public static void PolygonCollider_ContainsPoint(float x1, float y1, float w, float h, float x2, float y2, bool shouldContain) { using (var quadBody = new DynamicBody()) { quadBody.SetWorldPosition(new Vector2(x1, y1)); quadBody.Collider = PolygonCollider.CreateRectangle(w, h); quadBody.Initialize(null); Assert.AreEqual(shouldContain, quadBody.Collider.Contains(new Vector2(x2, y2))); } }
public static void CircleCollider_ContainsQuadTest(float x1, float y1, float r1, float x2, float y2, float w, float h, bool shouldContain) { using (var circleBody = new DynamicBody()) using (var quadBody = new DynamicBody()) { circleBody.SetWorldPosition(new Vector2(x1, y1)); circleBody.Collider = new CircleCollider(r1); circleBody.Initialize(null); quadBody.SetWorldPosition(new Vector2(x2, y2)); quadBody.Collider = PolygonCollider.CreateRectangle(w, h); quadBody.Initialize(null); Assert.AreEqual(shouldContain, circleBody.Collider.Contains(quadBody.Collider)); } }
public static void PolygonCollider_ContainsPolygon(float x1, float y1, float w1, float h1, float x2, float y2, float w2, float h2, bool shouldContain) { using (var quadBody1 = new DynamicBody()) using (var quadBody2 = new DynamicBody()) { quadBody1.SetWorldPosition(new Vector2(x1, y1)); quadBody1.Collider = PolygonCollider.CreateRectangle(w1, w1); quadBody1.Initialize(null); quadBody2.SetWorldPosition(new Vector2(x2, y2)); quadBody2.Collider = PolygonCollider.CreateRectangle(w2, w2); quadBody2.Initialize(null); Assert.AreEqual(shouldContain, quadBody1.Collider.Contains(quadBody2.Collider)); } }
public static void PolyGonCollider_QuadIsHitByTest(float qx, float qy, float qw, float qh, float rx, float ry, float directionX, float directionY, float distance, bool shouldHit, float ix = 0f, float iy = 0f, float nx = 0f, float ny = 0f) { using (var quadBody = new DynamicBody()) { quadBody.SetWorldPosition(new Vector2(qx, qy)); quadBody.Collider = PolygonCollider.CreateRectangle(qw, qh); quadBody.Initialize(null); var ray = new LineSegment(new Vector2(rx, ry), new Vector2(directionX, directionY), distance); Assert.AreEqual(shouldHit, quadBody.Collider.IsHitBy(ray, out var hit)); if (shouldHit) { var normal = new Vector2(nx, ny); var intersection = new Vector2(ix, iy); Assert.AreEqual(normal, hit.Normal); Assert.AreEqual(intersection, hit.ContactPoint); Assert.AreEqual(quadBody.Collider, hit.Collider); } } }
public static void CircleCollider_CollidesWithQuadTest(float x1, float y1, float r1, float x2, float y2, float w, float h, bool collisionOccured) { using (var circleBody = new DynamicBody()) using (var quadBody = new DynamicBody()) { circleBody.SetWorldPosition(new Vector2(x1, y1)); circleBody.Collider = new CircleCollider(r1); circleBody.Initialize(null); quadBody.SetWorldPosition(new Vector2(x2, y2)); quadBody.Collider = PolygonCollider.CreateRectangle(w, h); quadBody.Initialize(null); Assert.AreEqual(collisionOccured, circleBody.Collider.CollidesWith(quadBody.Collider, out var collision1)); Assert.AreEqual(collisionOccured, quadBody.Collider.CollidesWith(circleBody.Collider, out var collision2)); if (collisionOccured) { Assert.AreEqual(collision1.MinimumTranslationVector.Length(), collision2.MinimumTranslationVector.Length(), 0.0001f); Assert.AreEqual(collision1.FirstCollider, collision2.SecondCollider); Assert.AreEqual(collision1.SecondCollider, collision2.FirstCollider); Assert.AreEqual(collision1.FirstContainsSecond, collision2.SecondContainsFirst); Assert.AreEqual(collision1.SecondContainsFirst, collision2.FirstContainsSecond); var