Body, Body, Vector2.Zero);
     Joint.MotorEnabled   = true;
     Joint.MaxMotorTorque = 100;
     Joint.LimitEnabled   = true;
     Joint.LowerLimit     = -Car.MAX_WHEEL_DEFLECTION;
     Joint.UpperLimit     = Car.MAX_WHEEL_DEFLECTION;
 }
コード例 #19
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        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0, -9.82f);

            _border = new Border(World, ScreenManager, Camera);

            /* Bridge */
            //We make a path using 2 points.
            Path bridgePath = new Path();

            bridgePath.Add(new Vector2(-15, -5));
            bridgePath.Add(new Vector2(15, -5));
            bridgePath.Closed = false;

            Vertices     box   = PolygonTools.CreateRectangle(0.25f / 2f, 1f / 2f);
            PolygonShape shape = new PolygonShape(box, 20);

            _bridgeBodies = PathManager.EvenlyDistributeShapesAlongPath(World, bridgePath, shape, BodyType.Dynamic, 29);
            _bridgeBox    = new Sprite(ScreenManager.Assets.TextureFromShape(shape, MaterialType.Dots, Color.SandyBrown, 1f));

            //Attach the first and last fixtures to the world
            JointFactory.CreateRevoluteJoint(World, HiddenBody, _bridgeBodies[0], new Vector2(0f, 0.5f));
            JointFactory.CreateRevoluteJoint(World, HiddenBody, _bridgeBodies[_bridgeBodies.Count - 1], new Vector2(0, -0.5f));

            PathManager.AttachBodiesWithRevoluteJoint(World, _bridgeBodies, new Vector2(0f, 0.5f), new Vector2(0f, -0.5f), false, true);

            /* Soft body */
            //We make a rectangular path.
            Path rectanglePath = new Path();

            rectanglePath.Add(new Vector2(-6, 11));
            rectanglePath.Add(new Vector2(-6, -1));
            rectanglePath.Add(new Vector2(6, -1));
            rectanglePath.Add(new Vector2(6, 11));
            rectanglePath.Closed = true;

            //Creating two shapes. A circle to form the circle and a rectangle to stabilize the soft body.
            List <Shape> shapes = new List <Shape>(2);

            shapes.Add(new PolygonShape(PolygonTools.CreateRectangle(1f / 2f, 1f / 2f, new Vector2(-0.1f, 0f), 0f), 1f));
            shapes.Add(new CircleShape(0.5f, 1f));

            //We distribute the shapes in the rectangular path.
            _softBodies = PathManager.EvenlyDistributeShapesAlongPath(World, rectanglePath, shapes,
                                                                      BodyType.Dynamic, 30);
            _softBodyBox         = new Sprite(ScreenManager.Assets.TextureFromShape(shapes[0], MaterialType.Blank, Color.Silver * 0.8f, 1f));
            _softBodyBox.Origin += new Vector2(2.4f, 0f);
            _softBodyCircle      = new Sprite(ScreenManager.Assets.TextureFromShape(shapes[1], MaterialType.Waves, Color.Silver, 1f));

            //Attach the bodies together with revolute joints. The rectangular form will converge to a circular form.
            PathManager.AttachBodiesWithRevoluteJoint(World, _softBodies, new Vector2(0f, 0.5f), new Vector2(0f, -0.5f),
                                                      true, true);
        }
コード例 #20
0
ファイル: Barrier.cs プロジェクト: pontusdacke/SyncedMG
        public Barrier(Texture2D texture, Unit start, Unit end, World world, Game game, Color color)
            : base(texture, Vector2.Zero, DrawingHelper.DrawingLevel.Low, game, world)
        {
            Color           = color;
            EffectParticles = new ParticleEngine(30, texture, Vector2.Zero, color, Vector2.Zero, 1, 0, 10, DrawingHelper.DrawingLevel.Top, game);
            SyncedGameCollection.ComponentCollection.Add(EffectParticles);

            // Units to follow
            _start = start;
            _end   = end;

            // create two static hiddenBodies that mirror the position of the units
            hiddenBody1 = BodyFactory.CreateCircle(world, texture.Width / 2, 1, _start.RigidBody.Position); //_start.RigidBody;
            hiddenBody2 = BodyFactory.CreateCircle(world, texture.Width / 2, 1, _end.RigidBody.Position);   //_end.RigidBody;
            hiddenBody1.CollisionCategories = Category.None;
            hiddenBody2.CollisionCategories = Category.None;
            hiddenBody1.CollidesWith        = Category.None;
            hiddenBody2.CollidesWith        = Category.None;
            hiddenBody1.BodyType            = BodyType.Static;
            hiddenBody2.BodyType            = BodyType.Static;
            hiddenBody1.Position            = _start.RigidBody.Position;
            hiddenBody2.Position            = _end.RigidBody.Position;
            hiddenBody1.UserData            = hiddenBody2.UserData = "";

