コード例 #1
0
ファイル: b2Math.cs プロジェクト: okebaybi/Box2DSharp
    public static b2Vec2 operator *(float a, b2Vec2 v1)
    {
        b2Vec2 v = new b2Vec2();

        v.Set(v1.x * a, v1.y * a);
        return(v);
    }
コード例 #2
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 public void updateAutoAnchor()
 {
     if (autoConfigureAnchor)
     {
         Vector3   myPos        = GetComponent <Transform>().position;
         Transform connectedT   = null;
         Vector3   connectedPos = myPos;
         if (connectedB2BodyObject != null)
         {
             connectedT   = connectedB2BodyObject.GetComponent <Transform>();
             connectedPos = connectedT.position;
         }
         float localAnchor1X = 0, localAnchor1Y = 0;
         float localAnchor2X = myPos.x - connectedPos.x, localAnchor2Y = myPos.y - connectedPos.y;
         if (connectedT != null)
         {
             Quaternion q = Quaternion.Euler(0, 0, -connectedT.rotation.eulerAngles.z);
             Vector2    p = new Vector2(localAnchor2X, localAnchor2Y);
             p             = q * p;
             localAnchor2X = p.x;
             localAnchor2Y = p.y;
         }
         localAnchor1.Set(localAnchor1X, localAnchor1Y);
         localAnchor2.Set(localAnchor2X, localAnchor2Y);
     }
 }
コード例 #3
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ファイル: b2Math.cs プロジェクト: okebaybi/Box2DSharp
    public static b2Vec2 operator -(b2Vec2 v1, b2Vec2 v2)
    {
        b2Vec2 v = new b2Vec2();

        v.Set(v1.x - v2.x, v1.y - v2.y);
        return(v);
    }
コード例 #4
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ファイル: Test.cs プロジェクト: songfulin/CocosSharp
        public Test()
        {
            m_destructionListener = new DestructionListener();
            m_debugDraw           = new CCBox2dDraw("fonts/arial-12");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(0.0f, -10.0f);
            m_world      = new b2World(gravity);
            m_bomb       = null;
            m_textLine   = 30;
            m_mouseJoint = null;
            m_pointCount = 0;

            m_destructionListener.test = this;
            m_world.SetDestructionListener(m_destructionListener);
            m_world.SetContactListener(this);
            m_world.SetDebugDraw(m_debugDraw);
            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);

            m_bombSpawning = false;

            m_stepCount = 0;

            b2BodyDef bodyDef = new b2BodyDef();

            m_groundBody = m_world.CreateBody(bodyDef);
        }
コード例 #5
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ファイル: b2Math.cs プロジェクト: okebaybi/Box2DSharp
    /// <summary>
    /// Negate this vector.
    /// </summary>
    public static b2Vec2 operator -(b2Vec2 v1)
    {
        b2Vec2 v = new b2Vec2();

        v.Set(-v1.x, -v1.y);
        return(v);
    }
コード例 #6
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ファイル: b2Math.cs プロジェクト: okebaybi/Box2DSharp
    /// <summary>
    /// Perform the cross product on a scalar and a vector.
    /// In 2D this produces a vector.
    /// </summary>
    public static b2Vec2 Cross(float s, b2Vec2 a)
    {
        b2Vec2 v = new b2Vec2();

        v.Set(-s * a.y, s * a.x);
        return(v);
    }
コード例 #7
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ファイル: b2Math.cs プロジェクト: okebaybi/Box2DSharp
    /// <summary>
    /// Perform the cross product on a vector and a scalar.
    /// In 2D this produces a vector.
    /// </summary>
    public static b2Vec2 Cross(b2Vec2 a, float s)
    {
        b2Vec2 v = new b2Vec2();

        v.Set(s * a.y, -s * a.x);
        return(v);
    }
コード例 #8
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        public override void SolveVelocityConstraints(b2SolverData data)
        {
            b2Vec2 vA = m_bodyA.InternalVelocity.v;
            float  wA = m_bodyA.InternalVelocity.w;
            b2Vec2 vB = m_bodyB.InternalVelocity.v;
            float  wB = m_bodyB.InternalVelocity.w;

