/// Creates a fixture and attach it to this body. Use this function if you need /// to set some fixture parameters, like friction. Otherwise you can create the /// fixture directly from a shape. /// This function automatically updates the mass of the body. /// @param def the fixture definition. /// @warning This function is locked during callbacks. public Fixture CreateFixture(FixtureDef def) { Box2DXDebug.Assert(_world.IsLocked() == false); if (_world.IsLocked() == true) { return(null); } BroadPhase broadPhase = _world._contactManager._broadPhase; Fixture fixture = new Fixture(); fixture.Create(broadPhase, this, _xf, def); fixture._next = _fixtureList; _fixtureList = fixture; ++_fixtureCount; fixture.Body = this; bool needMassUpdate = fixture._massData.Mass > 0.0f || fixture._massData.I > 0.0f; // Adjust mass properties if needed. if (needMassUpdate) { ResetMass(); } // Let the world know we have a new fixture. This will cause new contacts // to be created at the beginning of the next time step. _world._flags |= World.WorldFlags.NewFixture; return(fixture); }
public VaryingRestitution() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { CircleShape shape = new CircleShape(); shape._radius = 1.0f; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; float[] restitution = { 0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f }; for (int i = 0; i < 7; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + 3.0f * i, 20.0f); Body body = _world.CreateBody(bd); fd.Restitution = restitution[i]; body.CreateFixture(fd); } } }
/// Creates a fixture from a shape and attach it to this body. /// This is a convenience function. Use b2FixtureDef if you need to set parameters /// like friction, restitution, user data, or filtering. /// This function automatically updates the mass of the body. /// @param shape the shape to be cloned. /// @param density the shape density (set to zero for static bodies). /// @warning This function is locked during callbacks. public Fixture CreateFixture(Shape shape, float density) { FixtureDef def = new FixtureDef(); def.Shape = shape; def.Density = density; return(CreateFixture(def)); }
public Confined() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); // Floor shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); // Left wall shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(-10.0f, 20.0f)); ground.CreateFixture(shape, 0); // Right wall shape.SetAsEdge(new Vec2(10.0f, 0.0f), new Vec2(10.0f, 20.0f)); ground.CreateFixture(shape, 0); // Roof shape.SetAsEdge(new Vec2(-10.0f, 20.0f), new Vec2(10.0f, 20.0f)); ground.CreateFixture(shape, 0); } { float radius = 0.5f; CircleShape shape = new CircleShape(); shape._p.SetZero(); shape._radius = radius; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; fd.Friction = 0.1f; for (int j = 0; j < _columnCount; ++j) { for (int i = 0; i < _rowCount; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } } } _world.Gravity = new Vec2(0, 0); }
public SensorTest() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } #if false { b2FixtureDef sd; sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f); sd.isSensor = true; m_sensor = ground->CreateFixture(&sd); } #else { CircleShape shape = new CircleShape(); shape._radius = 5.0f; shape._p.Set(0.0f, 10.0f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.IsSensor = true; _sensor = ground.CreateFixture(fd); } #endif } { CircleShape shape = new CircleShape(); shape._radius = 1.0f; for (int i = 0; i < _count; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f + 3.0f * i, 20.0f); bd.UserData = false; _bodies[i] = _world.CreateBody(bd); _bodies[i].CreateFixture(shape, 1.0f); } } }