            // create path object and set it to the init position.
            Path barrierPath = new Path();

            barrierPath.Add(start.RigidBody.Position);
            barrierPath.Add(end.RigidBody.Position);
            barrierPath.Closed = false;

            // create barrier particle
            Vertices barrierParticle = PolygonTools.CreateCircle(ConvertUnits.ToSimUnits(texture.Width * 4), 8);
            Shape    shape           = new PolygonShape(barrierParticle, 0f);

            // distribute barrierParticle positions along the path between the two units.
            _barrierBodies = PathManager.EvenlyDistributeShapesAlongPath(world, barrierPath, shape, BodyType.Dynamic, 30);

            // fix the shapes together with the end and start point
            JointFactory.CreateRevoluteJoint(world, hiddenBody1, _barrierBodies[0], new Vector2(0f, 0f));
            JointFactory.CreateRevoluteJoint(world, hiddenBody2, _barrierBodies[_barrierBodies.Count - 1], new Vector2(0f, 0f));

            // fix all the barrierParticles together in the path
            PathManager.AttachBodiesWithRevoluteJoint(world, _barrierBodies, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), false, false);

            // Set up OnCollision fale safe.
            for (int i = 0; i < _barrierBodies.Count; i++)
            {
                _barrierBodies[i].CollisionCategories = Category.Cat10;
                _barrierBodies[i].CollidesWith        = Category.Cat5; /* should only collide with grabbables*/
                _barrierBodies[i].UserData            = "BARRIER";
                _barrierBodies[i].OnCollision        += OnCollision;
            }
            Deactivated();
        }
コード例 #21
0
        public void ClipToLast(Body lastBody, World world)
        {
            PolygonShape shape = new PolygonShape(1f);

            shape.SetAsBox(ConvertUnits.ToSimUnits(8f), ConvertUnits.ToSimUnits(8f));

            Fixture fix = this.body.CreateFixture(shape);

            fix.Friction = 0.6f;
            JointFactory.CreateRevoluteJoint(world, this.body, lastBody, Vector2.Zero);
        }
コード例 #22
0
ファイル: MobileBalancedTest.cs プロジェクト: lab132/owlicity
        private MobileBalancedTest()
        {
            Body ground = BodyFactory.CreateBody(World, new Vector2(0, 20f));

            const float a = 0.5f;
            Vector2     h = new Vector2(0.0f, a);

            Body root = AddNode(ground, Vector2.Zero, 0, 3.0f, a);

            JointFactory.CreateRevoluteJoint(World, ground, root, Vector2.Zero, h);
        }
コード例 #23
0
ファイル: MobileTest.cs プロジェクト: CrazyLiu00/GMap
        public MobileTest()
        {
            Body ground = BodyFactory.CreateBody(World, new Vector2(0, 20f));

            const double a = 0.5f;
            Vector2      h = new Vector2(0.0f, a);

            Body root = AddNode(ground, Vector2.Zero, 0, 3.0f, a);

            JointFactory.CreateRevoluteJoint(World, ground, root, Vector2.Zero, h);
        }
コード例 #24
0
        public JumpySpider(World world, Vector2 position)
        {
            // Body
            _circle          = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            // Left upper leg
            _leftUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            // Left lower leg
            _leftLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X, 0f) - new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            // Right upper leg
            _rightUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            // Right lower leg
            _rightLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X, 0f) + new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            //GFX
            _torso    = new Sprite(ContentWrapper.CircleTexture(SpiderBodyRadius, "Square", ContentWrapper.Grey, ContentWrapper.Gold, ContentWrapper.Black, 1f));
            _upperLeg = new Sprite(ContentWrapper.TextureFromShape(_leftUpper.FixtureList[0].Shape, ContentWrapper.Grey, ContentWrapper.Black));
            _lowerLeg = new Sprite(ContentWrapper.TextureFromShape(_leftLower.FixtureList[0].Shape, ContentWrapper.Gold, ContentWrapper.Black));

            _flexed = false;
            _timer  = 0f;

            _leftShoulderAngleJoint.TargetAngle = ShoulderRelaxed;
            _leftKneeAngleJoint.TargetAngle     = KneeRelaxed;

