Exemplo n.º 1
0
        public void Load(Demo demo, PhysicsSimulator physicsSimulator)
        {
            _circleBody = new Body[_count];
            _circleGeom = new Geom[_count];

            _circleBody[0]          = BodyFactory.Instance.CreateCircleBody(physicsSimulator, _radius, .1f);
            _circleBody[0].Position = _startPosition;
            demo.AddCircleToCanvas(_circleBody[0], _color, _radius);
            for (int i = 1; i < _count; i++)
            {
                _circleBody[i]          = BodyFactory.Instance.CreateBody(physicsSimulator, _circleBody[0]);
                _circleBody[i].Position = Vector2.Lerp(_startPosition, _endPosition, i / (float)(_count - 1));
                demo.AddCircleToCanvas(_circleBody[i], _color, _radius);
            }

            _circleGeom[0] = GeomFactory.Instance.CreateCircleGeom(physicsSimulator, _circleBody[0], _radius, 10);
            _circleGeom[0].RestitutionCoefficient = .7f;
            _circleGeom[0].FrictionCoefficient    = .2f;
            _circleGeom[0].CollisionCategories    = _collisionCategories;
            _circleGeom[0].CollidesWith           = _collidesWith;
            for (int j = 1; j < _count; j++)
            {
                _circleGeom[j] = GeomFactory.Instance.CreateGeom(physicsSimulator, _circleBody[j], _circleGeom[0]);
            }
        }
Exemplo n.º 2
0
        public void Load(Demo demo, PhysicsSimulator physicsSimulator)
        {
            _circleBody = new Body[_count];
            _circleGeom = new Geom[_count];

            _circleBody[0] = BodyFactory.Instance.CreateCircleBody(physicsSimulator, _radius, .1f);
            _circleBody[0].Position = _startPosition;
            demo.AddCircleToCanvas(_circleBody[0], _color, _radius);
            for (int i = 1; i < _count; i++)
            {
                _circleBody[i] = BodyFactory.Instance.CreateBody(physicsSimulator, _circleBody[0]);
                _circleBody[i].Position = Vector2.Lerp(_startPosition, _endPosition, i / (float)(_count - 1));
                demo.AddCircleToCanvas(_circleBody[i], _color, _radius);
            }

            _circleGeom[0] = GeomFactory.Instance.CreateCircleGeom(physicsSimulator, _circleBody[0], _radius, 10);
            _circleGeom[0].RestitutionCoefficient = .7f;
            _circleGeom[0].FrictionCoefficient = .2f;
            _circleGeom[0].CollisionCategories = _collisionCategories;
            _circleGeom[0].CollidesWith = _collidesWith;
            for (int j = 1; j < _count; j++)
            {
                _circleGeom[j] = GeomFactory.Instance.CreateGeom(physicsSimulator, _circleBody[j], _circleGeom[0]);
            }
        }
Exemplo n.º 3
0
        public void Load(Demo demo, PhysicsSimulator physicsSimulator)
        {
            //Load bodies
            _spiderBody          = BodyFactory.Instance.CreateCircleBody(physicsSimulator, _spiderBodyRadius, 1);
            _spiderBody.Position = _position;
            _spiderBody.IsStatic = false;
            demo.AddCircleToCanvas(_spiderBody, _spiderBodyRadius);
            _leftUpperLegBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, _upperLegSize.X,
                                                                         _upperLegSize.Y,
                                                                         1);
            _leftUpperLegBody.Position = _spiderBody.Position - new Vector2(_spiderBodyRadius, 0) -
                                         new Vector2(_upperLegSize.X / 2, 0);
            demo.AddRectangleToCanvas(_leftUpperLegBody, Colors.White, new Vector2(_upperLegSize.X, _upperLegSize.Y));

            _leftLowerLegBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, _lowerLegSize.X,
                                                                         _lowerLegSize.Y,
                                                                         1);
            _leftLowerLegBody.Position = _spiderBody.Position - new Vector2(_spiderBodyRadius, 0) -
                                         new Vector2(_upperLegSize.X, 0) - new Vector2(_lowerLegSize.X / 2, 0);
            demo.AddRectangleToCanvas(_leftLowerLegBody, Colors.Red, new Vector2(_lowerLegSize.X, _lowerLegSize.Y));

            _rightUpperLegBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, _upperLegSize.X,
                                                                          _upperLegSize.Y, 1);
            _rightUpperLegBody.Position = _spiderBody.Position + new Vector2(_spiderBodyRadius, 0) +
                                          new Vector2(_upperLegSize.X / 2, 0);
            demo.AddRectangleToCanvas(_rightUpperLegBody, Colors.White, new Vector2(_upperLegSize.X, _upperLegSize.Y));

            _rightLowerLegBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, _lowerLegSize.X,
                                                                          _lowerLegSize.Y, 1);
            _rightLowerLegBody.Position = _spiderBody.Position + new Vector2(_spiderBodyRadius, 0) +
                                          new Vector2(_upperLegSize.X, 0) + new Vector2(_lowerLegSize.X / 2, 0);
            demo.AddRectangleToCanvas(_rightLowerLegBody, Colors.Red, new Vector2(_lowerLegSize.X, _lowerLegSize.Y));