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

            if (m_frequencyHz > 0.0f)
            {
                float Cdot2 = wB - wA;

                float impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
                m_impulse.z += impulse2;

                wA -= iA * impulse2;
                wB += iB * impulse2;

                b2Vec2 Cdot1 = vB + b2Math.b2Cross(wB, ref m_rB) - vA - b2Math.b2Cross(wA, ref m_rA);

                b2Vec2 impulse1 = -b2Math.b2Mul22(m_mass, Cdot1);
                m_impulse.x += impulse1.x;
                m_impulse.y += impulse1.y;

                b2Vec2 P = impulse1;

                vA -= mA * P;
                wA -= iA * b2Math.b2Cross(ref m_rA, ref P);

                vB += mB * P;
                wB += iB * b2Math.b2Cross(ref m_rB, ref P);
            }
            else
            {
                b2Vec2 Cdot1 = vB + b2Math.b2Cross(wB, ref m_rB) - vA - b2Math.b2Cross(wA, ref m_rA);
                float  Cdot2 = wB - wA;
                b2Vec3 Cdot  = new b2Vec3(Cdot1.x, Cdot1.y, Cdot2);

                b2Vec3 impulse = -b2Math.b2Mul(m_mass, Cdot);
                m_impulse += impulse;

                b2Vec2 P = b2Vec2.Zero;
                P.Set(impulse.x, impulse.y);

                vA -= mA * P;
                wA -= iA * (b2Math.b2Cross(ref m_rA, ref P) + impulse.z);

                vB += mB * P;
                wB += iB * (b2Math.b2Cross(ref m_rB, ref P) + impulse.z);
            }

            m_bodyA.InternalVelocity.v = vA;
            m_bodyA.InternalVelocity.w = wA;
            m_bodyB.InternalVelocity.v = vB;
            m_bodyB.InternalVelocity.w = wB;
        }
コード例 #9
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 public b2DistanceJointDef()
 {
     JointType = b2JointType.e_distanceJoint;
     localAnchorA.Set(0.0f, 0.0f);
     localAnchorB.Set(0.0f, 0.0f);
     length       = 1.0f;
     frequencyHz  = 0.0f;
     dampingRatio = 0.0f;
 }
コード例 #10
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        /**
         * Ray cast against this segment with another segment
         * @param xf the shape world transform.
         * @param lambda returns the hit fraction. You can use this to compute the contact point
         * p = (1 - lambda) * segment.p1 + lambda * segment.p2.
         * @param normal returns the normal at the contact point. If there is no intersection, the normal
         * is not set.
         * @param segment defines the begin and end point of the ray cast.
         * @param maxLambda a number typically in the range [0,1].
         * @return true if there was an intersection.
         * @see Box2D.Collision.Shapes.b2Shape#TestSegment
         */
        // Collision Detection in Interactive 3D Environments by Gino van den Bergen
        // From Section 3.4.1
        // x = mu1 * p1 + mu2 * p2
        // mu1 + mu2 = 1 && mu1 >= 0 && mu2 >= 0
        // mu1 = 1 - mu2;
        // x = (1 - mu2) * p1 + mu2 * p2
        //   = p1 + mu2 * (p2 - p1)
        // x = s + a * r (s := start, r := end - start)
        // s + a * r = p1 + mu2 * d (d := p2 - p1)
        // -a * r + mu2 * d = b (b := s - p1)
        // [-r d] * [a; mu2] = b
        // Cramer's rule:
        // denom = det[-r d]
        // a = det[b d] / denom
        // mu2 = det[-r b] / denom
        public bool TestSegment(List <float> lambda, // float pointer
                                b2Vec2 normal,       // pointer
                                b2Segment segment,
                                float maxLambda)
        {
            //b2Vec2 s = segment.p1;
            b2Vec2 s = segment.p1;
            //b2Vec2 r = segment.p2 - s;
            float rX = segment.p2.x - s.x;
            float rY = segment.p2.y - s.y;
            //b2Vec2 d = p2 - p1;
            float dX = p2.x - p1.x;
            float dY = p2.y - p1.y;
            //b2Vec2 n = b2Cross(d, 1.0f);
            float nX = dY;
            float nY = -dX;

            float k_slop = 100.0f * float.MinValue;
            //var denom:Number = -b2Dot(r, n);
            float denom = -(rX * nX + rY * nY);