public Chain() { Body ground = null; { BodyDef bd = new BodyDef(); ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.6f, 0.125f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 20.0f; fd.Friction = 0.2f; RevoluteJointDef jd = new RevoluteJointDef(); jd.CollideConnected = false; const float y = 25.0f; Body prevBody = ground; for (int i = 0; i < 30; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(0.5f + i, y); Body body = _world.CreateBody(bd); body.CreateFixture(fd); Vec2 anchor = new Vec2(i, y); jd.Initialize(prevBody, body, anchor); _world.CreateJoint(jd); prevBody = body; } } }
// We need separation create/destroy functions from the constructor/destructor because // the destructor cannot access the allocator or broad-phase (no destructor arguments allowed by C++). public void Create(BroadPhase broadPhase, Body body, Transform xf, FixtureDef def) { UserData = def.UserData; Friction = def.Friction; Restitution = def.Restitution; Body = body; _next = null; Filter = def.Filter; IsSensor = def.IsSensor; Shape = def.Shape.Clone(); Shape.ComputeMass(out _massData, def.Density); // Create proxy in the broad-phase. Shape.ComputeAABB(out Aabb, ref xf); ProxyId = broadPhase.CreateProxy(Aabb, this); }
/// <summary> /// Creates a fixture and attach it to this body. /// @warning This function is locked during callbacks. /// </summary> /// <param name="def">The fixture definition.</param> public Fixture CreateFixture(FixtureDef def) { Box2DXDebug.Assert(_world._lock == false); if (_world._lock == true) { return(null); } BroadPhase broadPhase = _world._broadPhase; Fixture fixture = new Fixture(); fixture.Create(broadPhase, this, _xf, def); fixture._next = _fixtureList; _fixtureList = fixture; ++_fixtureCount; fixture._body = this; return(fixture); }
/// Creates a fixture from a shape and attach it to this body. /// This is a convenience function. Use b2FixtureDef if you need to set parameters /// like friction, restitution, user data, or filtering. /// This function automatically updates the mass of the body. /// @param shape the shape to be cloned. /// @param density the shape density (set to zero for static bodies). /// @warning This function is locked during callbacks. public Fixture CreateFixture(Shape shape, float density) { FixtureDef def = new FixtureDef(); def.Shape = shape; def.Density = density; return CreateFixture(def); }
/// Creates a fixture and attach it to this body. Use this function if you need /// to set some fixture parameters, like friction. Otherwise you can create the /// fixture directly from a shape. /// This function automatically updates the mass of the body. /// @param def the fixture definition. /// @warning This function is locked during callbacks. public Fixture CreateFixture(FixtureDef def) { Box2DXDebug.Assert(_world.IsLocked() == false); if (_world.IsLocked() == true) { return null; } BroadPhase broadPhase = _world._contactManager._broadPhase; Fixture fixture = new Fixture(); fixture.Create(broadPhase, this, _xf, def); fixture._next = _fixtureList; _fixtureList = fixture; ++_fixtureCount; fixture.Body = this; bool needMassUpdate = fixture._massData.Mass > 0.0f || fixture._massData.I > 0.0f; // Adjust mass properties if needed. if (needMassUpdate) { ResetMass(); } // Let the world know we have a new fixture. This will cause new contacts // to be created at the beginning of the next time step. _world._flags |= World.WorldFlags.NewFixture; return fixture; }