            _rightShoulderAngleJoint.TargetAngle = -ShoulderRelaxed;
            _rightKneeAngleJoint.TargetAngle     = -KneeRelaxed;
        }
コード例 #25
0
ファイル: Car.cs プロジェクト: spritefun/gta2net
        private static RevoluteJoint CreateJoint(Body carBody, Body wheelBody, Vector2 anchor, World world)
        {
            var joint = JointFactory.CreateRevoluteJoint(carBody, wheelBody, Vector2.Zero);

            joint.LocalAnchorA = anchor;
            joint.LimitEnabled = true;
            joint.LowerLimit   = 0;
            joint.UpperLimit   = 0;
            world.AddJoint(joint);
            wheelBody.Position = carBody.Position + anchor;
            return(joint);
        }
コード例 #26
0
        public PinObject(World world, Vector2 position)
        {
            // This will be used to create fasters between the ribbon and the background
            Body roller  = BodyFactory.CreateCircle(world, .1f, 1, this);
            Body roller2 = BodyFactory.CreateCircle(world, .25f, 1, this);

            roller.BodyType  = BodyType.Static;
            roller2.BodyType = BodyType.Dynamic;
            roller.Position  = position;
            roller2.Position = position;
            Joint J = JointFactory.CreateRevoluteJoint(world, roller, roller2, new Vector2());
        }
コード例 #27
0
        public static PayloadChain Connect(SpaceShip spaceShip, Payload payload, Vector2 payloadTarget)
        {
            var dynamicWorld = (DynamicEntityWorld)spaceShip.World;
            var world        = dynamicWorld.PhysicsWorld;

            AABB spaceShipSize;

            spaceShip.Body.FixtureList.First().GetAABB(out spaceShipSize, 0);

            AABB payloadSize;

            payload.Body.FixtureList.First().GetAABB(out payloadSize, 0);

            var chainSize       = new Vector2(1.0f);
            var chainSizeSingle = Math.Max(chainSize.X, chainSize.Y);

            var start        = new Vector2(spaceShip.Position.X - spaceShipSize.Extents.Y, spaceShip.Position.Y);
            var length       = payloadTarget.Length();
            var targetVector = payloadTarget / length;
            var chainVector  = targetVector * chainSizeSingle;

            start += chainVector;
            var chainCount = (int)Math.Ceiling(length / chainSizeSingle);

            var lastBody = spaceShip.Body;
            var chain    = new PayloadChain(spaceShip.Name + "_Chain");
            var elements = new List <ChainElement>();

            for (var i = 0; i < chainCount; i++)
            {
                var chainBody = BodyFactory.CreateBody(world, start + i * chainVector);
                chainBody.BodyType = BodyType.Dynamic;

                var chainFixture = FixtureFactory.AttachRectangle(chainSize.X, chainSize.Y, 0.1f, Vector2.Zero, chainBody);
                chainFixture.CollidesWith = Category.Cat2;

                JointFactory.CreateRevoluteJoint(world, lastBody, chainBody, -chainVector / 2.0f);
                lastBody = chainBody;

                elements.Add(ChainElement.CreateFor(chain, elements.Count, dynamicWorld, chainBody));
            }

            payload.Position = new Vector3(start + chainCount * chainVector + targetVector * 2.5f, 0.0f);
            JointFactory.CreateRevoluteJoint(world, lastBody, payload.Body, new Vector2(0.0f, -2.5f));

            var ropeJoin = new RopeJoint(spaceShip.Body, payload.Body, new Vector2(0.0f, 3.0f), new Vector2(0.0f, -2.5f));

            ropeJoin.CollideConnected = true;
            world.AddJoint(ropeJoin);


            return(chain);
        }
コード例 #28
0
        /// <summary>
        /// Connects the figure's body parts
        /// </summary>
        /// <param name="world">The physics world to add the joints to</param>
        private void ConnectBody(World world)
        {
            upright                  = JointFactory.CreateAngleJoint(world, torso, gyro);
            upright.MaxImpulse       = maxImpulse;
            upright.TargetAngle      = 0.0f;
            upright.CollideConnected = false;

            r_neck = JointFactory.CreateRevoluteJoint(world, head, torso, -Vector2.UnitY * 20 * MainGame.PIXEL_TO_METER);
            neck   = JointFactory.CreateAngleJoint(world, head, torso);
            neck.CollideConnected = false;
            neck.MaxImpulse       = maxImpulse;

