示例#1
0
        private BridgeTest()
        {
            Body ground;
            {
                ground = new Body(World);

                EdgeShape shape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape);
            }
            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 20);

                Body prevBody = ground;
                for (int i = 0; i < Count; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-14.5f + 1.0f * i, 5.0f);

                    Fixture fixture = body.CreateFixture(shape);
                    fixture.Friction = 0.2f;

                    Vector2       anchor = new Vector2(-15f + 1.0f * i, 5.0f);
                    RevoluteJoint jd     = new RevoluteJoint(prevBody, body, anchor, true);
                    World.AddJoint(jd);

                    prevBody = body;
                }

                Vector2       anchor2 = new Vector2(-15.0f + 1.0f * Count, 5.0f);
                RevoluteJoint jd2     = new RevoluteJoint(ground, prevBody, anchor2, true);
                World.AddJoint(jd2);
            }

            Vertices vertices = new Vertices(3);

            vertices.Add(new Vector2(-0.5f, 0.0f));
            vertices.Add(new Vector2(0.5f, 0.0f));
            vertices.Add(new Vector2(0.0f, 1.5f));

            for (int i = 0; i < 2; ++i)
            {
                PolygonShape shape = new PolygonShape(vertices, 1);

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(-8.0f + 8.0f * i, 12.0f);

                body.CreateFixture(shape);
            }

            for (int i = 0; i < 3; ++i)
            {
                CircleShape shape = new CircleShape(0.5f, 1);

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(-6.0f + 6.0f * i, 10.0f);

                body.CreateFixture(shape);
            }
        }
示例#2
0
        private CompoundShapes()
        {
            //Ground
            BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            {
                CircleShape circle1 = new CircleShape(0.5f, 2);
                circle1.Position = new Vector2(-0.5f, 0.5f);

                CircleShape circle2 = new CircleShape(0.5f, 2);
                circle2.Position = new Vector2(0.5f, 0.5f);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x + 5.0f, 1.05f + 2.5f * i);
                    body.Rotation = Rand.RandomFloat(-Settings.Pi, Settings.Pi);

                    body.CreateFixture(circle1);
                    body.CreateFixture(circle2);
                }
            }

            {
                Vertices     box      = PolygonTools.CreateRectangle(0.25f, 0.5f);
                PolygonShape polygon1 = new PolygonShape(box, 2);

                box = PolygonTools.CreateRectangle(0.25f, 0.5f, new Vector2(0.0f, -0.5f), 0.5f * Settings.Pi);
                PolygonShape polygon2 = new PolygonShape(box, 2);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x - 5.0f, 1.05f + 2.5f * i);
                    body.Rotation = Rand.RandomFloat(-Settings.Pi, Settings.Pi);

                    body.CreateFixture(polygon1);
                    body.CreateFixture(polygon2);
                }
            }

            {
                Transform xf1 = new Transform();
                xf1.q.Set(0.3524f * Settings.Pi);
                xf1.p = MathUtils.Mul(ref xf1.q, new Vector2(1.0f, 0.0f));

                Vertices vertices = new Vertices(3);

                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(-1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(0.0f, 0.5f)));

                PolygonShape triangle1 = new PolygonShape(vertices, 2);

                Transform xf2 = new Transform();
                xf2.q.Set(-0.3524f * Settings.Pi);
                xf2.p = MathUtils.Mul(ref xf2.q, new Vector2(-1.0f, 0.0f));

                vertices[0] = MathUtils.Mul(ref xf2, new Vector2(-1.0f, 0.0f));
                vertices[1] = MathUtils.Mul(ref xf2, new Vector2(1.0f, 0.0f));
                vertices[2] = MathUtils.Mul(ref xf2, new Vector2(0.0f, 0.5f));

                PolygonShape triangle2 = new PolygonShape(vertices, 2);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x, 2.05f + 2.5f * i);

                    body.CreateFixture(triangle1);
                    body.CreateFixture(triangle2);
                }
            }

            {
                Vertices     box    = PolygonTools.CreateRectangle(1.5f, 0.15f);
                PolygonShape bottom = new PolygonShape(box, 4);

                box = PolygonTools.CreateRectangle(0.15f, 2.7f, new Vector2(-1.45f, 2.35f), 0.2f);
                PolygonShape left = new PolygonShape(box, 4);

                box = PolygonTools.CreateRectangle(0.15f, 2.7f, new Vector2(1.45f, 2.35f), -0.2f);
                PolygonShape right = new PolygonShape(box, 4);

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(0.0f, 2.0f);

                body.CreateFixture(bottom);
                body.CreateFixture(left);
                body.CreateFixture(right);
            }
        }
        private void AddRectangle(int width, int height)
        {
            Vertices verts = PolygonTools.CreateRectangle(width, height);

            _polygons.Add(verts);
        }
示例#4
0
 /// <summary>
 /// Build vertices to represent an oriented box.
 /// </summary>
 /// <param name="halfWidth">The half-width..</param>
 /// <param name="halfHeight">The half-height.</param>
 /// <param name="center">The center of the box in local coordinates.</param>
 /// <param name="angle">The rotation of the box in local coordinates.</param>
 public void SetAsBox(float halfWidth, float halfHeight, FVector2 center, float angle)
 {
     Set(PolygonTools.CreateRectangle(halfWidth, halfHeight, center, angle));
 }
        private CollisionFilteringTest()
        {
            //Ground
            BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            {
                // Small triangle
                Vertices vertices = new Vertices(3);
                vertices.Add(new Vector2(-1.0f, 0.0f));
                vertices.Add(new Vector2(1.0f, 0.0f));
                vertices.Add(new Vector2(0.0f, 2.0f));
                PolygonShape polygon = new PolygonShape(vertices, 1);

                Body triangleBody = BodyFactory.CreateBody(World);
                triangleBody.BodyType = BodyType.Dynamic;
                triangleBody.Position = new Vector2(-5.0f, 2.0f);

                Fixture triangleFixture = triangleBody.CreateFixture(polygon);
                triangleFixture.CollisionGroup      = SmallGroup;
                triangleFixture.CollisionCategories = TriangleCategory;
                triangleFixture.CollidesWith        = TriangleMask;

                // Large triangle (recycle definitions)
                vertices[0]     *= 2.0f;
                vertices[1]     *= 2.0f;
                vertices[2]     *= 2.0f;
                polygon.Vertices = vertices;

                Body triangleBody2 = BodyFactory.CreateBody(World);
                triangleBody2.BodyType      = BodyType.Dynamic;
                triangleBody2.Position      = new Vector2(-5.0f, 6.0f);
                triangleBody2.FixedRotation = true; // look at me!

                Fixture triangleFixture2 = triangleBody2.CreateFixture(polygon);
                triangleFixture2.CollisionGroup      = LargeGroup;
                triangleFixture2.CollisionCategories = TriangleCategory;
                triangleFixture2.CollidesWith        = TriangleMask;

                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-5.0f, 10.0f);

                    Vertices     box = PolygonTools.CreateRectangle(0.5f, 1.0f);
                    PolygonShape p   = new PolygonShape(box, 1);
                    body.CreateFixture(p);

                    PrismaticJoint jd = new PrismaticJoint(triangleBody2, body, new Vector2(0, 4), Vector2.Zero, new Vector2(0.0f, 1.0f));
                    jd.LimitEnabled = true;
                    jd.LowerLimit   = -1.0f;
                    jd.UpperLimit   = 1.0f;

                    World.AddJoint(jd);
                }

                // Small box
                polygon.Vertices = PolygonTools.CreateRectangle(1.0f, 0.5f);

                Body boxBody = BodyFactory.CreateBody(World);
                boxBody.BodyType = BodyType.Dynamic;
                boxBody.Position = new Vector2(0.0f, 2.0f);

                Fixture boxFixture = boxBody.CreateFixture(polygon);
                boxFixture.Restitution = 0.1f;

                boxFixture.CollisionGroup      = SmallGroup;
                boxFixture.CollisionCategories = BoxCategory;
                boxFixture.CollidesWith        = BoxMask;

                // Large box (recycle definitions)
                polygon.Vertices = PolygonTools.CreateRectangle(2, 1);

                Body boxBody2 = BodyFactory.CreateBody(World);
                boxBody2.BodyType = BodyType.Dynamic;
                boxBody2.Position = new Vector2(0.0f, 6.0f);

                Fixture boxFixture2 = boxBody2.CreateFixture(polygon);
                boxFixture2.CollisionGroup      = LargeGroup;
                boxFixture2.CollisionCategories = BoxCategory;
                boxFixture2.CollidesWith        = BoxMask;

                // Small circle
                CircleShape circle = new CircleShape(1.0f, 1);

                Body circleBody = BodyFactory.CreateBody(World);
                circleBody.BodyType = BodyType.Dynamic;
                circleBody.Position = new Vector2(5.0f, 2.0f);

                Fixture circleFixture = circleBody.CreateFixture(circle);

                circleFixture.CollisionGroup      = SmallGroup;
                circleFixture.CollisionCategories = CircleCategory;
                circleFixture.CollidesWith        = CircleMask;

                // Large circle
                circle.Radius *= 2.0f;

                Body circleBody2 = BodyFactory.CreateBody(World);
                circleBody2.BodyType = BodyType.Dynamic;
                circleBody2.Position = new Vector2(5.0f, 6.0f);

                Fixture circleFixture2 = circleBody2.CreateFixture(circle);
                circleFixture2.CollisionGroup      = LargeGroup;
                circleFixture2.CollisionCategories = CircleCategory;
                circleFixture2.CollidesWith        = CircleMask;

                // Large circle - Ignore with other large circle
                Body circleBody3 = BodyFactory.CreateBody(World);
                circleBody3.BodyType = BodyType.Dynamic;
                circleBody3.Position = new Vector2(6.0f, 9.0f);

                //Another large circle. This one uses IgnoreCollisionWith() logic instead of categories.
                Fixture circleFixture3 = circleBody3.CreateFixture(circle);
                circleFixture3.CollisionGroup      = LargeGroup;
                circleFixture3.CollisionCategories = CircleCategory;
                circleFixture3.CollidesWith        = CircleMask;

                circleFixture3.IgnoreCollisionWith(circleFixture2);
            }
        }
示例#6
0
        public Objects(World world, ScreenManager screenManager, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type, float toothHeight = 1f)
        {
            _batch      = screenManager.SpriteBatch;
            _bodyRadius = radius;
            BodyList    = new List <Body>(count);


            for (int i = 0; i < count; i++)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    BodyList.Add(world.CreateCircle(radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    BodyList.Add(world.CreateRectangle(radius, radius, 1f));
                    _bodyRadius = radius / 2f;
                    break;

                case ObjectType.Star:
                    BodyList.Add(world.CreateGear(radius, 10, 0f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;

                case ObjectType.Gear:
                    BodyList.Add(world.CreateGear(radius, 10, 100f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;
                }
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                Body body = BodyList[i];
                body.BodyType = BodyType.Dynamic;
                body.Position = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                foreach (Fixture fixture in body.FixtureList)
                {
                    fixture.Restitution         = 0.7f;
                    fixture.Friction            = 0.2f;
                    fixture.CollisionCategories = Category.All;
                    fixture.CollidesWith        = Category.All;
                }
            }