            // Cull back facing collision and ignore parallel segments.
            if (denom > k_slop)
            {
                // Does the segment intersect the infinite line associated with this segment?
                //b2Vec2 b = s - p1;
                float bX = s.x - p1.x;
                float bY = s.y - p1.y;
                //var a:Number = b2Dot(b, n);
                float a = (bX * nX + bY * nY);

                if (0.0f <= a && a <= maxLambda * denom)
                {
                    float mu2 = -rX * bY + rY * bX;

                    // Does the segment intersect this segment?
                    if (-k_slop * denom <= mu2 && mu2 <= denom * (1.0f + k_slop))
                    {
                        a /= denom;
                        //n.Normalize();
                        float nLen = Mathf.Sqrt(nX * nX + nY * nY);
                        nX /= nLen;
                        nY /= nLen;
                        //*lambda = a;
                        lambda[0] = a;
                        //*normal = n;
                        normal.Set(nX, nY);
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #11
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        private void GetRandomAABB(ref b2AABB aabb)
        {
            b2Vec2 w = new b2Vec2();

            w.Set(2.0f * m_proxyExtent, 2.0f * m_proxyExtent);
            //aabb->lowerBound.x = -m_proxyExtent;
            //aabb->lowerBound.y = -m_proxyExtent + m_worldExtent;
            aabb.LowerBoundX = Rand.RandomFloat(-m_worldExtent, m_worldExtent);
            aabb.LowerBoundY = Rand.RandomFloat(0.0f, 2.0f * m_worldExtent);
            aabb.UpperBound  = aabb.LowerBound + w;
        }
コード例 #12
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        public static b2Vec2 ComputeCentroid(b2Vec2[] vs, int count)
        {
            b2Vec2 c = new b2Vec2();

            c.Set(0.0f, 0.0f);
            float area = 0.0f;

            // pRef is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            b2Vec2 pRef = new b2Vec2(0.0f, 0.0f);

            float inv3 = 1.0f / 3.0f;

            for (int i = 0; i < count; ++i)
            {
                // Triangle vertices.
                b2Vec2 p1 = pRef;
                b2Vec2 p2 = vs[i];
                b2Vec2 p3 = i + 1 < count ? vs[i + 1] : vs[0];

                b2Vec2 e1 = p2 - p1;
                b2Vec2 e2 = p3 - p1;

                float D = b2Math.b2Cross(ref e1, ref e2);

                float triangleArea = 0.5f * D;
                area += triangleArea;

                // Area weighted centroid
                c += triangleArea * inv3 * (p1 + p2 + p3);
            }

            // Centroid
            if (area <= b2Settings.b2_epsilon)
            {
#if NETFX_CORE
                throw (new OverflowException("Centroid is not defined, area is zero."));
#else
                throw (new NotFiniteNumberException("Centroid is not defined, area is zero."));
#endif
            }
            c *= 1.0f / area;
            return(c);
        }
コード例 #13
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 /// This constructor sets the body definition default values.
 public b2BodyDef()
 {
     userData = null;
     position = new b2Vec2();
     position.Set(0.0f, 0.0f);
     angle          = 0.0f;
     linearVelocity = new b2Vec2();
     linearVelocity.Set(0.0f, 0.0f);
     angularVelocity = 0.0f;
     linearDamping   = 0.0f;
     angularDamping  = 0.0f;
     allowSleep      = true;
     awake           = true;
     fixedRotation   = false;
     bullet          = false;
     type            = b2BodyType.b2_staticBody;
     active          = true;
     gravityScale    = 1.0f;
 }
コード例 #14
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ファイル: Mouse.cs プロジェクト: luiseduardohdbackup/Rube.Net
        public Mouse()
        {
            //m_destructionListener = new DestructionListener();
            m_debugDraw = new CCBox2dDraw("fonts/arial-16");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(500, 500);

            m_world = new b2World(gravity);


            m_world.SetAllowSleeping(false);
            m_world.SetContinuousPhysics(true);


            m_world.SetDebugDraw(m_debugDraw);
            m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit);

