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); }
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 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 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); }
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); } }
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); } }
public CompoundShapes() { { BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 0.0f); Body body = _world.CreateBody(bd); PolygonShape shape = new PolygonShape(); shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); body.CreateFixture(shape, 0); } { CircleShape circle1 = new CircleShape(); circle1._radius = 0.5f; circle1._p.Set(-0.5f, 0.5f); CircleShape circle2 = new CircleShape(); circle2._radius = 0.5f; circle2._p.Set(0.5f, 0.5f); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x + 5.0f, 1.05f + 2.5f * i); bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI); Body body = _world.CreateBody(bd); body.CreateFixture(circle1, 2.0f); body.CreateFixture(circle2, 0); } } { PolygonShape polygon1 = new PolygonShape(); polygon1.SetAsBox(0.25f, 0.5f); PolygonShape polygon2 = new PolygonShape(); polygon2.SetAsBox(0.25f, 0.5f, new Vec2(0.0f, -0.5f), 0.5f * Box2DX.Common.Settings.PI); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x - 5.0f, 1.05f + 2.5f * i); bd.Angle = Math.Random(-Box2DX.Common.Settings.PI, Box2DX.Common.Settings.PI); Body body = _world.CreateBody(bd); body.CreateFixture(polygon1, 2.0f); body.CreateFixture(polygon2, 2.0f); } } { 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]; PolygonShape triangle1 = new PolygonShape(); 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)); triangle1.Set(vertices, 3); 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)); PolygonShape triangle2 = new PolygonShape(); 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)); triangle2.Set(vertices, 3); for (int i = 0; i < 10; ++i) { float x = Math.Random(-0.1f, 0.1f); BodyDef bd = new BodyDef(); bd.Position.Set(x, 2.05f + 2.5f * i); bd.Angle = 0.0f; Body body = _world.CreateBody(bd); body.CreateFixture(triangle1, 2.0f); body.CreateFixture(triangle2, 2.0f); } } { PolygonShape bottom = new PolygonShape(); bottom.SetAsBox(1.5f, 0.15f); PolygonShape left = new PolygonShape(); left.SetAsBox(0.15f, 2.7f, new Vec2(-1.45f, 2.35f), 0.2f); PolygonShape right = new PolygonShape(); right.SetAsBox(0.15f, 2.7f, new Vec2(1.45f, 2.35f), -0.2f); BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 2.0f); Body body = _world.CreateBody(bd); body.CreateFixture(bottom, 4.0f); body.CreateFixture(left, 4.0f); body.CreateFixture(right, 4.0f); } }