public Prismatic() { Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); shape.Density = 0; ground.CreateFixture(shape); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(2.0f, 0.5f); shape.Density = 5; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-10.0f, 10.0f); bd.angle = 0.5f * (float)Math.PI; bd.allowSleep = false; Body body = m_world.CreateBody(bd); body.CreateFixture(shape); PrismaticJointDef pjd = new PrismaticJointDef(); // Bouncy limit Vec2 axis = new Vec2(2.0f, 1.0f); axis.Normalize(); pjd.Initialize(ground, body, new Vec2(0.0f, 0.0f), axis); // Non-bouncy limit //pjd.Initialize(ground, body, new Vec2(-10.0f, 10.0f), new Vec2(1.0f, 0.0f)); pjd.motorSpeed = 10.0f; pjd.maxMotorForce = 10000.0f; pjd.enableMotor = true; pjd.lowerTranslation = 0.0f; pjd.upperTranslation = 20.0f; pjd.enableLimit = true; m_joint = (PrismaticJoint)m_world.CreateJoint(pjd); } }
public PrismaticJoint(PrismaticJointDef def) : base(def) { m_localAnchorA = def.localAnchorA; m_localAnchorB = def.localAnchorB; m_localXAxisA = def.localAxisA; m_localXAxisA.Normalize(); m_localYAxisA = Utilities.Cross(1.0f, m_localXAxisA); m_referenceAngle = def.referenceAngle; m_impulse.SetZero(); m_motorMass = 0.0f; m_motorImpulse = 0.0f; m_lowerTranslation = def.lowerTranslation; m_upperTranslation = def.upperTranslation; m_maxMotorForce = def.maxMotorForce; m_motorSpeed = def.motorSpeed; m_enableLimit = def.enableLimit; m_enableMotor = def.enableMotor; m_limitState = LimitState.e_inactiveLimit; m_axis.SetZero(); m_perp.SetZero(); }
public BodyTypes() { Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f)); FixtureDef fd = new FixtureDef(); fd.shape = shape; ground.CreateFixture(fd); } // Define attachment { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 3.0f); m_attachment = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 2.0f); shape.Density = 2; m_attachment.CreateFixture(shape); } // Define platform { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-4.0f, 5.0f); m_platform = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 4.0f, new Vec2(4.0f, 0.0f), 0.5f * (float)Math.PI); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.friction = 0.6f; fd.Density = 2.0f; m_platform.CreateFixture(fd); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(m_attachment, m_platform, new Vec2(0.0f, 5.0f)); rjd.maxMotorTorque = 50.0f; rjd.enableMotor = true; m_world.CreateJoint(rjd); PrismaticJointDef pjd = new PrismaticJointDef(); pjd.Initialize(ground, m_platform, new Vec2(0.0f, 5.0f), new Vec2(1.0f, 0.0f)); pjd.maxMotorForce = 1000.0f; pjd.enableMotor = true; pjd.lowerTranslation = -10.0f; pjd.upperTranslation = 10.0f; pjd.enableLimit = true; m_world.CreateJoint(pjd); m_speed = 3.0f; } // Create a payload { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 8.0f); Body body = m_world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.75f, 0.75f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.friction = 0.6f; fd.Density = 2.0f; body.CreateFixture(fd); } }
public CollisionFiltering() { // Ground body { EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); FixtureDef sd = new FixtureDef(); sd.shape = shape; sd.friction = 0.3f; BodyDef bd = new BodyDef(); Body ground = m_world.CreateBody(bd); ground.CreateFixture(sd); } // Small triangle Vec2[] vertices = new Vec2[3]; vertices[0].Set(-1.0f, 0.0f); vertices[1].Set(1.0f, 0.0f); vertices[2].Set(0.0f, 2.0f); PolygonShape polygon = new PolygonShape(); polygon.Set(vertices, 3); FixtureDef triangleShapeDef = new FixtureDef(); triangleShapeDef.shape = polygon; triangleShapeDef.Density = 1.0f; triangleShapeDef.Filter.GroupIndex = k_smallGroup; triangleShapeDef.Filter.CategoryBits = k_triangleCategory; triangleShapeDef.Filter.MaskBits = k_triangleMask; BodyDef triangleBodyDef = new BodyDef(); triangleBodyDef.type = BodyType._dynamicBody; triangleBodyDef.Position.Set(-5.0f, 2.0f); Body body1 = m_world.CreateBody(triangleBodyDef); body1.CreateFixture(triangleShapeDef); // Large triangle (recycle definitions) vertices[0] *= 2.0f; vertices[1] *= 2.0f; vertices[2] *= 2.0f; polygon.Set(vertices, 3); triangleShapeDef.Filter.GroupIndex = k_largeGroup; triangleBodyDef.Position.Set(-5.0f, 6.0f); triangleBodyDef.fixedRotation = true; // look at me! Body body2 = m_world.CreateBody(triangleBodyDef); body2.CreateFixture(triangleShapeDef); { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(-5.0f, 10.0f); Body body = m_world.CreateBody(bd); PolygonShape p = new PolygonShape(); p.SetAsBox(0.5f, 1.0f); body.CreateFixture(p); PrismaticJointDef jd = new PrismaticJointDef(); jd.bodyA = body2; jd.bodyB = body; jd.enableLimit = true; jd.localAnchorA.Set(0.0f, 4.0f); jd.localAnchorB.SetZero(); jd.localAxisA.Set(0.0f, 1.0f); jd.lowerTranslation = -1.0f; jd.upperTranslation = 1.0f; m_world.CreateJoint(jd); } // Small box polygon.SetAsBox(1.0f, 0.5f); FixtureDef boxShapeDef = new FixtureDef(); boxShapeDef.shape = polygon; boxShapeDef.Density = 1.0f; boxShapeDef.restitution = 0.1f; boxShapeDef.Filter.GroupIndex = k_smallGroup; boxShapeDef.Filter.CategoryBits = k_boxCategory; boxShapeDef.Filter.MaskBits = k_boxMask; BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyType._dynamicBody; boxBodyDef.Position.Set(0.0f, 2.0f); Body body3 = m_world.CreateBody(boxBodyDef); body3.CreateFixture(boxShapeDef); // Large box (recycle definitions) polygon.SetAsBox(2.0f, 1.0f); boxShapeDef.Filter.GroupIndex = k_largeGroup; boxBodyDef.Position.Set(0.0f, 6.0f); Body body4 = m_world.CreateBody(boxBodyDef); body4.CreateFixture(boxShapeDef); // Small circle CircleShape circle = new CircleShape(); circle.m_radius = 1.0f; FixtureDef circleShapeDef = new FixtureDef(); circleShapeDef.shape = circle; circleShapeDef.Density = 1.0f; circleShapeDef.Filter.GroupIndex = k_smallGroup; circleShapeDef.Filter.CategoryBits = k_circleCategory; circleShapeDef.Filter.MaskBits = k_circleMask; BodyDef circleBodyDef = new BodyDef(); circleBodyDef.type = BodyType._dynamicBody; circleBodyDef.Position.Set(5.0f, 2.0f); Body body5 = m_world.CreateBody(circleBodyDef); body5.CreateFixture(circleShapeDef); // Large circle circle.m_radius *= 2.0f; circleShapeDef.Filter.GroupIndex = k_largeGroup; circleBodyDef.Position.Set(5.0f, 6.0f); Body body6 = m_world.CreateBody(circleBodyDef); body6.CreateFixture(circleShapeDef); }
public Gears() { Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); shape.Density = 0; ground.CreateFixture(shape); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; circle1.Density = 5; PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 5.0f); box.Density = 5; CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; circle2.Density = 5; BodyDef bd1 = new BodyDef(); bd1.type = BodyType._staticBody; bd1.Position.Set(10.0f, 9.0f); Body body1 = m_world.CreateBody(bd1); body1.CreateFixture(circle1); BodyDef bd2 = new BodyDef(); bd2.type = BodyType._dynamicBody; bd2.Position.Set(10.0f, 8.0f); Body body2 = m_world.CreateBody(bd2); body2.CreateFixture(box); BodyDef bd3 = new BodyDef(); bd3.type = BodyType._dynamicBody; bd3.Position.Set(10.0f, 6.0f); Body body3 = m_world.CreateBody(bd3); body3.CreateFixture(circle2); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.Initialize(body2, body1, bd1.Position); Joint joint1 = m_world.CreateJoint(jd1); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.Initialize(body2, body3, bd3.Position); Joint joint2 = m_world.CreateJoint(jd2); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body3; jd4.joint1 = joint1; jd4.joint2 = joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_world.CreateJoint(jd4); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; circle1.Density = 5; CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; circle2.Density = 5; PolygonShape box = new PolygonShape(); box.SetAsBox(0.5f, 5.0f); BodyDef bd1 = new BodyDef(); bd1.type = BodyType._dynamicBody; bd1.Position.Set(-3.0f, 12.0f); Body body1 = m_world.CreateBody(bd1); body1.CreateFixture(circle1); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.bodyA = ground; jd1.bodyB = body1; jd1.localAnchorA = ground.GetLocalPoint(bd1.Position); jd1.localAnchorB = body1.GetLocalPoint(bd1.Position); jd1.referenceAngle = body1.GetAngle() - ground.GetAngle(); m_joint1 = (RevoluteJoint)m_world.CreateJoint(jd1); BodyDef bd2 = new BodyDef(); bd2.type = BodyType._dynamicBody; bd2.Position.Set(0.0f, 12.0f); Body body2 = m_world.CreateBody(bd2); body2.CreateFixture(circle2); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.Initialize(ground, body2, bd2.Position); m_joint2 = (RevoluteJoint)m_world.CreateJoint(jd2); BodyDef bd3 = new BodyDef(); bd3.type = BodyType._dynamicBody; bd3.Position.Set(2.5f, 12.0f); Body body3 = m_world.CreateBody(bd3); box.Density = 5; body3.CreateFixture(box); PrismaticJointDef jd3 = new PrismaticJointDef(); jd3.Initialize(ground, body3, bd3.Position, new Vec2(0.0f, 1.0f)); jd3.lowerTranslation = -5.0f; jd3.upperTranslation = 5.0f; jd3.enableLimit = true; m_joint3 = (PrismaticJoint)m_world.CreateJoint(jd3); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body2; jd4.joint1 = m_joint1; jd4.joint2 = m_joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_joint4 = (GearJoint)m_world.CreateJoint(jd4); GearJointDef jd5 = new GearJointDef(); jd5.bodyA = body2; jd5.bodyB = body3; jd5.joint1 = m_joint2; jd5.joint2 = m_joint3; jd5.ratio = -1.0f / circle2.m_radius; m_joint5 = (GearJoint)m_world.CreateJoint(jd5); } }
public SliderCrank() { Body ground = null; { BodyDef bd = new BodyDef(); ground = m_world.CreateBody(bd); EdgeShape shape = new EdgeShape(); shape.Set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); shape.Density = 0; ground.CreateFixture(shape); } { Body prevBody = ground; // Define crank. { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 2.0f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 7.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 5.0f)); rjd.motorSpeed = 1.0f * (float)Math.PI; rjd.maxMotorTorque = 10000.0f; rjd.enableMotor = true; m_joint1 = (RevoluteJoint)m_world.CreateJoint(rjd); prevBody = body; } // Define follower. { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 4.0f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 13.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 9.0f)); rjd.enableMotor = false; m_world.CreateJoint(rjd); prevBody = body; } // Define piston { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.5f, 1.5f); shape.Density = 2; BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.fixedRotation = true; bd.Position.Set(0.0f, 17.0f); Body body = m_world.CreateBody(bd); body.CreateFixture(shape); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(prevBody, body, new Vec2(0.0f, 17.0f)); m_world.CreateJoint(rjd); PrismaticJointDef pjd = new PrismaticJointDef(); pjd.Initialize(ground, body, new Vec2(0.0f, 17.0f), new Vec2(0.0f, 1.0f)); pjd.maxMotorForce = 1000.0f; pjd.enableMotor = true; m_joint2 = (PrismaticJoint)m_world.CreateJoint(pjd); } // Create a payload { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.5f, 1.5f); BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position.Set(0.0f, 23.0f); Body body = m_world.CreateBody(bd); shape.Density = 2; body.CreateFixture(shape); } } }