            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);
        }
コード例 #15
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        private void MoveAABB(b2AABB aabb)
        {
            b2Vec2 d = new b2Vec2();

            d.x = Rand.RandomFloat(-0.5f, 0.5f);
            d.y = Rand.RandomFloat(-0.5f, 0.5f);
            //d.x = 2.0f;
            //d.y = 0.0f;
            aabb.LowerBound += d;
            aabb.UpperBound += d;

            b2Vec2 c0  = 0.5f * (aabb.LowerBound + aabb.UpperBound);
            b2Vec2 min = new b2Vec2();

            min.Set(-m_worldExtent, 0.0f);
            b2Vec2 max = new b2Vec2();

            max.Set(m_worldExtent, 2.0f * m_worldExtent);
            b2Vec2 c = b2Math.b2Clamp(c0, min, max);

            aabb.LowerBound += c - c0;
            aabb.UpperBound += c - c0;
        }
コード例 #16
0
ファイル: Test.cs プロジェクト: songfulin/CocosSharp
        public virtual bool MouseDown(b2Vec2 p)
        {
            m_mouseWorld = p;

            if (m_mouseJoint != null)
            {
                return(false);
            }

            // Make a small box.
            b2AABB aabb = new b2AABB();
            b2Vec2 d    = new b2Vec2();

            d.Set(0.001f, 0.001f);
            aabb.LowerBound = p - d;
            aabb.UpperBound = p + d;

            // Query the world for overlapping shapes.
            QueryCallback callback = new QueryCallback(p);

            m_world.QueryAABB(callback, aabb);

            if (callback.m_fixture != null)
            {
                b2Body          body = callback.m_fixture.Body;
                b2MouseJointDef md   = new b2MouseJointDef();
                md.BodyA     = m_groundBody;
                md.BodyB     = body;
                md.target    = p;
                md.maxForce  = 1000.0f * body.Mass;
                m_mouseJoint = (b2MouseJoint)m_world.CreateJoint(md);
                body.SetAwake(true);
                return(true);
            }
            return(false);
        }
コード例 #17
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        public override b2MassData ComputeMass(float density)
        {
            // Polygon mass, centroid, and inertia.
            // Let rho be the polygon density in mass per unit area.
            // Then:
            // mass = rho * int(dA)
            // centroid.x = (1/mass) * rho * int(x * dA)
            // centroid.y = (1/mass) * rho * int(y * dA)
            // I = rho * int((x*x + y*y) * dA)
            //
            // We can compute these integrals by summing all the integrals
            // for each triangle of the polygon. To evaluate the integral
            // for a single triangle, we make a change of variables to
            // the (u,v) coordinates of the triangle:
            // x = x0 + e1x * u + e2x * v
            // y = y0 + e1y * u + e2y * v
            // where 0 <= u && 0 <= v && u + v <= 1.
            //
            // We integrate u from [0,1-v] and then v from [0,1].
            // We also need to use the Jacobian of the transformation:
            // D = cross(e1, e2)
            //
            // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
            //
            // The rest of the derivation is handled by computer algebra.

            b2Vec2 center = new b2Vec2();

            center.Set(0.0f, 0.0f);
            float area = 0.0f;
            float I    = 0.0f;

            // s is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            b2Vec2 s = new b2Vec2(0.0f, 0.0f);

            // This code would put the reference point inside the polygon.
            for (int i = 0; i < m_vertexCount; ++i)
            {
                s += Vertices[i];
            }
            s *= 1.0f / m_vertexCount;

            float k_inv3 = 1.0f / 3.0f;

            for (int i = 0; i < m_vertexCount; ++i)
            {
                // Triangle vertices.
                b2Vec2 e1 = Vertices[i] - s;
                b2Vec2 e2 = i + 1 < m_vertexCount ? Vertices[i + 1] - s : Vertices[0] - s;

                float D = b2Math.b2Cross(ref e1, ref e2);

                float triangleArea = 0.5f * D;
                area += triangleArea;