public void Create(BroadPhase broadPhase, Body body, XForm xf, FixtureDef def) { UserData = def.UserData; Friction = def.Friction; Restitution = def.Restitution; Density = def.Density; _body = body; _next = null; Filter = def.Filter; _isSensor = def.IsSensor; _type = def.Type; // Allocate and initialize the child shape. switch (_type) { case ShapeType.CircleShape: { CircleShape circle = new CircleShape(); CircleDef circleDef = (CircleDef)def; circle._position = circleDef.LocalPosition; circle._radius = circleDef.Radius; _shape = circle; } break; case ShapeType.PolygonShape: { PolygonShape polygon = new PolygonShape(); PolygonDef polygonDef = (PolygonDef)def; polygon.Set(polygonDef.Vertices, polygonDef.VertexCount); _shape = polygon; } break; case ShapeType.EdgeShape: { EdgeShape edge = new EdgeShape(); EdgeDef edgeDef = (EdgeDef)def; edge.Set(edgeDef.Vertex1, edgeDef.Vertex2); _shape = edge; } break; default: Box2DXDebug.Assert(false); break; } // Create proxy in the broad-phase. AABB aabb; _shape.ComputeAABB(out aabb, xf); bool inRange = broadPhase.InRange(aabb); // You are creating a shape outside the world box. Box2DXDebug.Assert(inRange); if (inRange) { _proxyId = broadPhase.CreateProxy(aabb, this); } else { _proxyId = PairManager.NullProxy; } }
public CollisionProcessing() { // Ground body { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f)); FixtureDef sd = new FixtureDef(); sd.Shape = shape; ; BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); ground.CreateFixture(sd); } float xLo = -5.0f, xHi = 5.0f; float yLo = 2.0f, yHi = 35.0f; // 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; BodyDef triangleBodyDef = new BodyDef(); triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body1 = _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); triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body2 = _world.CreateBody(triangleBodyDef); body2.CreateFixture(triangleShapeDef); // Small box polygon.SetAsBox(1.0f, 0.5f); FixtureDef boxShapeDef = new FixtureDef(); boxShapeDef.Shape = polygon; boxShapeDef.Density = 1.0f; BodyDef boxBodyDef = new BodyDef(); boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body3 = _world.CreateBody(boxBodyDef); body3.CreateFixture(boxShapeDef); // Large box (recycle definitions) polygon.SetAsBox(2.0f, 1.0f); boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body4 = _world.CreateBody(boxBodyDef); body4.CreateFixture(boxShapeDef); // Small circle CircleShape circle = new CircleShape(); circle._radius = 1.0f; FixtureDef circleShapeDef = new FixtureDef(); circleShapeDef.Shape = circle; circleShapeDef.Density = 1.0f; BodyDef circleBodyDef = new BodyDef(); circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body5 = _world.CreateBody(circleBodyDef); body5.CreateFixture(circleShapeDef); // Large circle circle._radius *= 2.0f; circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi)); Body body6 = _world.CreateBody(circleBodyDef); body6.CreateFixture(circleShapeDef); }
public ApplyForce() { _world.Gravity = new Vec2(0.0f, 0.0f); const float k_restitution = 0.4f; { BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 20.0f); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); FixtureDef sd = new FixtureDef(); sd.Shape = shape; sd.Density = 0.0f; sd.Restitution = k_restitution; // Left vertical shape.SetAsEdge(new Vec2(-20.0f, -20.0f), new Vec2(-20.0f, 20.0f)); ground.CreateFixture(sd); // Right vertical shape.SetAsEdge(new Vec2(20.0f, -20.0f), new Vec2(20.0f, 20.0f)); ground.CreateFixture(sd); // Top horizontal shape.SetAsEdge(new Vec2(-20.0f, 20.0f), new Vec2(20.0f, 20.0f)); ground.CreateFixture(sd); // Bottom horizontal shape.SetAsEdge(new Vec2(-20.0f, -20.0f), new Vec2(20.0f, -20.0f)); ground.CreateFixture(sd); } { Transform xf1 = new Transform(); xf1.R.Set(0.3524f * Box2DX.Common.Settings.PI); xf1.Position = Math.Mul(xf1.R, new Vec2(1.0f, 0.0f)); Vec2[] vertices = new Vec2[3]; vertices[0] = Math.Mul(xf1, new Vec2(-1.0f, 0.0f)); vertices[1] = Math.Mul(xf1, new Vec2(1.0f, 0.0f)); vertices[2] = Math.Mul(xf1, new Vec2(0.0f, 0.5f)); PolygonShape poly1 = new PolygonShape(); poly1.Set(vertices, 3); FixtureDef sd1 = new FixtureDef(); sd1.Shape = poly1; sd1.Density = 2.0f; Transform xf2 = new Transform(); xf2.R.Set(-0.3524f * Box2DX.Common.Settings.PI); xf2.Position = Math.Mul(xf2.R, new Vec2(-1.0f, 0.0f)); vertices[0] = Math.Mul(xf2, new Vec2(-1.0f, 0.0f)); vertices[1] = Math.Mul(xf2, new Vec2(1.0f, 0.0f)); vertices[2] = Math.Mul(xf2, new Vec2(0.0f, 0.5f)); PolygonShape poly2 = new PolygonShape(); poly2.Set(vertices, 3); FixtureDef sd2 = new FixtureDef(); sd2.Shape = poly2; sd2.Density = 2.0f; BodyDef bd = new BodyDef(); bd.AngularDamping = 2.0f; bd.LinearDamping = 0.1f; bd.Position.Set(0.0f, 2.0f); bd.Angle = Box2DX.Common.Settings.PI; _body = _world.CreateBody(bd); _body.CreateFixture(sd1); _body.CreateFixture(sd2); } }
private void CreateLeg(float s, Vec2 wheelAnchor) { Vec2 p1 = new Vec2(5.4f * s, -6.1f); Vec2 p2 = new Vec2(7.2f * s, -1.2f); Vec2 p3 = new Vec2(4.3f * s, -1.9f); Vec2 p4 = new Vec2(3.1f * s, 0.8f); Vec2 p5 = new Vec2(6.0f * s, 1.5f); Vec2 p6 = new Vec2(2.5f * s, 3.7f); FixtureDef fd1 = new FixtureDef(); FixtureDef fd2 = new FixtureDef(); fd1.Filter.GroupIndex = -1; fd2.Filter.GroupIndex = -1; fd1.Density = 1.0f; fd2.Density = 1.0f; PolygonShape poly1 = new PolygonShape(); PolygonShape poly2 = new PolygonShape(); if (s > 0.0f) { Vec2[] vertices = new Vec2[3]; vertices[0] = p1; vertices[1] = p2; vertices[2] = p3; poly1.Set(vertices, 3); vertices[0] = Vec2.Zero; vertices[1] = p5 - p4; vertices[2] = p6 - p4; poly2.Set(vertices, 3); } else { Vec2[] vertices = new Vec2[3]; vertices[0] = p1; vertices[1] = p3; vertices[2] = p2; poly1.Set(vertices, 3); vertices[0] = Vec2.Zero; vertices[1] = p6 - p4; vertices[2] = p5 - p4; poly2.Set(vertices, 3); } fd1.Shape = poly1; fd2.Shape = poly2; BodyDef bd1 = new BodyDef(); BodyDef bd2 = new BodyDef(); bd1.Position = _offset; bd2.Position = p4 + _offset; bd1.AngularDamping = 10.0f; bd2.AngularDamping = 10.0f; Body body1 = _world.CreateBody(bd1); Body body2 = _world.CreateBody(bd2); body1.CreateFixture(fd1); body2.CreateFixture(fd2); DistanceJointDef djd = new DistanceJointDef(); // Using a soft distance constraint can reduce some jitter. // It also makes the structure seem a bit more fluid by // acting like a suspension system. djd.DampingRatio = 0.5f; djd.FrequencyHz = 10.0f; djd.Initialize(body1, body2, p2 + _offset, p5 + _offset); _world.CreateJoint(djd); djd.Initialize(body1, body2, p3 + _offset, p4 + _offset); _world.CreateJoint(djd); djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset); _world.CreateJoint(djd); djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset); _world.CreateJoint(djd); RevoluteJointDef rjd = new RevoluteJointDef(); rjd.Initialize(body2, _chassis, p4 + _offset); _world.CreateJoint(rjd); }
public VaryingFriction() { { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(13.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-4.0f, 22.0f); bd.Angle = -0.25f; Body ground = _world.CreateBody(bd); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 1.0f); BodyDef bd = new BodyDef(); bd.Position.Set(10.5f, 19.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(13.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(4.0f, 14.0f); bd.Angle = 0.25f; Body ground = _world.CreateBody(bd); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 1.0f); BodyDef bd = new BodyDef(); bd.Position.Set(-10.5f, 11.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(13.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-4.0f, 6.0f); bd.Angle = -0.25f; Body ground = _world.CreateBody(bd); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 0.5f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 25.0f; float[] friction = { 0.75f, 0.5f, 0.35f, 0.1f, 0.0f }; for (int i = 0; i < 5; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-15.0f + 4.0f * i, 28.0f); Body body = _world.CreateBody(bd); fd.Friction = friction[i]; body.CreateFixture(fd); } } }