            r_leftShoulder = JointFactory.CreateRevoluteJoint(world, leftUpperArm, torso, -Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            leftShoulder   = JointFactory.CreateAngleJoint(world, leftUpperArm, torso);
            leftShoulder.CollideConnected = false;
            leftShoulder.MaxImpulse       = maxImpulse;

            r_rightShoulder = JointFactory.CreateRevoluteJoint(world, rightUpperArm, torso, -Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            rightShoulder   = JointFactory.CreateAngleJoint(world, rightUpperArm, torso);
            rightShoulder.CollideConnected = false;
            rightShoulder.MaxImpulse       = maxImpulse;

            r_leftElbow = JointFactory.CreateRevoluteJoint(world, leftLowerArm, leftUpperArm, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            leftElbow   = JointFactory.CreateAngleJoint(world, leftLowerArm, leftUpperArm);
            leftElbow.CollideConnected = false;
            leftElbow.MaxImpulse       = maxImpulse;

            r_rightElbow = JointFactory.CreateRevoluteJoint(world, rightLowerArm, rightUpperArm, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            rightElbow   = JointFactory.CreateAngleJoint(world, rightLowerArm, rightUpperArm);
            rightElbow.CollideConnected = false;
            rightElbow.MaxImpulse       = maxImpulse;

            r_leftHip = JointFactory.CreateRevoluteJoint(world, leftUpperLeg, torso, Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            leftHip   = JointFactory.CreateAngleJoint(world, leftUpperLeg, torso);
            leftHip.CollideConnected = false;
            leftHip.MaxImpulse       = maxImpulse;

            r_rightHip = JointFactory.CreateRevoluteJoint(world, rightUpperLeg, torso, Vector2.UnitY * 15 * MainGame.PIXEL_TO_METER);
            rightHip   = JointFactory.CreateAngleJoint(world, rightUpperLeg, torso);
            rightHip.CollideConnected = false;
            rightHip.MaxImpulse       = maxImpulse;

            r_leftKnee = JointFactory.CreateRevoluteJoint(world, leftLowerLeg, leftUpperLeg, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            leftKnee   = JointFactory.CreateAngleJoint(world, leftUpperLeg, leftLowerLeg);
            leftKnee.CollideConnected = false;
            leftKnee.MaxImpulse       = maxImpulse;

            r_rightKnee = JointFactory.CreateRevoluteJoint(world, rightLowerLeg, rightUpperLeg, -Vector2.UnitY * 7.5f * MainGame.PIXEL_TO_METER);
            rightKnee   = JointFactory.CreateAngleJoint(world, rightUpperLeg, rightLowerLeg);
            rightKnee.CollideConnected = false;
            rightKnee.MaxImpulse       = maxImpulse;
        }
コード例 #29
0
ファイル: RopeSystem.cs プロジェクト: allugit/StasisEngine
        public void grabRope(RopeGrabComponent ropeGrabComponent, Body bodyToAttach)
        {
            int           index          = (int)Math.Floor(ropeGrabComponent.distance);
            float         fraction       = ropeGrabComponent.distance - (float)index;
            RopeNode      node           = ropeGrabComponent.ropeNode.getByIndex(index);
            float         lengthPosition = -(node.halfLength * 2 * fraction - node.halfLength);
            RevoluteJoint joint;

            ropeGrabComponent.ropeNode = node;
            bodyToAttach.Position      = node.body.GetWorldPoint(new Vector2(lengthPosition, 0));
            joint = JointFactory.CreateRevoluteJoint(bodyToAttach.World, bodyToAttach, node.body, node.body.GetLocalPoint(bodyToAttach.Position));
            ropeGrabComponent.joints.Add(bodyToAttach, joint);
        }
コード例 #30
0
        public JumpySpider(World world, Vector2 position)
        {
            flexTime  = (float)(random.NextDouble() * 5000 + 2000);
            relaxTime = (float)(random.NextDouble() * 5000 + 2000);

            // Body
            _circle          = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            // Left upper leg
            _leftUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            // Left lower leg
            _leftLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X, 0f) - new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            // Right upper leg
            _rightUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            // Right lower leg
            _rightLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X, 0f) + new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            _flexed = false;
            _timer  = 0f;

            _leftShoulderAngleJoint.TargetAngle = ShoulderRelaxed;
            _leftKneeAngleJoint.TargetAngle     = KneeRelaxed;

            _rightShoulderAngleJoint.TargetAngle = -ShoulderRelaxed;
            _rightKneeAngleJoint.TargetAngle     = -KneeRelaxed;
        }