                // Area weighted centroid
                center += triangleArea * k_inv3 * (e1 + e2);

                float ex1 = e1.x, ey1 = e1.y;
                float ex2 = e2.x, ey2 = e2.y;

                float intx2 = ex1 * ex1 + ex2 * ex1 + ex2 * ex2;
                float inty2 = ey1 * ey1 + ey2 * ey1 + ey2 * ey2;

                I += (0.25f * k_inv3 * D) * (intx2 + inty2);
            }

            // Total mass
            b2MassData massData = new b2MassData();

            massData.mass = density * area;

            // Center of mass
            if (area <= b2Settings.b2_epsilon)
            {
#if NETFX_CORE
                throw (new OverflowException("Area is zero in mass calculation."));
#else
                throw (new NotFiniteNumberException("Area is zero in mass calculation."));
#endif
            }
            center         *= 1.0f / area;
            massData.center = center + s;

            // Inertia tensor relative to the local origin (point s).
            massData.I = density * I;

            // Shift to center of mass then to original body origin.
            massData.I += massData.mass * (b2Math.b2Dot(ref massData.center, ref massData.center) - b2Math.b2Dot(ref center, ref center));
            return(massData);
        }
コード例 #18
0
        /// Compute the collision manifold between an edge and a circle.
        public static void b2CollideEdgeAndCircle(ref b2Manifold manifold,
                                        b2EdgeShape edgeA, ref b2Transform xfA,
                                        b2CircleShape circleB, ref b2Transform xfB)
        {
            manifold.pointCount = 0;

            // Compute circle in frame of edge
            b2Vec2 Q = b2Math.b2MulT(xfA, b2Math.b2Mul(xfB, circleB.Position));

            b2Vec2 A = edgeA.Vertex1, B = edgeA.Vertex2;
            b2Vec2 e = B - A;
            b2Vec2 diff;

            // Barycentric coordinates
            diff = B - Q;
            float u = b2Math.b2Dot(ref e, ref diff); // B - Q);
            diff = Q - A;
            float v = b2Math.b2Dot(ref e, ref diff); // Q - A);

            float radius = edgeA.Radius + circleB.Radius;

            b2ContactFeature cf = b2ContactFeature.Zero;
            cf.indexB = 0;
            cf.typeB = b2ContactFeatureType.e_vertex;

            // Region A
            if (v <= 0.0f)
            {
                b2Vec2 P = A;
                b2Vec2 d = Q - P;
                float dd = d.LengthSquared; //  b2Math.b2Dot(d, d);
                if (dd > radius * radius)
                {
                    return;
                }

                // Is there an edge connected to A?
                if (edgeA.HasVertex0)
                {
                    b2Vec2 A1 = edgeA.Vertex0;
                    b2Vec2 B1 = A;
                    b2Vec2 e1 = B1 - A1;
                    diff = B1 - Q;
                    float u1 = b2Math.b2Dot(ref e1, ref diff);

                    // Is the circle in Region AB of the previous edge?
                    if (u1 > 0.0f)
                    {
                        return;
                    }
                }

                cf.indexA = 0;
                cf.typeA = b2ContactFeatureType.e_vertex;
                manifold.pointCount = 1;
                manifold.type = b2ManifoldType.e_circles;
                manifold.localNormal.SetZero();
                manifold.localPoint = P;
                manifold.points[0].id.key = 0;
                manifold.points[0].id.Set(cf);
                manifold.points[0].localPoint = circleB.Position;
                return;
            }

            // Region B
            if (u <= 0.0f)
            {
                b2Vec2 P = B;
                b2Vec2 d = Q - P;
                float dd = d.LengthSquared; //  b2Math.b2Dot(d, d);
                if (dd > radius * radius)
                {
                    return;
                }

                // Is there an edge connected to B?
                if (edgeA.HasVertex3)
                {
                    b2Vec2 B2 = edgeA.Vertex3;
                    b2Vec2 A2 = B;
                    b2Vec2 e2 = B2 - A2;
                    diff = Q - A2;
                    float v2 = b2Math.b2Dot(ref e2, ref diff);