            //load geometries
            _spiderGeom       = GeomFactory.Instance.CreateCircleGeom(physicsSimulator, _spiderBody, _spiderBodyRadius, 14);
            _leftUpperLegGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, _leftUpperLegBody,
                                                                         _upperLegSize.X, _upperLegSize.Y);
            _leftLowerLegGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, _leftLowerLegBody,
                                                                         _lowerLegSize.X, _lowerLegSize.Y);
            _rightUpperLegGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, _rightUpperLegBody,
                                                                          _upperLegSize.X, _upperLegSize.Y);
            _rightLowerLegGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, _rightLowerLegBody,
                                                                          _lowerLegSize.X, _lowerLegSize.Y);
            _spiderGeom.CollisionGroup        = _collisionGroup;
            _leftUpperLegGeom.CollisionGroup  = _collisionGroup;
            _leftLowerLegGeom.CollisionGroup  = _collisionGroup;
            _rightUpperLegGeom.CollisionGroup = _collisionGroup;
            _rightLowerLegGeom.CollisionGroup = _collisionGroup;

            //load joints
            JointFactory.Instance.CreateRevoluteJoint(physicsSimulator, _spiderBody,
                                                      _leftUpperLegBody,
                                                      _spiderBody.Position -
                                                      new Vector2(_spiderBodyRadius, 0));
            _leftShoulderAngleJoint = JointFactory.Instance.CreateAngleJoint(physicsSimulator, _spiderBody,
                                                                             _leftUpperLegBody);
            _leftShoulderAngleJoint.TargetAngle = -.4f;
            _leftShoulderAngleJoint.MaxImpulse  = 300;

            JointFactory.Instance.CreateRevoluteJoint(physicsSimulator, _spiderBody,
                                                      _rightUpperLegBody,
                                                      _spiderBody.Position +
                                                      new Vector2(_spiderBodyRadius, 0));
            _rightShoulderAngleJoint = JointFactory.Instance.CreateAngleJoint(physicsSimulator, _spiderBody,
                                                                              _rightUpperLegBody);
            _rightShoulderAngleJoint.TargetAngle = .4f;
            _leftShoulderAngleJoint.MaxImpulse   = 300;

            JointFactory.Instance.CreateRevoluteJoint(physicsSimulator, _leftUpperLegBody,
                                                      _leftLowerLegBody,
                                                      _spiderBody.Position -
                                                      new Vector2(_spiderBodyRadius, 0) -
                                                      new Vector2(_upperLegSize.X, 0));
            _leftKneeAngleJoint = JointFactory.Instance.CreateAngleJoint(physicsSimulator, _leftUpperLegBody,
                                                                         _leftLowerLegBody);
            _leftKneeAngleJoint.TargetAngle = -_kneeTargetAngle;
            _leftKneeAngleJoint.MaxImpulse  = 300;

            JointFactory.Instance.CreateRevoluteJoint(physicsSimulator, _rightUpperLegBody,
                                                      _rightLowerLegBody,
                                                      _spiderBody.Position +
                                                      new Vector2(_spiderBodyRadius, 0) +
                                                      new Vector2(_upperLegSize.X, 0));
            _rightKneeAngleJoint = JointFactory.Instance.CreateAngleJoint(physicsSimulator, _rightUpperLegBody,
                                                                          _rightLowerLegBody);
            _rightKneeAngleJoint.TargetAngle = _kneeTargetAngle;
            _rightKneeAngleJoint.MaxImpulse  = 300;
        }
Exemplo n.º 4
0
        public void Load(Demo demo, PhysicsSimulator physicsSimulator)
        {
            int radius;

            if (_attachPoint == 0 | _attachPoint == 2)
            {
                radius = _rectangleHeight;
            }
            else
            {
                radius = _rectangleWidth;
            }

            //body is created as rectangle so that it has the moment of inertia closer to the final shape of the object.
            _angleSpringleverBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, _rectangleWidth,
                                                                             _rectangleHeight, 1f);
            demo.AddRectangleToCanvas(_angleSpringleverBody, Colors.White,
                                      new Vector2(_rectangleWidth, _rectangleHeight));

            _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, _angleSpringleverBody,
                                                                      _rectangleWidth, _rectangleHeight);
            _rectangleGeom.FrictionCoefficient = .5f;
            _rectangleGeom.CollisionGroup      = _collisionGroup;

            Vector2 offset = Vector2.Zero;

            switch (_attachPoint)
            {
            case 0:
            {
                offset = new Vector2(-_rectangleWidth / 2f, 0);         //offset to rectangle to left
                break;
            }

            case 1:
            {
                offset = new Vector2(0, -_rectangleHeight / 2f);         //offset to rectangle to top
                break;
            }

            case 2:
            {
                offset = new Vector2(_rectangleWidth / 2f, 0);         //offset to rectangle to right
                break;
            }

            case 3:
            {
                offset = new Vector2(0, _rectangleHeight / 2f);         //offset to rectangle to bottom
                break;
            }
            }

            _angleSpringleverBody.Position = _position - offset;
            Ellipse circle = demo.AddCircleToCanvas(null, Colors.White, 20);

            Demo.CenterAround(circle, _position);
            _circleGeom = GeomFactory.Instance.CreateCircleGeom(physicsSimulator, _angleSpringleverBody, radius, 20,
                                                                offset, 0);
            _circleGeom.FrictionCoefficient = .5f;
            _circleGeom.CollisionGroup      = _collisionGroup;

            JointFactory.Instance.CreateFixedRevoluteJoint(physicsSimulator, _angleSpringleverBody,
                                                           _position);
            SpringFactory.Instance.CreateFixedAngleSpring(physicsSimulator, _angleSpringleverBody,
                                                          _springConstant, _dampningConstant);
        }