private void CreateCircle() { float radius = 0.5f; CircleShape shape = new CircleShape(); shape._p.SetZero(); shape._radius = radius; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; fd.Friction = 0.0f; BodyDef bd = new BodyDef(); bd.Position.Set(Math.Random(), (2.0f + Math.Random()) * radius); Body body = _world.CreateBody(bd); body.CreateFixture(fd); }
public Dominos() { Body b1; { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); BodyDef bd = new BodyDef(); b1 = _world.CreateBody(bd); b1.CreateFixture(shape,0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-1.5f, 10.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape,0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.1f, 1.0f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 20.0f; fd.Friction = 0.1f; for (int i = 0; i < 10; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-6.0f + 1.0f * i, 11.25f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(7.0f, 0.25f, Vec2.Zero, 0.3f); BodyDef bd = new BodyDef(); bd.Position.Set(1.0f, 6.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(shape,0); } Body b2; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 1.5f); BodyDef bd = new BodyDef(); bd.Position.Set(-7.0f, 4.0f); b2 = _world.CreateBody(bd); b2.CreateFixture(shape,0); } Body b3; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(6.0f, 0.125f); BodyDef bd = new BodyDef(); bd.Position.Set(-0.9f, 1.0f); bd.Angle = -0.15f; b3 = _world.CreateBody(bd); b3.CreateFixture(shape, 10.0f); } RevoluteJointDef jd = new RevoluteJointDef(); Vec2 anchor = new Vec2(); anchor.Set(-2.0f, 1.0f); jd.Initialize(b1, b3, anchor); jd.CollideConnected = true; _world.CreateJoint(jd); Body b4; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.25f, 0.25f); BodyDef bd = new BodyDef(); bd.Position.Set(-10.0f, 15.0f); b4 = _world.CreateBody(bd); b4.CreateFixture(shape, 10.0f); } anchor.Set(-7.0f, 15.0f); jd.Initialize(b2, b4, anchor); _world.CreateJoint(jd); Body b5; { BodyDef bd = new BodyDef(); bd.Position.Set(6.5f, 3.0f); b5 = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 10.0f; fd.Friction = 0.1f; shape.SetAsBox(1.0f, 0.1f,new Vec2(0.0f, -0.9f), 0.0f); b5.CreateFixture(fd); shape.SetAsBox(0.1f, 1.0f, new Vec2(-0.9f, 0.0f), 0.0f); b5.CreateFixture(fd); shape.SetAsBox(0.1f, 1.0f,new Vec2(0.9f, 0.0f), 0.0f); b5.CreateFixture(fd); } anchor.Set(6.0f, 2.0f); jd.Initialize(b1, b5, anchor); _world.CreateJoint(jd); Body b6; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(1.0f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(6.5f, 4.1f); b6 = _world.CreateBody(bd); b6.CreateFixture(shape, 30.0f); } anchor.Set(7.5f, 4.0f); jd.Initialize(b5, b6, anchor); _world.CreateJoint(jd); Body b7; { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.1f, 1.0f); BodyDef bd = new BodyDef(); bd.Position.Set(7.4f, 1.0f); b7 = _world.CreateBody(bd); b7.CreateFixture(shape, 10.0f); } DistanceJointDef djd =new DistanceJointDef(); djd.Body1 = b3; djd.Body2 = b7; djd.LocalAnchor1.Set(6.0f, 0.0f); djd.LocalAnchor2.Set(0.0f, -1.0f); Vec2 d = djd.Body2.GetWorldPoint(djd.LocalAnchor2) - djd.Body1.GetWorldPoint(djd.LocalAnchor1); djd.Length = d.Length(); _world.CreateJoint(djd); { float radius = 0.2f; CircleShape shape = new CircleShape(); shape._radius = radius; for (int i = 0; i < 4; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(5.9f + 2.0f * radius * i, 2.4f); Body body = _world.CreateBody(bd); body.CreateFixture(shape, 10.0f); } } }