                    // Is the circle in Region AB of the next edge?
                    if (v2 > 0.0f)
                    {
                        return;
                    }
                }

                cf.indexA = 1;
                cf.typeA = b2ContactFeatureType.e_vertex;
                manifold.pointCount = 1;
                manifold.type = b2ManifoldType.e_circles;
                manifold.localNormal.SetZero();
                manifold.localPoint = P;
                manifold.points[0].id.key = 0;
                manifold.points[0].id.Set(cf);
                manifold.points[0].localPoint = circleB.Position;
                return;
            }

            // Region AB
            float den = e.Length; // b2Math.b2Dot(e, e);
            System.Diagnostics.Debug.Assert(den > 0.0f);
            b2Vec2 xP = (1.0f / den) * (u * A + v * B);
            b2Vec2 xd = Q - xP;
            float xdd = xd.LengthSquared; //  b2Math.b2Dot(xd, xd);
            if (xdd > radius * radius)
            {
                return;
            }

            b2Vec2 n = b2Vec2.Zero; // new b2Vec2(-e.y, e.x); 
            n.m_x = -e.y;
            n.m_y = e.x;
            diff = Q - A;
            if (b2Math.b2Dot(ref n, ref diff) < 0.0f)
            {
                // n.Set(-n.x, -n.y);
                n.Set(-n.m_x, -n.m_y);
            }
            n.Normalize();

            cf.indexA = 0;
            cf.typeA = b2ContactFeatureType.e_face;
            manifold.pointCount = 1;
            manifold.type = b2ManifoldType.e_faceA;
            manifold.localNormal = n;
            manifold.localPoint = A;
            manifold.points[0].id.key = 0;
            manifold.points[0].id.Set(cf);
            manifold.points[0].localPoint = circleB.Position;
        }
コード例 #19
0
        public override void InitVelocityConstraints(b2SolverData data)
        {
            m_indexA       = m_bodyA.IslandIndex;
            m_indexB       = m_bodyB.IslandIndex;
            m_localCenterA = m_bodyA.Sweep.localCenter;
            m_localCenterB = m_bodyB.Sweep.localCenter;
            m_invMassA     = m_bodyA.InvertedMass;
            m_invMassB     = m_bodyB.InvertedMass;
            m_invIA        = m_bodyA.InvertedI;
            m_invIB        = m_bodyB.InvertedI;

            b2Vec2 cA = data.positions[m_indexA].c;
            float  aA = data.positions[m_indexA].a;
            b2Vec2 vA = data.velocities[m_indexA].v;
            float  wA = data.velocities[m_indexA].w;

            b2Vec2 cB = data.positions[m_indexB].c;
            float  aB = data.positions[m_indexB].a;
            b2Vec2 vB = data.velocities[m_indexB].v;
            float  wB = data.velocities[m_indexB].w;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            m_rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
            m_rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);
            m_u  = cB + m_rB - cA - m_rA;

            // Handle singularity.
            float length = m_u.Length;

            if (length > b2Settings.b2_linearSlop)
            {
                m_u *= 1.0f / length;
            }
            else
            {
                m_u.Set(0.0f, 0.0f);
            }

            float crAu    = b2Math.b2Cross(m_rA, m_u);
            float crBu    = b2Math.b2Cross(m_rB, m_u);
            float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;

            // Compute the effective mass matrix.
            m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;

            if (m_frequencyHz > 0.0f)
            {
                float C = length - m_length;

                // Frequency
                float omega = 2.0f * (float)Math.PI * m_frequencyHz;

                // Damping coefficient
                float d = 2.0f * m_mass * m_dampingRatio * omega;

                // Spring stiffness
                float k = m_mass * omega * omega;

                // magic formulas
                float h = data.step.dt;
                m_gamma = h * (d + h * k);
                m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
                m_bias  = C * h * k * m_gamma;

                invMass += m_gamma;
                m_mass   = invMass != 0.0f ? 1.0f / invMass : 0.0f;
            }
            else
            {
                m_gamma = 0.0f;
                m_bias  = 0.0f;
            }

            if (data.step.warmStarting)
            {
                // Scale the impulse to support a variable time step.
                m_impulse *= data.step.dtRatio;

                b2Vec2 P = m_impulse * m_u;
                vA -= m_invMassA * P;
                wA -= m_invIA * b2Math.b2Cross(m_rA, P);
                vB += m_invMassB * P;
                wB += m_invIB * b2Math.b2Cross(m_rB, P);
            }
            else
            {
                m_impulse = 0.0f;
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
コード例 #20
0
        public Dominos()
        {
            b2Body b1;
            {
                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));

                b2BodyDef bd = new b2BodyDef();
                b1 = m_world.CreateBody(bd);
                b1.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.25f);