            //GFX
            AssetCreator creator = screenManager.Assets;

            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(creator.CircleTexture(radius, MaterialType.Dots, Color.DarkRed, 0.8f, 24f));
                break;

            case ObjectType.Rectangle:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), MaterialType.Dots, Color.Blue, 0.8f, 24f));
                break;

            case ObjectType.Star:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 0f, toothHeight), MaterialType.Dots, Color.Yellow, 0.8f, 24f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 100f, toothHeight), MaterialType.Dots, Color.DarkGreen, 0.8f, 24f));
                break;
            }
        }
示例#7
0
        private CharacterCollisionTest()
        {
            //Ground body
            Body ground = World.CreateEdge(new Vector2(-20.0f, 0.0f), new Vector2(20.0f, 0.0f));

            // Collinear edges with no adjacency information.
            // This shows the problematic case where a box shape can hit
            // an internal vertex.
            EdgeShape shape = new EdgeShape(new Vector2(-8.0f, 1.0f), new Vector2(-6.0f, 1.0f));

            ground.CreateFixture(shape);
            shape = new EdgeShape(new Vector2(-6.0f, 1.0f), new Vector2(-4.0f, 1.0f));
            ground.CreateFixture(shape);
            shape = new EdgeShape(new Vector2(-4.0f, 1.0f), new Vector2(-2.0f, 1.0f));
            ground.CreateFixture(shape);

            // Chain shape
            {
                Vertices vs = new Vertices(4);
                vs.Add(new Vector2(5.0f, 7.0f));
                vs.Add(new Vector2(6.0f, 8.0f));
                vs.Add(new Vector2(7.0f, 8.0f));
                vs.Add(new Vector2(8.0f, 7.0f));

                Body body = World.CreateChainShape(vs);
                body.Rotation = 0.25f * MathHelper.Pi;
            }

            // Square tiles. This shows that adjacency shapes may
            // have non-smooth collision. There is no solution
            // to this problem.
            PolygonShape tile = new PolygonShape(1);

            tile.Vertices = PolygonTools.CreateRectangle(1.0f, 1.0f, new Vector2(4.0f, 3.0f), 0.0f);
            ground.CreateFixture(tile);
            tile.Vertices = PolygonTools.CreateRectangle(1.0f, 1.0f, new Vector2(6.0f, 3.0f), 0.0f);
            ground.CreateFixture(tile);
            tile.Vertices = PolygonTools.CreateRectangle(1.0f, 1.0f, new Vector2(8.0f, 3.0f), 0.0f);
            ground.CreateFixture(tile);

            // Square made from an edge loop. Collision should be smooth.
            Vertices vertices = new Vertices(4);

            vertices.Add(new Vector2(-1.0f, 3.0f));
            vertices.Add(new Vector2(1.0f, 3.0f));
            vertices.Add(new Vector2(1.0f, 5.0f));
            vertices.Add(new Vector2(-1.0f, 5.0f));
            ground.CreateLoopShape(vertices);

            // Edge loop. Collision should be smooth.
            vertices = new Vertices(10);
            vertices.Add(new Vector2(0.0f, 0.0f));
            vertices.Add(new Vector2(6.0f, 0.0f));
            vertices.Add(new Vector2(6.0f, 2.0f));
            vertices.Add(new Vector2(4.0f, 1.0f));
            vertices.Add(new Vector2(2.0f, 2.0f));
            vertices.Add(new Vector2(0.0f, 2.0f));
            vertices.Add(new Vector2(-2.0f, 2.0f));
            vertices.Add(new Vector2(-4.0f, 3.0f));
            vertices.Add(new Vector2(-6.0f, 2.0f));
            vertices.Add(new Vector2(-6.0f, 0.0f));
            World.CreateLoopShape(vertices, new Vector2(-10, 4));

            // Square character 1
            Body squareCharacter = World.CreateRectangle(1, 1, 20, new Vector2(-3.0f, 8.0f));

            squareCharacter.BodyType        = BodyType.Dynamic;
            squareCharacter.FixedRotation   = true;
            squareCharacter.SleepingAllowed = false;

            squareCharacter.OnBeginContact += CharacterOnCollision;
            squareCharacter.OnEndContact   += CharacterOnSeparation;

            // Square character 2
            Body squareCharacter2 = World.CreateRectangle(0.5f, 0.5f, 20, new Vector2(-5.0f, 5.0f));

            squareCharacter2.BodyType        = BodyType.Dynamic;
            squareCharacter2.FixedRotation   = true;
            squareCharacter2.SleepingAllowed = false;

            // Hexagon character
            float       angle = 0.0f;
            const float delta = MathHelper.Pi / 3.0f;

            vertices = new Vertices(6);

            for (int i = 0; i < 6; ++i)
            {
                vertices.Add(new Vector2(0.5f * (float)Math.Cos(angle), 0.5f * (float)Math.Sin(angle)));
                angle += delta;
            }

            Body hexCharacter = World.CreatePolygon(vertices, 20, new Vector2(-5.0f, 8.0f));

            hexCharacter.BodyType        = BodyType.Dynamic;
            hexCharacter.FixedRotation   = true;
            hexCharacter.SleepingAllowed = false;

            // Circle character
            Body circleCharacter = World.CreateCircle(0.5f, 20, new Vector2(3.0f, 5.0f));

            circleCharacter.BodyType        = BodyType.Dynamic;
            circleCharacter.FixedRotation   = true;
            circleCharacter.SleepingAllowed = false;

            // Circle character
            _character          = World.CreateCircle(0.25f, 20, new Vector2(-7.0f, 6.0f));
            _character.BodyType = BodyType.Dynamic;
            _character.SetFriction(1.0f);
            _character.SleepingAllowed = false;
        }
示例#8
0
        private ApplyForceTest()
        {
            World.Gravity = Vector2.Zero;

            const float restitution = 0.4f;

            Body ground;
            {
                ground          = BodyFactory.CreateBody(World);
                ground.Position = new Vector2(0.0f, 20.0f);

                EdgeShape shape = new EdgeShape(new Vector2(-20.0f, -20.0f), new Vector2(-20.0f, 20.0f));

                // Left vertical
                Fixture fixture = ground.CreateFixture(shape);
                fixture.Restitution = restitution;

                // Right vertical
                shape = new EdgeShape(new Vector2(20.0f, -20.0f), new Vector2(20.0f, 20.0f));
                ground.CreateFixture(shape);

                // Top horizontal
                shape = new EdgeShape(new Vector2(-20.0f, 20.0f), new Vector2(20.0f, 20.0f));
                ground.CreateFixture(shape);

                // Bottom horizontal
                shape = new EdgeShape(new Vector2(-20.0f, -20.0f), new Vector2(20.0f, -20.0f));
                ground.CreateFixture(shape);
            }

            {
                Transform xf1 = new Transform();
                xf1.q.Set(0.3524f * Settings.Pi);
                xf1.p = MathUtils.Mul(ref xf1.q, new Vector2(1.0f, 0.0f));

                Vertices vertices = new Vertices(3);
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(-1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(0.0f, 0.5f)));

                PolygonShape poly1 = new PolygonShape(vertices, 4);

                Transform xf2 = new Transform();
                xf2.q.Set(-0.3524f * Settings.Pi);
                xf2.p = MathUtils.Mul(ref xf2.q, new Vector2(-1.0f, 0.0f));

                vertices[0] = MathUtils.Mul(ref xf2, new Vector2(-1.0f, 0.0f));
                vertices[1] = MathUtils.Mul(ref xf2, new Vector2(1.0f, 0.0f));
                vertices[2] = MathUtils.Mul(ref xf2, new Vector2(0.0f, 0.5f));

                PolygonShape poly2 = new PolygonShape(vertices, 2);

                _body                 = BodyFactory.CreateBody(World);
                _body.BodyType        = BodyType.Dynamic;
                _body.Position        = new Vector2(0.0f, 2.0f);
                _body.Rotation        = Settings.Pi;
                _body.AngularDamping  = 5.0f;
                _body.LinearDamping   = 0.8f;
                _body.SleepingAllowed = true;

                _body.CreateFixture(poly1);
                _body.CreateFixture(poly2);
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.5f);
                PolygonShape shape = new PolygonShape(box, 1);

                for (int i = 0; i < 10; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.Position = new Vector2(0.0f, 5.0f + 1.54f * i);
                    body.BodyType = BodyType.Dynamic;

                    Fixture fixture = body.CreateFixture(shape);
                    fixture.Friction = 0.3f;

                    const float gravity = 10.0f;
                    float       I       = body.Inertia;
                    float       mass    = body.Mass;

                    // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
                    float radius = (float)Math.Sqrt(2.0 * (I / mass));

                    FrictionJoint jd = new FrictionJoint(ground, body, Vector2.Zero, Vector2.Zero);
                    jd.CollideConnected = true;
                    jd.MaxForce         = mass * gravity;
                    jd.MaxTorque        = mass * radius * gravity;

                    World.AddJoint(jd);
                }
            }
        }
示例#9
0
文件: FSBoxBody.cs 项目: pottaman/Nez
 public FSBoxBody(World world, Subtexture subtexture, float density, Vector2 position = default(Vector2), BodyType bodyType = BodyType.Static)
     : base(world, subtexture, PolygonTools.CreateRectangle(subtexture.sourceRect.Width / 2, subtexture.sourceRect.Height / 2), density, position, bodyType)
 {
 }
        private CantileverTest()
        {
            Body ground;
            {
                ground = BodyFactory.CreateBody(World);

                EdgeShape shape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape);
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 20);

                Body prevBody = ground;
                for (int i = 0; i < Count; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-14.5f + 1.0f * i, 5.0f);

                    body.CreateFixture(shape);

                    Vector2   anchor = new Vector2(-15.0f + 1.0f * i, 5.0f);
                    WeldJoint jd     = new WeldJoint(prevBody, body, prevBody.GetLocalPoint(anchor),
                                                     body.GetLocalPoint(anchor));
                    World.AddJoint(jd);

                    prevBody = body;
                }
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 20);

                Body prevBody = ground;
                for (int i = 0; i < Count; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-14.5f + 1.0f * i, 15.0f);

                    body.CreateFixture(shape);

                    Vector2   anchor = new Vector2(-15.0f + 1.0f * i, 15.0f);
                    WeldJoint jd     = new WeldJoint(prevBody, body, prevBody.GetLocalPoint(anchor),
                                                     body.GetLocalPoint(anchor));
                    World.AddJoint(jd);

                    prevBody = body;
                }
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 20);


