/// Implement b2Shape. Vertices are cloned using b2Alloc. public override b2Shape Clone() { b2ChainShape clone = new b2ChainShape(); clone.CreateChain(m_vertices, m_count); clone.m_prevVertex = m_prevVertex; clone.m_nextVertex = m_nextVertex; clone.m_hasPrevVertex = m_hasPrevVertex; clone.m_hasNextVertex = m_hasNextVertex; return(clone); }
public CharacterCollision() { // Ground body { b2BodyDef bd = new b2BodyDef(); b2Body ground = m_world.CreateBody(bd); b2EdgeShape shape = new b2EdgeShape(); shape.Set(new b2Vec2(-20.0f, 0.0f), new b2Vec2(20.0f, 0.0f)); ground.CreateFixture(shape, 0.0f); } // Collinear edges with no adjacency information. // This shows the problematic case where a box shape can hit // an internal vertex. { b2BodyDef bd = new b2BodyDef(); b2Body ground = m_world.CreateBody(bd); b2EdgeShape shape = new b2EdgeShape(); shape.Set(new b2Vec2(-8.0f, 1.0f), new b2Vec2(-6.0f, 1.0f)); ground.CreateFixture(shape, 0.0f); shape.Set(new b2Vec2(-6.0f, 1.0f), new b2Vec2(-4.0f, 1.0f)); ground.CreateFixture(shape, 0.0f); shape.Set(new b2Vec2(-4.0f, 1.0f), new b2Vec2(-2.0f, 1.0f)); ground.CreateFixture(shape, 0.0f); } // Chain shape { b2BodyDef bd = new b2BodyDef(); bd.angle = 0.25f * b2Settings.b2_pi; b2Body ground = m_world.CreateBody(bd); b2Vec2[] vs = new b2Vec2[4]; vs[0].Set(5.0f, 7.0f); vs[1].Set(6.0f, 8.0f); vs[2].Set(7.0f, 8.0f); vs[3].Set(8.0f, 7.0f); b2ChainShape shape = new b2ChainShape(); shape.CreateChain(vs, 4); ground.CreateFixture(shape, 0.0f); } // Square tiles. This shows that adjacency shapes may // have non-smooth collision. There is no solution // to this problem. { b2BodyDef bd = new b2BodyDef(); b2Body ground = m_world.CreateBody(bd); b2PolygonShape shape = new b2PolygonShape(); shape.SetAsBox(1.0f, 1.0f, new b2Vec2(4.0f, 3.0f), 0.0f); ground.CreateFixture(shape, 0.0f); shape.SetAsBox(1.0f, 1.0f, new b2Vec2(6.0f, 3.0f), 0.0f); ground.CreateFixture(shape, 0.0f); shape.SetAsBox(1.0f, 1.0f, new b2Vec2(8.0f, 3.0f), 0.0f); ground.CreateFixture(shape, 0.0f); } // Square made from an edge loop. Collision should be smooth. { b2BodyDef bd = new b2BodyDef(); b2Body ground = m_world.CreateBody(bd); b2Vec2[] vs = new b2Vec2[4]; vs[0].Set(-1.0f, 3.0f); vs[1].Set(1.0f, 3.0f); vs[2].Set(1.0f, 5.0f); vs[3].Set(-1.0f, 5.0f); b2ChainShape shape = new b2ChainShape(); shape.CreateLoop(vs, 4); ground.CreateFixture(shape, 0.0f); } // Edge loop. Collision should be smooth. { b2BodyDef bd = new b2BodyDef(); bd.position.Set(-10.0f, 4.0f); b2Body ground = m_world.CreateBody(bd); b2Vec2[] vs = new b2Vec2[10]; vs[0].Set(0.0f, 0.0f); vs[1].Set(6.0f, 0.0f); vs[2].Set(6.0f, 2.0f); vs[3].Set(4.0f, 1.0f); vs[4].Set(2.0f, 2.0f); vs[5].Set(0.0f, 2.0f); vs[6].Set(-2.0f, 2.0f); vs[7].Set(-4.0f, 3.0f); vs[8].Set(-6.0f, 2.0f); vs[9].Set(-6.0f, 0.0f); b2ChainShape shape = new b2ChainShape(); shape.CreateLoop(vs, 10); ground.CreateFixture(shape, 0.0f); } // Square character 1 { b2BodyDef bd = new b2BodyDef(); bd.position.Set(-3.0f, 8.0f); bd.type = b2BodyType.b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body body = m_world.CreateBody(bd); b2PolygonShape shape = new b2PolygonShape(); shape.SetAsBox(0.5f, 0.5f); b2FixtureDef fd = new b2FixtureDef(); fd.Defaults(); fd.shape = shape; fd.density = 20.0f; body.CreateFixture(fd); } // Square character 2 { b2BodyDef bd = new b2BodyDef(); bd.position.Set(-5.0f, 5.0f); bd.type = b2BodyType.b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body body = m_world.CreateBody(bd); b2PolygonShape shape = new b2PolygonShape(); shape.SetAsBox(0.25f, 0.25f); b2FixtureDef fd = new b2FixtureDef(); fd.Defaults(); fd.shape = shape; fd.density = 20.0f; body.CreateFixture(fd); } // Hexagon character { b2BodyDef bd = new b2BodyDef(); bd.position.Set(-5.0f, 8.0f); bd.type = b2BodyType.b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body body = m_world.CreateBody(bd); float angle = 0.0f; float delta = b2Settings.b2_pi / 3.0f; b2Vec2[] vertices = new b2Vec2[6]; for (int i = 0; i < 6; ++i) { vertices[i].Set(0.5f * (float)Math.Cos(angle), 0.5f * (float)Math.Sin(angle)); angle += delta; } b2PolygonShape shape = new b2PolygonShape(); shape.Set(vertices, 6); b2FixtureDef fd = new b2FixtureDef(); fd.Defaults(); fd.shape = shape; fd.density = 20.0f; body.CreateFixture(fd); } // Circle character { b2BodyDef bd = new b2BodyDef(); bd.position.Set(3.0f, 5.0f); bd.type = b2BodyType.b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body body = m_world.CreateBody(bd); b2CircleShape shape = new b2CircleShape(); shape.Radius = 0.5f; b2FixtureDef fd = new b2FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.CreateFixture(fd); } // Circle character { b2BodyDef bd = new b2BodyDef(); bd.position.Set(-7.0f, 6.0f); bd.type = b2BodyType.b2_dynamicBody; bd.allowSleep = false; m_character = m_world.CreateBody(bd); b2CircleShape shape = new b2CircleShape(); shape.Radius = 0.25f; b2FixtureDef fd = new b2FixtureDef(); fd.Defaults(); fd.shape = shape; fd.density = 20.0f; fd.friction = 1.0f; m_character.CreateFixture(fd); } }