public CCDTest() { #if true { //TODO: only one shape is created here instead of two. That is because //they are reference types and when shape is changed, it changes the original instead of a new copy. PolygonShape shape = new PolygonShape(); shape.SetAsBox(10.0f, 0.2f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 0.0f; BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, -0.2f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); shape.SetAsBox(0.2f, 1.0f, new Vec2(0.5f, 1.2f), 0.0f); body.CreateFixture(fd); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(2.0f, 0.1f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; fd.Restitution = 0.0f; _angularVelocity = Math.Random(-50.0f, 50.0f); _angularVelocity = -30.669577f; BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 20.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); body.SetLinearVelocity(new Vec2(0.0f, -100.0f)); body.SetAngularVelocity(_angularVelocity); } #elif false { FixtureDef fd; fd.SetAsBox(10.0f, 0.1f); fd.density = 0.0f; BodyDef bd; bd.type = BodyDef::e_static; bd.position.Set(0.0f, -0.2f); Body* ground = m_world.CreateBody(&bd); ground.CreateFixture(&fd); } { FixtureDef fd; fd.SetAsBox(2.0f, 0.1f); fd.density = 1.0f; fd.restitution = 0.0f; BodyDef bd1; bd1.type = BodyDef::e_dynamic; bd1.isBullet = true; bd1.allowSleep = false; bd1.position.Set(0.0f, 20.0f); Body* b1 = m_world.Create(&bd1); b1.CreateFixture(&fd); b1.SetMassFromShapes(); b1.SetLinearVelocity(Vec2(0.0f, -100.0f)); fd.SetAsBox(1.0f, 0.1f); BodyDef bd2; bd2.type = BodyDef::e_dynamic; bd2.isBullet = true; bd2.allowSleep = false; bd2.position.Set(0.0f, 20.2f); Body* = m_world.Create(&bd2); .CreateFixture(&fd); .SetMassFromShapes(); .SetLinearVelocity(Vec2(0.0f, -100.0f)); fd.SetAsBox(0.25f, 0.25f); fd.density = 10.0f; BodyDef bd3; bd3.type = BodyDef::e_dynamic; bd3.isBullet = true; bd3.allowSleep = false; bd3.position.Set(0.0f, 100.0f); Body* b3 = m_world.Create(&bd3); b3.CreateFixture(&fd); b3.SetMassFromShapes(); b3.SetLinearVelocity(Vec2(0.0f, -150.0f)); } #else const float32 k_restitution = 1.4f; { BodyDef bd; bd.position.Set(0.0f, 20.0f); Body* body = m_world.CreateBody(&bd); FixtureDef fd; fd.density = 0.0f; fd.restitution = k_restitution; fd.SetAsBox(0.1f, 10.0f, Vec2(-10.0f, 0.0f), 0.0f); body.CreateFixture(&fd); fd.SetAsBox(0.1f, 10.0f, Vec2(10.0f, 0.0f), 0.0f); body.CreateFixture(&fd); fd.SetAsBox(0.1f, 10.0f, Vec2(0.0f, -10.0f), 0.5f * _pi); body.CreateFixture(&fd); fd.SetAsBox(0.1f, 10.0f, Vec2(0.0f, 10.0f), -0.5f * _pi); body.CreateFixture(&fd); } #if false { FixtureDef sd_bottom; sd_bottom.SetAsBox(1.0f, 0.1f, Vec2(0.0f, -1.0f), 0.0f); sd_bottom.density = 4.0f; FixtureDef sd_top; sd_top.SetAsBox(1.0f, 0.1f, Vec2(0.0f, 1.0f), 0.0f); sd_top.density = 4.0f; FixtureDef sd_left; sd_left.SetAsBox(0.1f, 1.0f, Vec2(-1.0f, 0.0f), 0.0f); sd_left.density = 4.0f; FixtureDef sd_right; sd_right.SetAsBox(0.1f, 1.0f, Vec2(1.0f, 0.0f), 0.0f); sd_right.density = 4.0f; BodyDef bd; bd.type = BodyDef::e_dynamicBody; bd.position.Set(0.0f, 15.0f); Body* body = m_world.CreateBody(&bd); body.CreateFixture(&sd_bottom); body.CreateFixture(&sd_top); body.CreateFixture(&sd_left); body.CreateFixture(&sd_right); body.SetMassFromShapes(); } #elif false { FixtureDef sd_bottom; sd_bottom.SetAsBox( 1.5f, 0.15f ); sd_bottom.density = 4.0f; FixtureDef sd_left; sd_left.SetAsBox(0.15f, 2.7f, Vec2(-1.45f, 2.35f), 0.2f); sd_left.density = 4.0f; FixtureDef sd_right; sd_right.SetAsBox(0.15f, 2.7f, Vec2(1.45f, 2.35f), -0.2f); sd_right.density = 4.0f; BodyDef bd; bd.position.Set( 0.0f, 15.0f ); Body* body = m_world.CreateBody(&bd); body.CreateFixture(&sd_bottom); body.CreateFixture(&sd_left); body.CreateFixture(&sd_right); body.SetMassFromShapes(); } #else { BodyDef bd; bd.position.Set(-5.0f, 20.0f); bd.isBullet = true; Body* body = m_world.CreateBody(&bd); body.SetAngularVelocity(RandomFloat(-50.0f, 50.0f)); FixtureDef fd; fd.SetAsBox(0.1f, 4.0f); fd.density = 1.0f; fd.restitution = 0.0f; body.CreateFixture(&fd); body.SetMassFromShapes(); } #endif for (int32 i = 0; i < 0; ++i) { BodyDef bd; bd.position.Set(0.0f, 15.0f + i); bd.isBullet = true; Body* body = m_world.CreateBody(&bd); body.SetAngularVelocity(RandomFloat(-50.0f, 50.0f)); FixtureDef fd; fd.radius = 0.25f; fd.density = 1.0f; fd.restitution = 0.0f; body.CreateFixture(&fd); body.SetMassFromShapes(); } #endif }
public void LaunchBomb(Vec2 position, Vec2 velocity) { if (_bomb != null) { _world.DestroyBody(_bomb); _bomb = null; } BodyDef bd = new BodyDef(); bd.AllowSleep = true; bd.Position = position; bd.IsBullet = true; _bomb = _world.CreateBody(bd); _bomb.SetLinearVelocity(velocity); CircleShape circle = new CircleShape(); circle._radius = 0.3f; FixtureDef fd = new FixtureDef(); fd.Shape = circle; fd.Density = 20.0f; fd.Restitution = 0.1f; Vec2 minV = position - new Vec2(0.3f, 0.3f); Vec2 maxV = position + new Vec2(0.3f, 0.3f); AABB aabb = new AABB(); aabb.LowerBound = minV; aabb.UpperBound = maxV; _bomb.CreateFixture(fd); }
void Create(int index) { if (_bodies[_bodyIndex] != null) { _world.DestroyBody(_bodies[_bodyIndex]); _bodies[_bodyIndex] = null; } BodyDef bd = new BodyDef(); float x = Math.Random(-10.0f, 10.0f); float y = Math.Random(0.0f, 20.0f); bd.Position.Set(x, y); bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI); if (index == 4) { bd.AngularDamping = 0.02f; } _bodies[_bodyIndex] = _world.CreateBody(bd); if (index < 4) { FixtureDef fd = new FixtureDef(); fd.Shape = _polygons[index]; fd.Friction = 0.3f; _bodies[_bodyIndex].CreateFixture(fd); } else { FixtureDef fd = new FixtureDef(); fd.Shape = _circle; fd.Friction = 0.3f; _bodies[_bodyIndex].CreateFixture(fd); } _bodyIndex = (_bodyIndex + 1) % _maxBodies; }
public TheoJansen() { _offset.Set(0.0f, 8.0f); _motorSpeed = 2.0f; _motorOn = true; Vec2 pivot = new Vec2(0.0f, 0.8f); // Ground { BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f)); ground.CreateFixture(shape, 0); shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(-50.0f, 10.0f)); ground.CreateFixture(shape, 0); shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(50.0f, 10.0f)); ground.CreateFixture(shape, 0); } // Balls for (int i = 0; i < 40; ++i) { CircleShape shape = new CircleShape(); shape._radius = 0.25f; BodyDef bd = new BodyDef(); bd.Position.Set(-40.0f + 2.0f * i, 0.5f); Body body = _world.CreateBody(bd); body.CreateFixture(shape, 1.0f); } // Chassis { PolygonShape shape = new PolygonShape(); shape.SetAsBox(2.5f, 1.0f); FixtureDef sd = new FixtureDef(); sd.Density = 1.0f; sd.Shape = shape; sd.Filter.GroupIndex = -1; BodyDef bd = new BodyDef(); bd.Position = pivot + _offset; _chassis = _world.CreateBody(bd); _chassis.CreateFixture(sd); } { CircleShape shape = new CircleShape(); shape._radius = 1.6f; FixtureDef sd = new FixtureDef(); sd.Density = 1.0f; sd.Shape = shape; sd.Filter.GroupIndex = -1; BodyDef bd = new BodyDef(); bd.Position = pivot + _offset; _wheel = _world.CreateBody(bd); _wheel.CreateFixture(sd); } { RevoluteJointDef jd = new RevoluteJointDef(); jd.Initialize(_wheel, _chassis, pivot + _offset); jd.CollideConnected = false; jd.MotorSpeed = _motorSpeed; jd.MaxMotorTorque = 400.0f; jd.EnableMotor = _motorOn; _motorJoint = (RevoluteJoint)_world.CreateJoint(jd); } Vec2 wheelAnchor; wheelAnchor = pivot + new Vec2(0.0f, -0.8f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); _wheel.SetTransform(_wheel.GetPosition(), 120.0f * Box2DX.Common.Settings.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); _wheel.SetTransform(_wheel.GetPosition(), -120.0f * Box2DX.Common.Settings.PI / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); }