                Body prevBody = ground;
                for (int i = 0; i < Count; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-4.5f + 1.0f * i, 5.0f);

                    body.CreateFixture(shape);

                    if (i > 0)
                    {
                        Vector2   anchor = new Vector2(-5.0f + 1.0f * i, 5.0f);
                        WeldJoint jd     = new WeldJoint(prevBody, body, prevBody.GetLocalPoint(anchor),
                                                         body.GetLocalPoint(anchor));
                        World.AddJoint(jd);
                    }

                    prevBody = body;
                }
            }


            {
                Vertices     box   = PolygonTools.CreateRectangle(0.5f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 20);

                Body prevBody = ground;
                for (int i = 0; i < Count; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(5.5f + 1.0f * i, 10.0f);

                    body.CreateFixture(shape);

                    if (i > 0)
                    {
                        Vector2   anchor = new Vector2(5.0f + 1.0f * i, 10.0f);
                        WeldJoint jd     = new WeldJoint(prevBody, body, prevBody.GetLocalPoint(anchor),
                                                         body.GetLocalPoint(anchor));
                        World.AddJoint(jd);
                    }

                    prevBody = body;
                }
            }

            //Triangels

            Vertices vertices = new Vertices(3);

            vertices.Add(new Vector2(-0.5f, 0.0f));
            vertices.Add(new Vector2(0.5f, 0.0f));
            vertices.Add(new Vector2(0.0f, 1.5f));

            for (int i = 0; i < 2; ++i)
            {
                PolygonShape shape = new PolygonShape(vertices, 1);

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(-8.0f + 8.0f * i, 12.0f);

                body.CreateFixture(shape);
            }

            //Circles
            for (int i = 0; i < 2; ++i)
            {
                CircleShape shape = new CircleShape(0.5f, 1);

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(-6.0f + 6.0f * i, 10.0f);

                body.CreateFixture(shape);
            }
        }
示例#11
0
 public FSBoxBody(Sprite sprite) : base(sprite,
                                        PolygonTools.CreateRectangle(sprite.SourceRect.Width / 2, sprite.SourceRect.Height / 2))
 {
 }
        /// <summary>
        /// Called once to load content
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            ///load background texture
            tile = factory.GetTexture2D("Textures/tile");

            ///recover the physic world reference
            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            ///from vertices
            {
                ////creating objects from vertices
                Vertices Vertices = new Vertices(3);
                Vertices.Add(new Vector2(0, 0));
                Vertices.Add(new Vector2(100, 0));
                Vertices.Add(new Vector2(0, -100));


                ///creating the IModelo (graphic representation)
                SpriteFarseer SpriteFarseer = new SpriteFarseer(factory, Vertices, Color.Green);
                ///The material (how to draw)
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                ///the physic object (physic representation)
                FarseerObject fs = new FarseerObject(fworld, SpriteFarseer, 1, BodyType.Static);
                ///the iobject (that comprises all)
                I2DObject o = new I2DObject(fs, mat, SpriteFarseer);
                ///adding to the world
                this.World.AddObject(o);
            }

            ///Creating from factory helper
            Vertices verts = PolygonTools.CreateRectangle(GraphicInfo.BackBufferWidth, 100);

            {
                IModelo2D model            = new SpriteFarseer(factory, verts, Color.Red);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
                ///the origin of the created object will be in the center of it, this mean: if we draw it, the center of mass of it will be on the midle of the screen
                ///We need to translate it a bit down
                o.PhysicObject.Position = new Vector2(0, 250);
                this.World.AddObject(o);
            }

            ///Creating from factory helper
            verts = PolygonTools.CreateRectangle(GraphicInfo.BackBufferWidth, 100);
            {
                IModelo2D model            = new SpriteFarseer(factory, verts, Color.Red);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
                ///the origin of the created object will be in the center of it, this mean: if we draw it, the center of mass of it will be on the midle of the screen
                ///We need to translate it a bit down
                o.PhysicObject.Position = new Vector2(GraphicInfo.BackBufferWidth, 450);
                this.World.AddObject(o);
            }

            ///creating a circle =P
            CircleShape circle = new CircleShape(50, 1);

            {
                IModelo2D model            = new SpriteFarseer(factory, circle, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, model);
                Tracked = new I2DObject(fs, mat, model);
                Tracked.PhysicObject.Position = new Vector2(0, -250); /// a middle of the screen + 250 pixels up
                this.World.AddObject(Tracked);
            }

            ///when space is pressed, perform the following action
            this.BindInput(new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space,
                                                                   (a) =>
            {
                if (tracking == false)
                {
                    ///enable camera tracking
                    (this.World.Camera2D as Camera2D).TrackingBody           = Tracked;
                    (this.World.Camera2D as Camera2D).EnablePositionTracking = true;
                }
                else
                {
                    ///reset the camera (recreating =P)
                    this.World.Camera2D = new Camera2D(GraphicInfo);
                }
                tracking = !tracking;
            }
                                                                   ));

            ///the basic ortographic 2D camera
            this.World.Camera2D = new Camera2D(GraphicInfo);
            base.LoadContent(GraphicInfo, factory, contentManager);
        }
示例#13
0
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            tile = factory.GetTexture2D("Textures/tile");


            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            ///border
            border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red));

            ///from texture
            {
                Texture2D tex              = factory.GetTexture2D("Textures//goo");
                IModelo2D model            = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, tex);
                I2DObject o = new I2DObject(fs, mat, model);
                o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved);
                this.World.AddObject(o);
            }

            ///from texture, scale usage sample
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                tex = factory.GetScaledTexture(tex, new Vector2(2));
                IModelo2D model            = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, tex);
                I2DObject o = new I2DObject(fs, mat, model);
                this.World.AddObject(o);
            }

            ///rectangle
            Vertices verts = PolygonTools.CreateRectangle(5, 5);
            {
                IModelo2D model            = new SpriteFarseer(factory, verts, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, verts);
                I2DObject o = new I2DObject(fs, mat, model);
                this.World.AddObject(o);
            }

            ///circle
            CircleShape circle = new CircleShape(5, 1);

            {
                IModelo2D model            = new SpriteFarseer(factory, circle, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject          fs  = new FarseerObject(fworld, circle);
                I2DObject o = new I2DObject(fs, mat, model);
                this.World.AddObject(o);
            }

            ///camera
            this.World.Camera2D = new Camera2D(GraphicInfo);

            DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null));

            this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

            ///add a post effect =P
            //this.RenderTechnic.AddPostEffect(new WigglePostEffect());

            ///updateable
            JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D);

            base.LoadContent(GraphicInfo, factory, contentManager);
        }
示例#14
0
        public Rope(Item item, XElement element)
            : base(item, element)
        {
            string spritePath = ToolBox.GetAttributeString(element, "sprite", "");

            if (spritePath == "")
            {
                DebugConsole.ThrowError("Sprite " + spritePath + " in " + element + " not found!");
            }

            float length = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "length", 200.0f));

            pullForce = ToolBox.GetAttributeFloat(element, "pullforce", 10.0f);

            projectileAnchor   = Vector2.Zero;
            projectileAnchor.X = ToolBox.GetAttributeFloat(element, "projectileanchorx", 0.0f);
            projectileAnchor.Y = ToolBox.GetAttributeFloat(element, "projectileanchory", 0.0f);
            projectileAnchor   = ConvertUnits.ToSimUnits(projectileAnchor);

            characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);

            sprite        = new Sprite(spritePath, new Vector2(0.5f, 0.5f));
            sectionLength = ConvertUnits.ToSimUnits(sprite.size.X);


            Path ropePath = new Path();

            ropePath.Add(item.body.SimPosition);
            ropePath.Add(item.body.SimPosition + new Vector2(length, 0.0f));
            ropePath.Closed = false;

            Vertices     box   = PolygonTools.CreateRectangle(sectionLength, 0.05f);
            PolygonShape shape = new PolygonShape(box, 5);

            List <Body> ropeList = PathManager.EvenlyDistributeShapesAlongPath(GameMain.World, ropePath, shape, BodyType.Dynamic, (int)(length / sectionLength));

            ropeBodies = new PhysicsBody[ropeList.Count];
            for (int i = 0; i < ropeBodies.Length; i++)
            {
                ropeList[i].Mass    = 0.01f;
                ropeList[i].Enabled = false;
                //only collide with the map
                ropeList[i].CollisionCategories = Physics.CollisionItem;
                ropeList[i].CollidesWith        = Physics.CollisionWall;

                //ropeBodies[i] = new PhysicsBody(ropeList[i]);
            }

            List <RevoluteJoint> joints = PathManager.AttachBodiesWithRevoluteJoint(GameMain.World, ropeList,
                                                                                    new Vector2(-sectionLength / 2, 0.0f), new Vector2(sectionLength / 2, 0.0f), false, false);

            ropeJoints = new RevoluteJoint[joints.Count + 1];
            //ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world, item.body, ropeList[0], new Vector2(0f, -0.0f));
            for (int i = 0; i < joints.Count; i++)
            {
                var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World, ropeList[i], ropeList[i + 1]);

                distanceJoint.Length       = sectionLength;
                distanceJoint.DampingRatio = 1.0f;
                ropeJoints[i] = joints[i];
            }
        }
示例#15
0
        private DominosTest()
        {
            Body b1 = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            {
                Vertices     box   = PolygonTools.CreateRectangle(6.0f, 0.25f);
                PolygonShape shape = new PolygonShape(box, 0);

                Body ground = BodyFactory.CreateBody(World);
                ground.Position = new Vector2(-1.5f, 10.0f);
                ground.CreateFixture(shape);
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.1f, 1.0f);
                PolygonShape shape = new PolygonShape(box, 20);

                for (int i = 0; i < 10; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-6.0f + 1.0f * i, 11.25f);

                    Fixture fixture = body.CreateFixture(shape);
                    fixture.Friction = 0.1f;
                }
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(7.0f, 0.25f, Vector2.Zero, 0.3f);
                PolygonShape shape = new PolygonShape(box, 0);

                Body ground = BodyFactory.CreateBody(World);
                ground.Position = new Vector2(1.0f, 6.0f);

                ground.CreateFixture(shape);
            }

            Body b2;
            {
                Vertices     box   = PolygonTools.CreateRectangle(0.25f, 1.5f);
                PolygonShape shape = new PolygonShape(box, 0);

                b2          = BodyFactory.CreateBody(World);
                b2.Position = new Vector2(-7.0f, 4.0f);

                b2.CreateFixture(shape);
            }

            Body b3;
            {
                Vertices     box   = PolygonTools.CreateRectangle(6.0f, 0.125f);
                PolygonShape shape = new PolygonShape(box, 10);

                b3          = BodyFactory.CreateBody(World);
                b3.BodyType = BodyType.Dynamic;
                b3.Position = new Vector2(-0.9f, 1.0f);
                b3.Rotation = -0.15f;

                b3.CreateFixture(shape);
            }

            Vector2       anchor = new Vector2(-2.0f, 1.0f);
            RevoluteJoint jd     = new RevoluteJoint(b1, b3, anchor, true);

            jd.CollideConnected = true;
            World.AddJoint(jd);

            Body b4;