originalPosition = circleBody.WorldTransform.Position; circleBody.SetWorldPosition(originalPosition + collision1.MinimumTranslationVector); Assert.False(circleBody.Collider.CollidesWith(quadBody.Collider, out collision1)); circleBody.SetWorldPosition(originalPosition); quadBody.SetWorldPosition(quadBody.WorldTransform.Position + collision2.MinimumTranslationVector); Assert.False(quadBody.Collider.CollidesWith(circleBody.Collider, out collision2)); } else { Assert.Null(collision1); Assert.Null(collision2); } } }
protected override void LoadContent() { base.LoadContent(); var scene = new Scene(); var camera = new Camera(); scene.AddChild(camera); var physicsModule = scene.AddModule <PhysicsModule>(1f / 60f); physicsModule.Gravity = new Gravity(new Vector2(0f, -9f)); var circleBody = new DynamicBody(); circleBody.LocalPosition -= new Vector2(0f, 3f); circleBody.IsKinematic = true; circleBody.Mass = 3f; var circleCollider = new CircleCollider(0.75f); circleBody.Collider = circleCollider; var circleDrawer = new ColliderDrawer(); circleBody.AddChild(circleDrawer); circleDrawer.Color = Color.Green; circleDrawer.LineThickness = 2f; circleBody.AddChild(new VelocityChanger()); scene.AddChild(circleBody); for (var y = 0; y < 1; y++) { for (var x = 0; x < 1; x++) { var smallCircleBody = new DynamicBody { Name = $"small circle {x}" }; smallCircleBody.LocalPosition -= new Vector2(-3 + x, -1f + y); smallCircleBody.IsKinematic = true; smallCircleBody.Mass = 1f; var smallCircleCollider = new CircleCollider(0.3f); smallCircleBody.Collider = smallCircleCollider; smallCircleBody.PhysicsMaterial = new PhysicsMaterial(1f, 0f); var smallCircleDrawer = new ColliderDrawer(); smallCircleBody.AddChild(smallCircleDrawer); smallCircleDrawer.Color = Color.OrangeRed; smallCircleDrawer.LineThickness = 1f; scene.AddChild(smallCircleBody); } } var rectangleBody = new Body(); rectangleBody.Collider = PolygonCollider.CreateRectangle(10f, 1f); rectangleBody.PhysicsMaterial = new PhysicsMaterial(0.5f, 1f); rectangleBody.LocalPosition -= new Vector2(0f, 4f); var rectangleDrawer = new ColliderDrawer(); rectangleBody.AddChild(rectangleDrawer); rectangleDrawer.Color = Color.White; rectangleDrawer.LineThickness = 1f; scene.AddChild(rectangleBody); var angleBody1 = new Body(); angleBody1.Collider = new LineCollider(new Vector2(-8f, 4f), new Vector2(-5f, -3.5f)); angleBody1.PhysicsMaterial = new PhysicsMaterial(0.5f, 1f); var angleDrawer1 = new ColliderDrawer(); angleBody1.AddChild(angleDrawer1); angleDrawer1.Color = Color.White; angleDrawer1.LineThickness = 1f; scene.AddChild(angleBody1); var angleBody2 = new Body(); angleBody2.Collider = new LineCollider(new Vector2(8f, 4f), new Vector2(5f, -3.5f)); angleBody2.PhysicsMaterial = new PhysicsMaterial(0.5f, 1f); var angleDrawer2 = new ColliderDrawer(); angleBody2.AddChild(angleDrawer2); angleDrawer2.Color = Color.White; angleDrawer2.LineThickness = 1f; scene.AddChild(angleBody2); var lineBody = new Body(); lineBody.Collider = new LineCollider(new Vector2(-8f, 4f), new Vector2(8f, 4f)); lineBody.PhysicsMaterial = new PhysicsMaterial(0.5f, 1f); var lineDrawer = new ColliderDrawer(); lineBody.AddChild(lineDrawer); lineDrawer.Color = Color.White; lineDrawer.LineThickness = 1f; scene.AddChild(lineBody); scene.SaveToFile(@"TestGame - CurrentLevel.json", new Serializer()); this.CurrentScene = new Serializer().Deserialize <Scene>(@"TestGame - CurrentLevel.json"); }