                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-1.5f, 10.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape    = shape;
                fd.density  = 20.0f;
                fd.friction = 0.1f;

                for (int i = 0; i < 10; ++i)
                {
                    b2BodyDef bd = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-6.0f + 1.0f * i, 11.25f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);
                }
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(7.0f, 0.25f, b2Vec2.Zero, 0.3f);

                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(1.0f, 6.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            b2Body b2;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 1.5f);

                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(-7.0f, 4.0f);
                b2 = m_world.CreateBody(bd);
                b2.CreateFixture(shape, 0.0f);
            }

            b2Body b3;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.125f);

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-0.9f, 1.0f);
                bd.angle = -0.15f;

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

            b2RevoluteJointDef jd     = new b2RevoluteJointDef();
            b2Vec2             anchor = new b2Vec2();

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

            b2Body b4;

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 0.25f);

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-10.0f, 15.0f);
                b4 = m_world.CreateBody(bd);
                b4.CreateFixture(shape, 10.0f);
            }

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

            b2Body b5;

            {
                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 3.0f);
                b5 = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                b2FixtureDef   fd    = new b2FixtureDef();

                fd.shape    = shape;
                fd.density  = 10.0f;
                fd.friction = 0.1f;

                shape.SetAsBox(1.0f, 0.1f, new b2Vec2(0.0f, -0.9f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(-0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);
            }

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

            b2Body b6;

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(1.0f, 0.1f);

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 4.1f);
                b6 = m_world.CreateBody(bd);
                b6.CreateFixture(shape, 30.0f);
            }

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

            b2Body b7;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(7.4f, 1.0f);

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

            b2DistanceJointDef djd = new b2DistanceJointDef();

            djd.BodyA = b3;
            djd.BodyB = b7;
            djd.localAnchorA.Set(6.0f, 0.0f);
            djd.localAnchorB.Set(0.0f, -1.0f);
            b2Vec2 d = djd.BodyB.GetWorldPoint(djd.localAnchorB) - djd.BodyA.GetWorldPoint(djd.localAnchorA);

            djd.length = d.Length;
            m_world.CreateJoint(djd);

            {
                float radius = 0.2f;

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = radius;

                for (int i = 0; i < 4; ++i)
                {
                    b2BodyDef bd = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(shape, 10.0f);
                }
            }
        }
コード例 #21
0
        // The normal points from 1 to 2
        static public void CollidePolygons(b2Manifold manifold,
                                           b2PolygonShape polyA, b2Transform xfA,
                                           b2PolygonShape polyB, b2Transform xfB)
        {
            ClipVertex cv;

            manifold.m_pointCount = 0;
            float totalRadius = polyA.m_radius + polyB.m_radius;

            int edgeA = 0;

            s_edgeAO[0] = edgeA;
            float separationA = FindMaxSeparation(s_edgeAO, polyA, xfA, polyB, xfB);

            edgeA = s_edgeAO[0];
            if (separationA > totalRadius)
            {
                return;
            }

            int edgeB = 0;

            s_edgeBO[0] = edgeB;
            float separationB = FindMaxSeparation(s_edgeBO, polyB, xfB, polyA, xfA);

            edgeB = s_edgeBO[0];
            if (separationB > totalRadius)
            {
                return;
            }

            b2PolygonShape poly1;       // reference poly
            b2PolygonShape poly2;       // incident poly
            b2Transform    xf1;
            b2Transform    xf2;
            int            edge1;       // reference edge
            uint           flip;
            const float    k_relativeTol = 0.98f;
            const float    k_absoluteTol = 0.001f;
            b2Mat22        tMat;

            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1           = polyB;
                poly2           = polyA;
                xf1             = xfB;
                xf2             = xfA;
                edge1           = edgeB;
                manifold.m_type = b2Manifold.e_faceB;
                flip            = 1;
            }
            else
            {
                poly1           = polyA;
                poly2           = polyB;
                xf1             = xfA;
                xf2             = xfB;
                edge1           = edgeA;
                manifold.m_type = b2Manifold.e_faceA;
                flip            = 0;
            }