            {
                Vertices     box   = PolygonTools.CreateRectangle(0.25f, 0.25f);
                PolygonShape shape = new PolygonShape(box, 10);

                b4          = BodyFactory.CreateBody(World);
                b4.BodyType = BodyType.Dynamic;
                b4.Position = new Vector2(-10.0f, 15.0f);

                b4.CreateFixture(shape);
            }

            anchor = new Vector2(-7.0f, 15.0f);
            RevoluteJoint jd2 = new RevoluteJoint(b2, b4, anchor, true);

            World.AddJoint(jd2);

            Body b5;

            {
                b5          = BodyFactory.CreateBody(World);
                b5.BodyType = BodyType.Dynamic;
                b5.Position = new Vector2(6.5f, 3.0f);

                Vertices     vertices = PolygonTools.CreateRectangle(1.0f, 0.1f, new Vector2(0.0f, -0.9f), 0.0f);
                PolygonShape shape    = new PolygonShape(vertices, 10);

                Fixture fix = b5.CreateFixture(shape);
                fix.Friction = 0.1f;

                vertices = PolygonTools.CreateRectangle(0.1f, 1.0f, new Vector2(-0.9f, 0.0f), 0.0f);

                shape.Vertices = vertices;
                fix            = b5.CreateFixture(shape);
                fix.Friction   = 0.1f;

                vertices = PolygonTools.CreateRectangle(0.1f, 1.0f, new Vector2(0.9f, 0.0f), 0.0f);

                shape.Vertices = vertices;
                fix            = b5.CreateFixture(shape);
                fix.Friction   = 0.1f;
            }

            anchor = new Vector2(6.0f, 2.0f);
            RevoluteJoint jd3 = new RevoluteJoint(b1, b5, anchor, true);

            World.AddJoint(jd3);

            Body b6;

            {
                Vertices     box   = PolygonTools.CreateRectangle(1.0f, 0.1f);
                PolygonShape shape = new PolygonShape(box, 30);

                b6          = BodyFactory.CreateBody(World);
                b6.BodyType = BodyType.Dynamic;
                b6.Position = new Vector2(6.5f, 4.1f);

                b6.CreateFixture(shape);
            }

            anchor = new Vector2(7.50f, 4.0f);
            RevoluteJoint jd4 = new RevoluteJoint(b5, b6, anchor, true);

            jd4.CollideConnected = true;
            World.AddJoint(jd4);

            Body b7;
            {
                Vertices     box   = PolygonTools.CreateRectangle(0.1f, 1.0f);
                PolygonShape shape = new PolygonShape(box, 10);

                b7          = BodyFactory.CreateBody(World);
                b7.BodyType = BodyType.Dynamic;
                b7.Position = new Vector2(7.4f, 1.0f);

                b7.CreateFixture(shape);
            }

            DistanceJoint djd = new DistanceJoint(b3, b7, new Vector2(6.0f, 0.0f), new Vector2(0.0f, -1.0f));

            World.AddJoint(djd);

            {
                const float radius = 0.2f;

                CircleShape shape = new CircleShape(radius, 10);

                for (int i = 0; i < 4; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(5.9f + 2.0f * radius * i, 2.4f);

                    Fixture fix = body.CreateFixture(shape);
                    fix.OnCollision += BallCollision;
                }
            }
        }
示例#16
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 10f);

            HasCursor           = false;
            EnableCameraControl = true;

            _hzFront  = 8.5f;
            _hzBack   = 5.0f;
            _zeta     = 0.85f;
            _maxSpeed = 50.0f;

            // terrain
            _ground = new Body(World);
            {
                Vertices terrain = new Vertices();
                terrain.Add(new Vector2(-20f, -5f));
                terrain.Add(new Vector2(-20f, 0f));
                terrain.Add(new Vector2(20f, 0f));
                terrain.Add(new Vector2(25f, -0.25f));
                terrain.Add(new Vector2(30f, -1f));
                terrain.Add(new Vector2(35f, -4f));
                terrain.Add(new Vector2(40f, 0f));
                terrain.Add(new Vector2(45f, 0f));
                terrain.Add(new Vector2(50f, 1f));
                terrain.Add(new Vector2(55f, 2f));
                terrain.Add(new Vector2(60f, 2f));
                terrain.Add(new Vector2(65f, 1.25f));
                terrain.Add(new Vector2(70f, 0f));
                terrain.Add(new Vector2(75f, -0.3f));
                terrain.Add(new Vector2(80f, -1.5f));
                terrain.Add(new Vector2(85f, -3.5f));
                terrain.Add(new Vector2(90f, 0f));
                terrain.Add(new Vector2(95f, 0.5f));
                terrain.Add(new Vector2(100f, 1f));
                terrain.Add(new Vector2(105f, 2f));
                terrain.Add(new Vector2(110f, 2.5f));
                terrain.Add(new Vector2(115f, 1.3f));
                terrain.Add(new Vector2(120f, 0f));
                terrain.Add(new Vector2(160f, 0f));
                terrain.Add(new Vector2(159f, 10f));
                terrain.Add(new Vector2(201f, 10f));
                terrain.Add(new Vector2(200f, 0f));
                terrain.Add(new Vector2(240f, 0f));
                terrain.Add(new Vector2(250f, -5f));
                terrain.Add(new Vector2(250f, 10f));
                terrain.Add(new Vector2(270f, 10f));
                terrain.Add(new Vector2(270f, 0));
                terrain.Add(new Vector2(310f, 0));
                terrain.Add(new Vector2(310f, -5));

                for (int i = 0; i < terrain.Count - 1; ++i)
                {
                    FixtureFactory.AttachEdge(terrain[i], terrain[i + 1], _ground);
                }

                _ground.Friction = 0.6f;
            }

            // teeter board
            {
                _board          = new Body(World);
                _board.BodyType = BodyType.Dynamic;
                _board.Position = new Vector2(140.0f, -1.0f);

                PolygonShape box = new PolygonShape(1f);
                box.Vertices = PolygonTools.CreateRectangle(10.0f, 0.25f);
                _teeter      = new Sprite(ContentWrapper.TextureFromShape(box, "Stripe", ContentWrapper.Gold, ContentWrapper.Black, ContentWrapper.Black, 1f));

                _board.CreateFixture(box);

                RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(World, _ground, _board, Vector2.Zero);
                teeterAxis.LowerLimit   = -8.0f * Settings.Pi / 180.0f;
                teeterAxis.UpperLimit   = 8.0f * Settings.Pi / 180.0f;
                teeterAxis.LimitEnabled = true;

                _board.ApplyAngularImpulse(-100.0f);
            }

            // bridge
            {
                _bridgeSegments = new List <Body>();

                const int    segmentCount = 20;
                PolygonShape shape        = new PolygonShape(1f);
                shape.Vertices = PolygonTools.CreateRectangle(1.0f, 0.125f);

                _bridge = new Sprite(ContentWrapper.TextureFromShape(shape, ContentWrapper.Gold, ContentWrapper.Black));

                Body prevBody = _ground;
                for (int i = 0; i < segmentCount; ++i)
                {
                    Body body = new Body(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(161f + 2f * i, 0.125f);
                    Fixture fix = body.CreateFixture(shape);
                    fix.Friction = 0.6f;
                    JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX);

                    prevBody = body;
                    _bridgeSegments.Add(body);
                }
                JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX);
            }

            // boxes
            {
                _boxes = new List <Body>();
                PolygonShape box = new PolygonShape(1f);
                box.Vertices = PolygonTools.CreateRectangle(0.5f, 0.5f);
                _box         = new Sprite(ContentWrapper.TextureFromShape(box, "Square", ContentWrapper.Sky, ContentWrapper.Sunset, ContentWrapper.Black, 1f));

                Body body = new Body(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, -0.5f);
                body.CreateFixture(box);
                _boxes.Add(body);

                body          = new Body(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, -1.5f);
                body.CreateFixture(box);
                _boxes.Add(body);

                body          = new Body(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, -2.5f);
                body.CreateFixture(box);
                _boxes.Add(body);
            }

            // car
            {
                Vertices vertices = new Vertices(8);
                vertices.Add(new Vector2(-2.5f, 0.08f));
                vertices.Add(new Vector2(-2.375f, -0.46f));
                vertices.Add(new Vector2(-0.58f, -0.92f));
                vertices.Add(new Vector2(0.46f, -0.92f));
                vertices.Add(new Vector2(2.5f, -0.17f));
                vertices.Add(new Vector2(2.5f, 0.205f));
                vertices.Add(new Vector2(2.3f, 0.33f));
                vertices.Add(new Vector2(-2.25f, 0.35f));

                PolygonShape chassis = new PolygonShape(vertices, 2f);

                _car          = new Body(World);
                _car.BodyType = BodyType.Dynamic;
                _car.Position = new Vector2(0.0f, -1.0f);
                _car.CreateFixture(chassis);

                _wheelBack          = new Body(World);
                _wheelBack.BodyType = BodyType.Dynamic;
                _wheelBack.Position = new Vector2(-1.709f, -0.78f);
                Fixture fix = _wheelBack.CreateFixture(new CircleShape(0.5f, 0.8f));
                fix.Friction = 0.9f;

                _wheelFront          = new Body(World);
                _wheelFront.BodyType = BodyType.Dynamic;
                _wheelFront.Position = new Vector2(1.54f, -0.8f);
                _wheelFront.CreateFixture(new CircleShape(0.5f, 1f));

                Vector2 axis = new Vector2(0.0f, -1.2f);
                _springBack                = new WheelJoint(_car, _wheelBack, _wheelBack.Position, axis, true);
                _springBack.MotorSpeed     = 0.0f;
                _springBack.MaxMotorTorque = 20.0f;
                _springBack.MotorEnabled   = true;
                _springBack.Frequency      = _hzBack;
                _springBack.DampingRatio   = _zeta;
                World.AddJoint(_springBack);

                _springFront                = new WheelJoint(_car, _wheelFront, _wheelFront.Position, axis, true);
                _springFront.MotorSpeed     = 0.0f;
                _springFront.MaxMotorTorque = 10.0f;
                _springFront.MotorEnabled   = false;
                _springFront.Frequency      = _hzFront;
                _springFront.DampingRatio   = _zeta;
                World.AddJoint(_springFront);

                // GFX
                _carBody = new Sprite(ContentWrapper.GetTexture("Car"), ContentWrapper.CalculateOrigin(_car));
                _wheel   = new Sprite(ContentWrapper.GetTexture("Wheel"));
            }

            Camera.MinRotation = -0.05f;
            Camera.MaxRotation = 0.05f;

            Camera.TrackingBody   = _car;
            Camera.EnableTracking = true;
        }
示例#17
0
        public TheoJansenWalker(World world, Vector2 position)
        {
            _position   = position;
            _motorSpeed = 2.0f;
            _motorOn    = true;

            _leftShoulders = new Body[3];
            _leftLegs      = new Body[3];

            _rightShoulders = new Body[3];
            _rightLegs      = new Body[3];

            Vector2 pivot = new Vector2(0f, 0.8f);

            // Chassis
            PolygonShape box = new PolygonShape(1f);

            box.Vertices = PolygonTools.CreateRectangle(2.5f, 1.0f);
            _body        = new Sprite(ContentWrapper.TextureFromShape(box, _walkerColors[0], ContentWrapper.Black, 24f));