public CollisionFiltering() { // Ground body { PolygonShape shape = new PolygonShape(); shape.SetAsEdge(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 = _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.Position.Set(-5.0f, 2.0f); Body body1 = _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 = _world.CreateBody(triangleBodyDef); body2.CreateFixture(triangleShapeDef); // 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.Position.Set(0.0f, 2.0f); Body body3 = _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 = _world.CreateBody(boxBodyDef); body4.CreateFixture(boxShapeDef); // Small circle CircleShape circle = new CircleShape(); circle._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.Position.Set(5.0f, 2.0f); Body body5 = _world.CreateBody(circleBodyDef); body5.CreateFixture(circleShapeDef); // Large circle circle._radius *= 2.0f; circleShapeDef.Filter.GroupIndex = k_largeGroup; circleBodyDef.Position.Set(5.0f, 6.0f); Body body6 = _world.CreateBody(circleBodyDef); body6.CreateFixture(circleShapeDef); }
/// <summary> /// Creates a fixture and attach it to this body. /// @warning This function is locked during callbacks. /// </summary> /// <param name="def">The fixture definition.</param> public Fixture CreateFixture(FixtureDef def) { Box2DXDebug.Assert(_world._lock == false); if (_world._lock == true) { return null; } BroadPhase broadPhase = _world._broadPhase; Fixture fixture = new Fixture(); fixture.Create(broadPhase, this, _xf, def); fixture._next = _fixtureList; _fixtureList = fixture; ++_fixtureCount; fixture._body = this; return fixture; }
public Bridge() { Body ground = null; { BodyDef bd = new BodyDef(); ground = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.CreateFixture(shape, 0); } { PolygonShape shape = new PolygonShape(); shape.SetAsBox(0.5f, 0.125f); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 20.0f; fd.Friction = 0.2f; RevoluteJointDef jd = new RevoluteJointDef(); const int numPlanks = 30; Body prevBody = ground; for (int i = 0; i < _count; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(-14.5f + 1.0f * i, 5.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); Vec2 anchor = new Vec2(-15.0f + 1.0f * i, 5.0f); jd.Initialize(prevBody, body, anchor); _world.CreateJoint(jd); if (i == (_count >> 1)) { _middle = body; } prevBody = body; } Vec2 anchor2 = new Vec2(-15.0f + 1.0f * _count, 5.0f); jd.Initialize(prevBody, ground, anchor2); _world.CreateJoint(jd); } for (int i = 0; i < 2; ++i) { Vec2[] vertices = new Vec2[3]; vertices[0].Set(-0.5f, 0.0f); vertices[1].Set(0.5f, 0.0f); vertices[2].Set(0.0f, 1.5f); PolygonShape shape = new PolygonShape(); shape.Set(vertices, 3); FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; BodyDef bd = new BodyDef(); bd.Position.Set(-8.0f + 8.0f * i, 12.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } for (int i = 0; i < 3; ++i) { CircleShape shape = new CircleShape(); shape._radius = 0.5f; FixtureDef fd = new FixtureDef(); fd.Shape = shape; fd.Density = 1.0f; BodyDef bd = new BodyDef(); bd.Position.Set(-6.0f + 6.0f * i, 10.0f); Body body = _world.CreateBody(bd); body.CreateFixture(fd); } }