            ClipVertex[] incidentEdge = s_incidentEdge;
            FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int           count1    = poly1.m_vertexCount;
            List <b2Vec2> vertices1 = poly1.m_vertices;

            b2Vec2 local_v11 = vertices1[edge1];
            b2Vec2 local_v12;

            if (edge1 + 1 < count1)
            {
                local_v12 = vertices1[(int)(edge1 + 1)];
            }
            else
            {
                local_v12 = vertices1[0];
            }

            b2Vec2 localTangent = s_localTangent;

            localTangent.Set(local_v12.x - local_v11.x, local_v12.y - local_v11.y);
            localTangent.Normalize();

            b2Vec2 localNormal = s_localNormal;

            localNormal.x = localTangent.y;
            localNormal.y = -localTangent.x;

            b2Vec2 planePoint = s_planePoint;

            planePoint.Set(0.5f * (local_v11.x + local_v12.x), 0.5f * (local_v11.y + local_v12.y));

            b2Vec2 tangent = s_tangent;

            //tangent = b2Math.b2MulMV(xf1.R, localTangent);
            tMat      = xf1.R;
            tangent.x = (tMat.col1.x * localTangent.x + tMat.col2.x * localTangent.y);
            tangent.y = (tMat.col1.y * localTangent.x + tMat.col2.y * localTangent.y);
            b2Vec2 tangent2 = s_tangent2;

            tangent2.x = -tangent.x;
            tangent2.y = -tangent.y;
            b2Vec2 normal = s_normal;

            normal.x = tangent.y;
            normal.y = -tangent.x;

            //v11 = b2Math.MulX(xf1, local_v11);
            //v12 = b2Math.MulX(xf1, local_v12);
            b2Vec2 v11 = s_v11;
            b2Vec2 v12 = s_v12;

            v11.x = xf1.position.x + (tMat.col1.x * local_v11.x + tMat.col2.x * local_v11.y);
            v11.y = xf1.position.y + (tMat.col1.y * local_v11.x + tMat.col2.y * local_v11.y);
            v12.x = xf1.position.x + (tMat.col1.x * local_v12.x + tMat.col2.x * local_v12.y);
            v12.y = xf1.position.y + (tMat.col1.y * local_v12.x + tMat.col2.y * local_v12.y);

            // Face offset
            float frontOffset = normal.x * v11.x + normal.y * v11.y;
            // Side offsets, extended by polytope skin thickness
            float sideOffset1 = -tangent.x * v11.x - tangent.y * v11.y + totalRadius;
            float sideOffset2 = tangent.x * v12.x + tangent.y * v12.y + totalRadius;

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1 = s_clipPoints1;
            ClipVertex[] clipPoints2 = s_clipPoints2;
            int          np;

            // Clip to box side 1
            //np = ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1);
            np = ClipSegmentToLine(clipPoints1, incidentEdge, tangent2, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold.m_localPlaneNormal.SetV(localNormal);
            manifold.m_localPoint.SetV(planePoint);

            int pointCount = 0;

            for (int i = 0; i < b2Settings.b2_maxManifoldPoints; ++i)
            {
                cv = clipPoints2[i];
                float separation = normal.x * cv.v.x + normal.y * cv.v.y - frontOffset;
                if (separation <= totalRadius)
                {
                    b2ManifoldPoint cp = manifold.m_points[pointCount];
                    //cp.m_localPoint = b2Math.b2MulXT(xf2, cv.v);
                    tMat = xf2.R;
                    float tX = cv.v.x - xf2.position.x;
                    float tY = cv.v.y - xf2.position.y;
                    cp.m_localPoint.x = (tX * tMat.col1.x + tY * tMat.col1.y);
                    cp.m_localPoint.y = (tX * tMat.col2.x + tY * tMat.col2.y);
                    cp.m_id.Set(cv.id);
                    cp.m_id.features.flip = (int)flip;
                    ++pointCount;
                }
            }

            manifold.m_pointCount = pointCount;
        }