            _chassis          = world.CreateBody();
            _chassis.BodyType = BodyType.Dynamic;
            _chassis.Position = pivot + _position;

            Fixture bodyFixture = _chassis.CreateFixture(box);

            bodyFixture.CollisionGroup = -1;

            // Wheel
            CircleShape circle = new CircleShape(1.6f, 1f);

            _engine = new Sprite(ContentWrapper.TextureFromShape(circle, "Stripe", _walkerColors[1] * 0.6f, _walkerColors[2] * 0.8f, ContentWrapper.Black, 3f, 24f));

            _wheel          = world.CreateBody();
            _wheel.BodyType = BodyType.Dynamic;
            _wheel.Position = pivot + _position;

            Fixture wheelFixture = _wheel.CreateFixture(circle);

            wheelFixture.CollisionGroup = -1;

            // Physics
            _motorJoint = new RevoluteJoint(_wheel, _chassis, _chassis.Position, true);
            _motorJoint.CollideConnected = false;
            _motorJoint.MotorSpeed       = _motorSpeed;
            _motorJoint.MaxMotorTorque   = 400f;
            _motorJoint.MotorEnabled     = _motorOn;
            world.Add(_motorJoint);

            Vector2 wheelAnchor = pivot + new Vector2(0f, -0.8f);

            CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[0], out _leftLegs[0]);
            CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[0], out _rightLegs[0]);

            _wheel.SetTransform(_wheel.Position, 120f * MathHelper.Pi / 180f);
            CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[1], out _leftLegs[1]);
            CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[1], out _rightLegs[1]);

            _wheel.SetTransform(_wheel.Position, -120f * MathHelper.Pi / 180f);
            CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[2], out _leftLegs[2]);
            CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[2], out _rightLegs[2]);

            CreateLegTextures();
        }
示例#18
0
        private GearsTest()
        {
            Body ground = BodyFactory.CreateEdge(World, new Vector2(50.0f, 0.0f), new Vector2(-50.0f, 0.0f));

            {
                CircleShape circle1 = new CircleShape(1.0f, 5f);

                PolygonShape box = new PolygonShape(5f);
                box.Vertices = PolygonTools.CreateRectangle(0.5f, 5.0f);

                CircleShape circle2 = new CircleShape(2.0f, 5f);

                Body body1 = BodyFactory.CreateBody(World, new Vector2(10.0f, 9.0f));
                body1.CreateFixture(circle1);

                Body body2 = BodyFactory.CreateBody(World, new Vector2(10.0f, 8.0f));
                body2.BodyType = BodyType.Dynamic;
                body2.CreateFixture(box);

                Body body3 = BodyFactory.CreateBody(World, new Vector2(10.0f, 6.0f));
                body3.BodyType = BodyType.Dynamic;
                body3.CreateFixture(circle2);

                RevoluteJoint joint1 = new RevoluteJoint(body2, body1, body1.Position, true);
                World.AddJoint(joint1);

                RevoluteJoint joint2 = new RevoluteJoint(body2, body3, body3.Position, true);
                World.AddJoint(joint2);

                GearJoint joint4 = new GearJoint(body1, body3, joint1, joint2, circle2.Radius / circle1.Radius);
                World.AddJoint(joint4);
            }

            {
                CircleShape circle1 = new CircleShape(1.0f, 5.0f);

                CircleShape circle2 = new CircleShape(2.0f, 5.0f);

                PolygonShape box = new PolygonShape(5f);
                box.Vertices = PolygonTools.CreateRectangle(0.5f, 5.0f);

                Body body1 = BodyFactory.CreateBody(World, new Vector2(-3.0f, 12.0f));
                body1.BodyType = BodyType.Dynamic;
                body1.CreateFixture(circle1);

                _joint1 = new RevoluteJoint(ground, body1, body1.Position, true);
                _joint1.ReferenceAngle = body1.Rotation - ground.Rotation;
                World.AddJoint(_joint1);

                Body body2 = BodyFactory.CreateBody(World, new Vector2(0.0f, 12.0f));
                body2.BodyType = BodyType.Dynamic;
                body2.CreateFixture(circle2);

                _joint2 = new RevoluteJoint(ground, body2, body2.Position, true);
                World.AddJoint(_joint2);

                Body body3 = BodyFactory.CreateBody(World, new Vector2(2.5f, 12.0f));
                body3.BodyType = BodyType.Dynamic;
                body3.CreateFixture(box);

                _joint3              = new PrismaticJoint(ground, body3, body3.Position, new Vector2(0.0f, 1.0f), true);
                _joint3.LowerLimit   = -5.0f;
                _joint3.UpperLimit   = 5.0f;
                _joint3.LimitEnabled = true;

                World.AddJoint(_joint3);

                _joint4 = new GearJoint(body1, body2, _joint1, _joint2, circle2.Radius / circle1.Radius);
                World.AddJoint(_joint4);

                _joint5 = new GearJoint(body2, body3, _joint2, _joint3, -1.0f / circle2.Radius);
                World.AddJoint(_joint5);
            }
        }
示例#19
0
        private CCDTest()
        {
            {
                Body body = BodyFactory.CreateBody(World);
                body.Position = new Vector2(0.0f, -0.2f);

                Vertices     box   = PolygonTools.CreateRectangle(10, 0.2f);
                PolygonShape shape = new PolygonShape(box, 0);

                body.CreateFixture(shape);

                box = PolygonTools.CreateRectangle(0.2f, 1.0f, new Vector2(0.5f, 1.2f), 0.0f);
                shape.Set(box);
                body.CreateFixture(shape);
            }

            {
                Vertices     box   = PolygonTools.CreateRectangle(2, 0.1f);
                PolygonShape shape = new PolygonShape(box, 1);

                _angularVelocity = Rand.RandomFloat(-50.0f, 50.0f);
                _angularVelocity = -30.669577f;

                Body body = BodyFactory.CreateBody(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(0.0f, 20.0f);

                Fixture fixture = body.CreateFixture(shape);
                fixture.Restitution  = 0.0f;
                body.LinearVelocity  = new Vector2(0.0f, -100.0f);
                body.AngularVelocity = _angularVelocity;
            }
#if false
            {
                FixtureDef fd = new FixtureDef();
                fd.SetAsBox(10.0f, 0.1f);
                fd.density = 0.0f;


                bd.BodyType = BodyDef.e_static;
                bd.position = new Vector2(0.0f, -0.2f);
                Body ground = _world.CreateBody();
                ground.CreateFixture(fd);
            }

            {
                FixtureDef fd = new FixtureDef();
                fd.SetAsBox(2.0f, 0.1f);
                fd.density     = 1.0f;
                fd.restitution = 0.0f;

                BodyDef bd1;
                bd1.type       = BodyDef.e_dynamic;
                bd1.bullet     = true;
                bd1.allowSleep = false;
                bd1.position   = new Vector2(0.0f, 20.0f);
                Body b1 = _world.Create(bd1);
                b1.CreateFixture(fd);
                b1.SetLinearVelocity(new Vector2(0.0f, -100.0f));

                fd.SetAsBox(1.0f, 0.1f);
                BodyDef bd2;
                bd2.type       = BodyDef.e_dynamic;
                bd2.bullet     = true;
                bd2.allowSleep = false;
                bd2.position   = new Vector2(0.0f, 20.2f);
                Body b2 = _world.Create(bd2);
                b2.CreateFixture(fd);
                b2.SetLinearVelocity(new Vector2(0.0f, -100.0f));

                fd.SetAsBox(0.25f, 0.25f);
                fd.density = 10.0f;
                BodyDef bd3;
                bd3.type       = BodyDef.e_dynamic;
                bd3.bullet     = true;
                bd3.allowSleep = false;
                bd3.position   = new Vector2(0.0f, 100.0f);
                Body b3 = _world.Create(bd3);
                b3.CreateFixture(fd);
                b3.SetLinearVelocity(new Vector2(0.0f, -150.0f));
            }
#elif false
            float k_restitution = 1.4f;

            {
                bd.position = new Vector2(0.0f, 20.0f);
                Body body = _world.CreateBody();

                FixtureDef fd = new FixtureDef();
                fd.density     = 0.0f;
                fd.restitution = k_restitution;

                fd.SetAsBox(0.1f, 10.0f, new Vector2(-10.0f, 0.0f), 0.0f);
                body.CreateFixture(fd);

                fd.SetAsBox(0.1f, 10.0f, new Vector2(10.0f, 0.0f), 0.0f);
                body.CreateFixture(fd);

                fd.SetAsBox(0.1f, 10.0f, new Vector2(0.0f, -10.0f), 0.5f * FarseerPhysics.Settings.b2_pi);
                body.CreateFixture(fd);

                fd.SetAsBox(0.1f, 10.0f, new Vector2(0.0f, 10.0f), -0.5f * FarseerPhysics.Settings.b2_pi);
                body.CreateFixture(fd);
            }

#if false
            {
                FixtureDef sd_bottom;
                sd_bottom.SetAsBox(1.0f, 0.1f, new Vector2(0.0f, -1.0f), 0.0f);
                sd_bottom.density = 4.0f;

                FixtureDef sd_top;
                sd_top.SetAsBox(1.0f, 0.1f, new Vector2(0.0f, 1.0f), 0.0f);
                sd_top.density = 4.0f;

                FixtureDef sd_left;
                sd_left.SetAsBox(0.1f, 1.0f, new Vector2(-1.0f, 0.0f), 0.0f);
                sd_left.density = 4.0f;

                FixtureDef sd_right;
                sd_right.SetAsBox(0.1f, 1.0f, new Vector2(1.0f, 0.0f), 0.0f);
                sd_right.density = 4.0f;


                bd.BodyType = BodyDef.e_dynamicBody;
                bd.position = new Vector2(0.0f, 15.0f);
                Body body = _world.CreateBody();
                body.CreateFixture(&sd_bottom);
                body.CreateFixture(&sd_top);
                body.CreateFixture(&sd_left);
                body.CreateFixture(&sd_right);
            }
#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, new Vector2(-1.45f, 2.35f), 0.2f);
                sd_left.density = 4.0f;

                FixtureDef sd_right;
                sd_right.SetAsBox(0.15f, 2.7f, new Vector2(1.45f, 2.35f), -0.2f);
                sd_right.density = 4.0f;


                bd.position = new Vector2(0.0f, 15.0f);
                Body body = _world.CreateBody();
                body.CreateFixture(&sd_bottom);
                body.CreateFixture(&sd_left);
                body.CreateFixture(&sd_right);
            }
#else
            {
                bd.position = new Vector2(-5.0f, 20.0f);
                bd.bullet   = true;
                Body body = _world.CreateBody();
                body.SetAngularVelocity(Rand.RandomFloat(-50.0f, 50.0f));

                FixtureDef fd = new FixtureDef();
                fd.SetAsBox(0.1f, 4.0f);
                fd.density     = 1.0f;
                fd.restitution = 0.0f;
                body.CreateFixture(fd);
            }
#endif

            for (int i = 0; i < 0; ++i)
            {
                bd.position = new Vector2(0.0f, 15.0f + i);
                bd.bullet   = true;
                Body body = _world.CreateBody();
                body.SetAngularVelocity(Rand.RandomFloat(-50.0f, 50.0f));

                FixtureDef fd = new FixtureDef();
                fd.radius      = 0.25f;
                fd.density     = 1.0f;
                fd.restitution = 0.0f;
                body.CreateFixture(fd);
            }
#endif
        }
示例#20
0
        public override void Initialize()
        {
            Settings.VelocityIterations = 2;
            Settings.PositionIterations = 4;

            //GEN GameInstance.ViewCenter = Vector2.Zero;

            var size = CCDirector.SharedDirector.WinSize;

            _worldSize = 2 * new Vector2(size.Width, 0); //GEN GameInstance.ConvertScreenToWorld(GameInstance.Window.ClientBounds.Width, 0);

            //Create a World using QuadTree constructor
            World = new World(new Vector2(0.0f, -10.0f), new AABB(-_worldSize / 2, _worldSize / 2));

            //Create a World using DynamicTree constructor
            //World = new World(new Vector2(0.0f, -10.0f));

            //
            //set up border
            //

            float halfWidth  = _worldSize.X / 2 - 2f;
            float halfHeight = _worldSize.Y / 2 - 2f;

            Vertices borders = new Vertices(4);

            borders.Add(new Vector2(-halfWidth, halfHeight));
            borders.Add(new Vector2(halfWidth, halfHeight));
            borders.Add(new Vector2(halfWidth, -halfHeight));
            borders.Add(new Vector2(-halfWidth, -halfHeight));

            Body anchor = BodyFactory.CreateLoopShape(World, borders);

            anchor.CollisionCategories = Category.All;
            anchor.CollidesWith        = Category.All;

            //
            //box
            //

            Vertices     bigbox   = PolygonTools.CreateRectangle(3f, 3f);
            PolygonShape bigshape = new PolygonShape(bigbox, 5);

            Body bigbody = BodyFactory.CreateBody(World);

            bigbody.BodyType = BodyType.Dynamic;
            bigbody.Position = Vector2.UnitX * 25;
            bigbody.CreateFixture(bigshape);

            //
            //populate
            //
            const int   rad = 12;
            const float a   = 0.6f;
            const float sep = 0.000f;

            Vector2 cent = Vector2.Zero;

            for (int y = -rad; y <= +rad; y++)
            {
                int xrad = (int)Math.Round(Math.Sqrt(rad * rad - y * y));
                for (int x = -xrad; x <= +xrad; x++)
                {
                    Vector2 pos   = cent + new Vector2(x * (2 * a + sep), y * (2 * a + sep));
                    Body    cBody = BodyFactory.CreateCircle(World, a, 55, pos);
                    cBody.BodyType = BodyType.Dynamic;
                }
            }


            base.Initialize();
        }
示例#21
0
 /// <summary>
 /// Build vertices to represent an axis-aligned box.
 /// </summary>
 /// <param name="halfWidth">The half-width.</param>
 /// <param name="halfHeight">The half-height.</param>
 public void SetAsBox(float halfWidth, float halfHeight)
 {
     Set(PolygonTools.CreateRectangle(halfWidth, halfHeight));
 }
        private SerializationTest()
        {
            Body ground = World.CreateEdge(new Vector2(-20, 0), new Vector2(20, 0));

            //Friction and distance joint
            {
                Body bodyA = World.CreateBody(new Vector2(10, 25), 0, BodyType.Dynamic);
                bodyA.CreateCircle(1, 1.5f);

                Body bodyB = World.CreateBody(new Vector2(-1, 25), 0, BodyType.Dynamic);
                bodyB.CreateRectangle(1, 1, 1, Vector2.Zero);

                FrictionJoint frictionJoint = JointFactory.CreateFrictionJoint(World, bodyB, ground, Vector2.Zero);
                frictionJoint.CollideConnected = true;
                frictionJoint.MaxForce         = 100;

                JointFactory.CreateDistanceJoint(World, bodyA, bodyB);
            }

            //Wheel joint
            {
                Vertices vertices = new Vertices(6);
                vertices.Add(new Vector2(-1.5f, -0.5f));
                vertices.Add(new Vector2(1.5f, -0.5f));
                vertices.Add(new Vector2(1.5f, 0.0f));
                vertices.Add(new Vector2(0.0f, 0.9f));
                vertices.Add(new Vector2(-1.15f, 0.9f));
                vertices.Add(new Vector2(-1.5f, 0.2f));

                Body    carBody    = World.CreateBody(new Vector2(0, 1), 0, BodyType.Dynamic);
                Fixture carFixture = carBody.CreatePolygon(vertices, 1);

                Body    wheel1        = World.CreateBody(new Vector2(-1.0f, 0.35f), 0, BodyType.Dynamic);
                Fixture wheel1Fixture = wheel1.CreateCircle(0.4f, 1);
                wheel1Fixture.Friction = 0.9f;

                Body    wheel2        = World.CreateBody(new Vector2(1.0f, 0.4f), 0, BodyType.Dynamic);
                Fixture wheel2Fixture = wheel2.CreateCircle(0.4f, 1);
                wheel2Fixture.Friction = 0.9f;

                Vector2 axis = new Vector2(0.0f, 1.0f);

                WheelJoint spring1 = JointFactory.CreateWheelJoint(World, carBody, wheel1, axis);
                spring1.MotorSpeed     = 0.0f;
                spring1.MaxMotorTorque = 20.0f;
                spring1.MotorEnabled   = true;
                spring1.Frequency      = 4;
                spring1.DampingRatio   = 0.7f;

                WheelJoint spring2 = JointFactory.CreateWheelJoint(World, carBody, wheel2, axis);
                spring2.MotorSpeed     = 0.0f;
                spring2.MaxMotorTorque = 10.0f;
                spring2.MotorEnabled   = false;
                spring2.Frequency      = 4;
                spring2.DampingRatio   = 0.7f;
            }

            //Prismatic joint
            {
                Body body = World.CreateBody(new Vector2(-10.0f, 10.0f), 0.5f * MathHelper.Pi, BodyType.Dynamic);
                body.CreateRectangle(2, 2, 5, Vector2.Zero);

                Vector2 axis = new Vector2(2.0f, 1.0f);
                axis.Normalize();

                PrismaticJoint joint = JointFactory.CreatePrismaticJoint(World, ground, body, Vector2.Zero, axis);
                joint.MotorSpeed    = 5.0f;
                joint.MaxMotorForce = 1000.0f;
                joint.MotorEnabled  = true;
                joint.LowerLimit    = -10.0f;
                joint.UpperLimit    = 20.0f;
                joint.LimitEnabled  = true;
            }

            // Pulley joint
            {
                Body body1 = World.CreateBody(new Vector2(-10.0f, 16.0f), 0, BodyType.Dynamic);
                body1.CreateRectangle(2, 4, 5, Vector2.Zero);

                Body body2 = World.CreateBody(new Vector2(10.0f, 16.0f), 0, BodyType.Dynamic);
                body2.CreateRectangle(2, 4, 5, Vector2.Zero);

                Vector2 anchor1      = new Vector2(-10.0f, 16.0f + 2.0f);
                Vector2 anchor2      = new Vector2(10.0f, 16.0f + 2.0f);
                Vector2 worldAnchor1 = new Vector2(-10.0f, 16.0f + 2.0f + 12.0f);
                Vector2 worldAnchor2 = new Vector2(10.0f, 16.0f + 2.0f + 12.0f);

                JointFactory.CreatePulleyJoint(World, body1, body2, anchor1, anchor2, worldAnchor1, worldAnchor2, 1.5f, true);
            }

            //Revolute joint
            {
                Body ball = World.CreateBody(new Vector2(5.0f, 30.0f), 0, BodyType.Dynamic);
                ball.CreateCircle(3.0f, 5.0f);

                Body polygonBody = World.CreateBody(new Vector2(10, 10), 0, BodyType.Dynamic);
                polygonBody.CreateRectangle(20, 0.4f, 2, Vector2.Zero);
                polygonBody.IsBullet = true;

                RevoluteJoint joint = JointFactory.CreateRevoluteJoint(World, ground, polygonBody, new Vector2(10, 0));
                joint.LowerLimit   = -0.25f * MathHelper.Pi;
                joint.UpperLimit   = 0.0f * MathHelper.Pi;
                joint.LimitEnabled = true;
            }

            //Weld joint
            {
                PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.125f), 20);

                Body prevBody = ground;
                for (int i = 0; i < 10; ++i)
                {
                    Body body = World.CreateBody(new Vector2(-14.5f + 1.0f * i, 5.0f), 0, BodyType.Dynamic);
                    body.CreateFixture(shape);

                    Vector2 anchor = new Vector2(0.5f, 0);

                    if (i == 0)
                    {
                        anchor = new Vector2(-15f, 5);
                    }

                    JointFactory.CreateWeldJoint(World, prevBody, body, anchor, new Vector2(-0.5f, 0));
                    prevBody = body;
                }
            }

            //Rope joint
            {
                World.CreateChain(new Vector2(-10, 10), new Vector2(-20, 10), 0.1f, 0.5f, 10, 0.1f, true);
            }

            //Angle joint
            {
                Body    bA = World.CreateBody(new Vector2(-5, 4), (float)(Math.PI / 3), BodyType.Dynamic);
                Fixture fA = bA.CreateRectangle(4, 4, 1, Vector2.Zero);

                Body    bB = World.CreateBody(new Vector2(5, 4), 0, BodyType.Dynamic);
                Fixture fB = bB.CreateRectangle(4, 4, 1, Vector2.Zero);

                AngleJoint joint = new AngleJoint(bA, bB);
                joint.TargetAngle = (float)Math.PI / 2;
                World.Add(joint);
            }

            //Motor joint
            {
                Body    body    = World.CreateBody(new Vector2(0, 35), 0, BodyType.Dynamic);
                Fixture fixture = body.CreateRectangle(4, 1, 2, Vector2.Zero);
                fixture.Friction = 0.6f;

                MotorJoint motorJoint = JointFactory.CreateMotorJoint(World, ground, body);
                motorJoint.MaxForce      = 1000.0f;
                motorJoint.MaxTorque     = 1000.0f;
                motorJoint.LinearOffset  = new Vector2(0, 35);
                motorJoint.AngularOffset = (float)(Math.PI / 3f);
            }
        }
示例#23
0
        private CollisionProcessingTest()
        {
            //Ground
            BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            const float xLo = -5.0f;
            const float xHi = 5.0f;
            const float yLo = 2.0f;
            const float yHi = 35.0f;

            // Small triangle
            Vertices vertices = new Vertices(3);

            vertices.Add(new Vector2(-1.0f, 0.0f));
            vertices.Add(new Vector2(1.0f, 0.0f));
            vertices.Add(new Vector2(0.0f, 2.0f));

            PolygonShape polygon = new PolygonShape(vertices, 1);

            Body body1 = BodyFactory.CreateBody(World);

            body1.BodyType = BodyType.Dynamic;
            body1.Position = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));

            Fixture fixture = body1.CreateFixture(polygon);

            fixture.OnCollision += OnCollision;

            // Large triangle (recycle definitions)
            vertices[0]     *= 2.0f;
            vertices[1]     *= 2.0f;
            vertices[2]     *= 2.0f;
            polygon.Vertices = vertices;

            Body body2 = BodyFactory.CreateBody(World);

            body2.BodyType       = BodyType.Dynamic;
            body2.Position       = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));
            fixture              = body2.CreateFixture(polygon);
            fixture.OnCollision += OnCollision;

            // Small box
            Vertices smallBox = PolygonTools.CreateRectangle(1.0f, 0.5f);

            polygon.Vertices = smallBox;

            Body body3 = BodyFactory.CreateBody(World);

            body3.BodyType       = BodyType.Dynamic;
            body3.Position       = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));
            fixture              = body3.CreateFixture(polygon);
            fixture.OnCollision += OnCollision;

            // Large box (recycle definitions)
            Vertices largeBox = PolygonTools.CreateRectangle(2.0f, 1.0f);

            polygon.Vertices = largeBox;

            Body body4 = BodyFactory.CreateBody(World);

            body4.BodyType       = BodyType.Dynamic;
            body4.Position       = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));
            fixture              = body4.CreateFixture(polygon);
            fixture.OnCollision += OnCollision;

            // Small circle
            CircleShape circle = new CircleShape(1.0f, 1);

            Body body5 = BodyFactory.CreateBody(World);

            body5.BodyType       = BodyType.Dynamic;
            body5.Position       = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));
            fixture              = body5.CreateFixture(circle);
            fixture.OnCollision += OnCollision;

            // Large circle
            circle.Radius *= 2.0f;

            Body body6 = BodyFactory.CreateBody(World);

            body6.BodyType       = BodyType.Dynamic;
            body6.Position       = new Vector2(Rand.RandomFloat(xLo, xHi), Rand.RandomFloat(yLo, yHi));
            fixture              = body6.CreateFixture(circle);
            fixture.OnCollision += OnCollision;
        }
示例#24
0
        EdgeShapesTest()
        {
            // Ground body
            {
                Body ground = BodyFactory.CreateBody(World);

                double x1 = -20.0f;
                double y1 = 2.0f * (double)Math.Cos(x1 / 10.0f * (double)Math.PI);
                for (int i = 0; i < 80; ++i)
                {
                    double x2 = x1 + 0.5f;
                    double y2 = 2.0f * (double)Math.Cos(x2 / 10.0f * (double)Math.PI);

                    EdgeShape shape = new EdgeShape(new Vector2(x1, y1), new Vector2(x2, y2));
                    ground.CreateFixture(shape);

                    x1 = x2;
                    y1 = y2;
                }
            }

            {
                Vertices vertices = new Vertices(3);
                vertices.Add(new Vector2(-0.5f, 0.0f));
                vertices.Add(new Vector2(0.5f, 0.0f));
                vertices.Add(new Vector2(0.0f, 1.5f));
                _polygons[0] = new PolygonShape(vertices, 20);
            }

            {
                Vertices vertices = new Vertices(3);
                vertices.Add(new Vector2(-0.1f, 0.0f));
                vertices.Add(new Vector2(0.1f, 0.0f));
                vertices.Add(new Vector2(0.0f, 1.5f));
                _polygons[1] = new PolygonShape(vertices, 20);
            }

            {
                const double w = 1.0f;
                double       b = w / (2.0f + (double)Math.Sqrt(2.0f));
                double       s = (double)Math.Sqrt(2.0f) * b;

                Vertices vertices = new Vertices(8);
                vertices.Add(new Vector2(0.5f * s, 0.0f));
                vertices.Add(new Vector2(0.5f * w, b));
                vertices.Add(new Vector2(0.5f * w, b + s));
                vertices.Add(new Vector2(0.5f * s, w));
                vertices.Add(new Vector2(-0.5f * s, w));
                vertices.Add(new Vector2(-0.5f * w, b + s));
                vertices.Add(new Vector2(-0.5f * w, b));
                vertices.Add(new Vector2(-0.5f * s, 0.0f));
                _polygons[2] = new PolygonShape(vertices, 20);
            }

            {
                _polygons[3]          = new PolygonShape(20);
                _polygons[3].Vertices = PolygonTools.CreateRectangle(0.5f, 0.5f);
            }

            {
                _circle = new CircleShape(0.5f, 1);
            }

            _bodyIndex = 0;
            _angle     = 0.0f;
        }
示例#25
0
        private TheoJansenTest()
        {
            _offset     = new Vector2(0.0f, 8.0f);
            _motorSpeed = 2.0f;
            _motorOn    = true;
            Vector2 pivot = new Vector2(0.0f, 0.8f);

            // Ground
            {
                Body ground = World.CreateEdge(new Vector2(-50.0f, 0.0f), new Vector2(50.0f, 0.0f));
                ground.CreateEdge(new Vector2(-50.0f, 0.0f), new Vector2(-50.0f, 10.0f));
                ground.CreateEdge(new Vector2(50.0f, 0.0f), new Vector2(50.0f, 10.0f));
            }

            // Balls
            for (int i = 0; i < 40; ++i)
            {
                CircleShape shape = new CircleShape(0.25f, 1);

                Body body = World.CreateBody();
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(-40.0f + 2.0f * i, 0.5f);

                body.CreateFixture(shape);
            }

            // Chassis
            {
                PolygonShape shape = new PolygonShape(1);
                shape.Vertices = PolygonTools.CreateRectangle(2.5f, 1.0f);

                _chassis          = World.CreateBody();
                _chassis.BodyType = BodyType.Dynamic;
                _chassis.Position = pivot + _offset;

                Fixture fixture = _chassis.CreateFixture(shape);
                fixture.CollisionGroup = -1;
            }

            {
                CircleShape shape = new CircleShape(1.6f, 1);

                _wheel          = World.CreateBody();
                _wheel.BodyType = BodyType.Dynamic;
                _wheel.Position = pivot + _offset;

                Fixture fixture = _wheel.CreateFixture(shape);
                fixture.CollisionGroup = -1;
            }

            {
                _motorJoint = new RevoluteJoint(_wheel, _chassis, _chassis.Position, true);
                _motorJoint.CollideConnected = false;
                _motorJoint.MotorSpeed       = _motorSpeed;
                _motorJoint.MaxMotorTorque   = 400.0f;
                _motorJoint.MotorEnabled     = _motorOn;
                World.Add(_motorJoint);
            }

            Vector2 wheelAnchor = pivot + new Vector2(0.0f, -0.8f);

            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);

            _wheel.SetTransform(_wheel.Position, 120.0f * MathHelper.Pi / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);

            _wheel.SetTransform(_wheel.Position, -120.0f * MathHelper.Pi / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);
        }
示例#26
0
        PinballTest()
        {
            // Ground body
            Body ground;
            {
                ground = BodyFactory.CreateBody(World);

                Vertices vertices = new Vertices(5);
                vertices.Add(new Vector2(0.0f, -2.0f));
                vertices.Add(new Vector2(8.0f, 6.0f));
                vertices.Add(new Vector2(8.0f, 20.0f));
                vertices.Add(new Vector2(-8.0f, 20.0f));
                vertices.Add(new Vector2(-8.0f, 6.0f));

                ChainShape chain = new ChainShape(vertices, true);
                ground.CreateFixture(chain);
            }

            // Flippers
            {
                Vector2 p1 = new Vector2(-2.0f, 0f);
                Vector2 p2 = new Vector2(2.0f, 0f);

                Body leftFlipper = BodyFactory.CreateBody(World, p1);
                leftFlipper.BodyType = BodyType.Dynamic;
                Body rightFlipper = BodyFactory.CreateBody(World, p2);
                rightFlipper.BodyType = BodyType.Dynamic;

                PolygonShape box = new PolygonShape(1);
                box.Vertices = PolygonTools.CreateRectangle(1.75f, 0.1f);

                leftFlipper.CreateFixture(box);
                rightFlipper.CreateFixture(box);

                _leftJoint = new RevoluteJoint(ground, leftFlipper, p1, Vector2.Zero);
                _leftJoint.MaxMotorTorque = 1000.0f;
                _leftJoint.LimitEnabled   = true;
                _leftJoint.MotorEnabled   = true;
                _leftJoint.MotorSpeed     = 0.0f;
                _leftJoint.LowerLimit     = -30.0f * Alt.FarseerPhysics.Settings.Pi / 180.0f;
                _leftJoint.UpperLimit     = 5.0f * Alt.FarseerPhysics.Settings.Pi / 180.0f;
                World.AddJoint(_leftJoint);

                _rightJoint = new RevoluteJoint(ground, rightFlipper, p2, Vector2.Zero);
                _rightJoint.MaxMotorTorque = 1000.0f;
                _rightJoint.LimitEnabled   = true;
                _rightJoint.MotorEnabled   = true;
                _rightJoint.MotorSpeed     = 0.0f;
                _rightJoint.LowerLimit     = -5.0f * Alt.FarseerPhysics.Settings.Pi / 180.0f;
                _rightJoint.UpperLimit     = 30.0f * Alt.FarseerPhysics.Settings.Pi / 180.0f;
                World.AddJoint(_rightJoint);
            }

            // Circle character
            {
                _ball          = BodyFactory.CreateBody(World, new Vector2(1.0f, 15.0f));
                _ball.BodyType = BodyType.Dynamic;
                _ball.IsBullet = true;
                _ball.CreateFixture(new CircleShape(0.2f, 1.0f));
            }
        }
示例#27
0
        private CompoundShapesTest()
        {
            World.CreateEdge(new Vector2(50.0f, 0.0f), new Vector2(-50.0f, 0.0f));

            {
                CircleShape circle1 = new CircleShape(0.5f, 2);
                circle1.Position = new Vector2(-0.5f, 0.5f);

                CircleShape circle2 = new CircleShape(0.5f, 0);
                circle2.Position = new Vector2(0.5f, 0.5f);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = World.CreateBody();
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x + 5.0f, 1.05f + 2.5f * i);
                    body.Rotation = Rand.RandomFloat(-MathHelper.Pi, MathHelper.Pi);

                    body.CreateFixture(circle1);
                    body.CreateFixture(circle2);
                }
            }

            {
                Vertices     box      = PolygonTools.CreateRectangle(0.25f, 0.5f);
                PolygonShape polygon1 = new PolygonShape(box, 2);

                box = PolygonTools.CreateRectangle(0.25f, 0.5f, new Vector2(0.0f, -0.5f), 0.5f * MathHelper.Pi);
                PolygonShape polygon2 = new PolygonShape(box, 2);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = World.CreateBody();
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x - 5.0f, 1.05f + 2.5f * i);
                    body.Rotation = Rand.RandomFloat(-MathHelper.Pi, MathHelper.Pi);

                    body.CreateFixture(polygon1);
                    body.CreateFixture(polygon2);
                }
            }

            {
                Transform xf1 = new Transform(new Vector2(1.0f, 0.0f), Complex.One);
                Transform.Multiply(ref xf1, Complex.FromAngle(0.3524f * MathHelper.Pi), out xf1);

                Vertices vertices = new Vertices(3);

                vertices.Add(Transform.Multiply(new Vector2(-1.0f, 0.0f), ref xf1));
                vertices.Add(Transform.Multiply(new Vector2(1.0f, 0.0f), ref xf1));
                vertices.Add(Transform.Multiply(new Vector2(0.0f, 0.5f), ref xf1));

                PolygonShape triangle1 = new PolygonShape(vertices, 2);

                Transform xf2 = new Transform(new Vector2(-1.0f, 0.0f), Complex.One);
                Transform.Multiply(ref xf2, Complex.FromAngle(-0.3524f * MathHelper.Pi), out xf2);

                vertices[0] = Transform.Multiply(new Vector2(-1.0f, 0.0f), ref xf2);
                vertices[1] = Transform.Multiply(new Vector2(1.0f, 0.0f), ref xf2);
                vertices[2] = Transform.Multiply(new Vector2(0.0f, 0.5f), ref xf2);

                PolygonShape triangle2 = new PolygonShape(vertices, 2);

                for (int i = 0; i < 10; ++i)
                {
                    float x = Rand.RandomFloat(-0.1f, 0.1f);

                    Body body = World.CreateBody();
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(x, 2.05f + 2.5f * i);

                    body.CreateFixture(triangle1);
                    body.CreateFixture(triangle2);
                }
            }

            {
                Vertices     box    = PolygonTools.CreateRectangle(1.5f, 0.15f);
                PolygonShape bottom = new PolygonShape(box, 4);

                box = PolygonTools.CreateRectangle(0.15f, 2.7f, new Vector2(-1.45f, 2.35f), 0.2f);
                PolygonShape left = new PolygonShape(box, 4);

                box = PolygonTools.CreateRectangle(0.15f, 2.7f, new Vector2(1.45f, 2.35f), -0.2f);
                PolygonShape right = new PolygonShape(box, 4);

                Body body = World.CreateBody();
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(0.0f, 2.0f);

                body.CreateFixture(bottom);
                body.CreateFixture(left);
                body.CreateFixture(right);
            }
        }
示例#28
0
        public Objects(World world, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type, float toothHeight = 1f)
        {
            _bodyRadius = radius;
            BodyList    = new List <Body>(count);


            for (int i = 0; i < count; i++)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    BodyList.Add(world.CreateCircle(radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    BodyList.Add(world.CreateRectangle(radius, radius, 1f));
                    _bodyRadius = radius / 2f;
                    break;

                case ObjectType.Star:
                    BodyList.Add(world.CreateGear(radius, 10, 0f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;

                case ObjectType.Gear:
                    BodyList.Add(world.CreateGear(radius, 10, 100f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;
                }
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                Body body = BodyList[i];
                body.BodyType = BodyType.Dynamic;
                body.Position = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                foreach (Fixture fixture in body.FixtureList)
                {
                    fixture.Restitution = 0.7f;
                    fixture.Friction    = 0.2f;
                }
            }

            //GFX
            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(ContentWrapper.CircleTexture(radius, ContentWrapper.Gold, ContentWrapper.Grey, 24f));
                break;

            case ObjectType.Rectangle:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), ContentWrapper.Red, ContentWrapper.Grey, 24f));
                break;

            case ObjectType.Star:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 0f, toothHeight), ContentWrapper.Brown, ContentWrapper.Black, 24f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 100f, toothHeight), ContentWrapper.Orange, ContentWrapper.Grey, 24f));
                break;
            }
        }
示例#29
0
 public FSCollisionBox(float width, float height)
 {
     _width  = width;
     _height = height;
     _verts  = PolygonTools.CreateRectangle(FSConvert.DisplayToSim * _width / 2, FSConvert.DisplayToSim * _height / 2);
 }
示例#30
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, -10f);

            HasCursor           = false;
            EnableCameraControl = true;
            HasVirtualStick     = true;

            // terrain
            _ground = World.CreateBody();
            {
                Vertices terrain = new Vertices();
                terrain.Add(new Vector2(-20f, 5f));
                terrain.Add(new Vector2(-20f, 0f));
                terrain.Add(new Vector2(20f, 0f));
                terrain.Add(new Vector2(25f, 0.25f));
                terrain.Add(new Vector2(30f, 1f));
                terrain.Add(new Vector2(35f, 4f));
                terrain.Add(new Vector2(40f, 0f));
                terrain.Add(new Vector2(45f, 0f));
                terrain.Add(new Vector2(50f, -1f));
                terrain.Add(new Vector2(55f, -2f));
                terrain.Add(new Vector2(60f, -2f));
                terrain.Add(new Vector2(65f, -1.25f));
                terrain.Add(new Vector2(70f, 0f));
                terrain.Add(new Vector2(75f, 0.3f));
                terrain.Add(new Vector2(80f, 1.5f));
                terrain.Add(new Vector2(85f, 3.5f));
                terrain.Add(new Vector2(90f, 0f));
                terrain.Add(new Vector2(95f, -0.5f));
                terrain.Add(new Vector2(100f, -1f));
                terrain.Add(new Vector2(105f, -2f));
                terrain.Add(new Vector2(110f, -2.5f));
                terrain.Add(new Vector2(115f, -1.3f));
                terrain.Add(new Vector2(120f, 0f));
                terrain.Add(new Vector2(160f, 0f));
                terrain.Add(new Vector2(159f, -10f));
                terrain.Add(new Vector2(201f, -10f));
                terrain.Add(new Vector2(200f, 0f));
                terrain.Add(new Vector2(240f, 0f));
                terrain.Add(new Vector2(250f, 5f));
                terrain.Add(new Vector2(250f, -10f));
                terrain.Add(new Vector2(270f, -10f));
                terrain.Add(new Vector2(270f, 0));
                terrain.Add(new Vector2(310f, 0));
                terrain.Add(new Vector2(310f, 5));

                for (int i = 0; i < terrain.Count - 1; ++i)
                {
                    _ground.CreateEdge(terrain[i], terrain[i + 1]);
                }

                _ground.SetFriction(0.6f);
            }

            // teeter board
            {
                _board          = World.CreateBody();
                _board.BodyType = BodyType.Dynamic;
                _board.Position = new Vector2(140.0f, 1.0f);

                PolygonShape box = new PolygonShape(PolygonTools.CreateRectangle(20.0f / 2f, 0.5f / 2f), 1);
                _teeter =
                    new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Pavement, Color.LightGray, 1.2f));

                _board.CreateFixture(box);

                RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(World, _ground, _board, Vector2.Zero);
                teeterAxis.LowerLimit   = -8.0f * MathHelper.Pi / 180.0f;
                teeterAxis.UpperLimit   = 8.0f * MathHelper.Pi / 180.0f;
                teeterAxis.LimitEnabled = true;

                _board.ApplyAngularImpulse(100.0f);
            }

            // bridge
            {
                _bridgeSegments = new List <Body>();

                const int    segmentCount = 20;
                PolygonShape shape        = new PolygonShape(PolygonTools.CreateRectangle(1.0f, 0.125f), 1f);
                _bridge = new Sprite(ScreenManager.Assets.TextureFromShape(shape, MaterialType.Dots, Color.SandyBrown, 1f));

                Body prevBody = _ground;
                for (int i = 0; i < segmentCount; ++i)
                {
                    Body body = World.CreateBody();
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(161f + 2f * i, -0.125f);
                    Fixture fix = body.CreateFixture(shape);
                    fix.Friction = 0.6f;
                    JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX);

                    prevBody = body;
                    _bridgeSegments.Add(body);
                }
                JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX);
            }

            // boxes
            {
                _boxes = new List <Body>();
                PolygonShape box = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.5f), 1f);
                _box = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Squares, Color.SaddleBrown, 2f));

                Body body = World.CreateBody();
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, 0.5f);
                body.CreateFixture(box);
                _boxes.Add(body);

                body          = World.CreateBody();
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, 1.5f);
                body.CreateFixture(box);
                _boxes.Add(body);

                body          = World.CreateBody();
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(220f, 2.5f);
                body.CreateFixture(box);
                _boxes.Add(body);
            }

            // car
            {
                Vertices vertices = new Vertices(8);
                vertices.Add(new Vector2(-2.5f, -0.08f));
                vertices.Add(new Vector2(-2.375f, 0.46f));
                vertices.Add(new Vector2(-0.58f, 0.92f));
                vertices.Add(new Vector2(0.46f, 0.92f));
                vertices.Add(new Vector2(2.5f, 0.17f));
                vertices.Add(new Vector2(2.5f, -0.205f));
                vertices.Add(new Vector2(2.3f, -0.33f));
                vertices.Add(new Vector2(-2.25f, -0.35f));

                PolygonShape chassis    = new PolygonShape(vertices, 2);
                CircleShape  wheelShape = new CircleShape(0.5f, 0.8f);

                _car          = World.CreateBody();
                _car.BodyType = BodyType.Dynamic;
                _car.Position = new Vector2(0.0f, 1.0f);
                _car.CreateFixture(chassis);

                _wheelBack          = World.CreateBody();
                _wheelBack.BodyType = BodyType.Dynamic;
                _wheelBack.Position = new Vector2(-1.709f, 0.78f);
                _wheelBack.CreateFixture(wheelShape);
                _wheelBack.SetFriction(0.9f);

                wheelShape.Density   = 1;
                _wheelFront          = World.CreateBody();
                _wheelFront.BodyType = BodyType.Dynamic;
                _wheelFront.Position = new Vector2(1.54f, 0.8f);
                _wheelFront.CreateFixture(wheelShape);

                Vector2 axis = new Vector2(0.0f, 1.2f);
                _springBack                = new WheelJoint(_car, _wheelBack, _wheelBack.Position, axis, true);
                _springBack.MotorSpeed     = 0.0f;
                _springBack.MaxMotorTorque = 20.0f;
                _springBack.MotorEnabled   = true;
                _springBack.Frequency      = 4.0f;
                _springBack.DampingRatio   = 0.7f;
                World.Add(_springBack);

                _springFront                = new WheelJoint(_car, _wheelFront, _wheelFront.Position, axis, true);
                _springFront.MotorSpeed     = 0.0f;
                _springFront.MaxMotorTorque = 10.0f;
                _springFront.MotorEnabled   = false;
                _springFront.Frequency      = 4.0f;
                _springFront.DampingRatio   = 0.7f;
                World.Add(_springFront);

                _carBody = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/car"), AssetCreator.CalculateOrigin(_car, 24f));
                _wheel   = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/wheel"));
            }

            Camera.MinRotation = -0.05f;
            Camera.MaxRotation = 0.05f;

            Camera.TrackingBody   = _car;
            Camera.EnableTracking = true;
        }