示例#1
0
        private void create()
        {
            b2Body bodyB;

            if (connectedB2BodyObject == null)
            {
                bodyB = _world.GetGroundBody();
            }
            else
            {
                bodyB = connectedB2BodyObject.body;
            }

            b2RevoluteJointDef jointDef = new b2RevoluteJointDef();

            jointDef.Initialize(_bodyObject.body, bodyB, new b2Vec2());
            jointDef.collideConnected = enableCollision;

            jointDef.enableLimit    = enableLimit;
            jointDef.referenceAngle = referenceAngle;
            jointDef.lowerAngle     = lowerAngle;
            jointDef.upperAngle     = upperAngle;

            jointDef.enableMotor    = enableMotor;
            jointDef.motorSpeed     = motorSpeed;
            jointDef.maxMotorTorque = maxMotorTorque;

            _joint         = _world.CreateJoint(jointDef);
            _revoluteJoint = _joint as b2RevoluteJoint;

            _revoluteJoint.m_localAnchor1.SetV(localAnchor1);
            _revoluteJoint.m_localAnchor2.SetV(localAnchor2);

            _revoluteJoint.GetBodyA().SetAwake(true);
            _revoluteJoint.GetBodyB().SetAwake(true);
        }
示例#2
0
    internal static b2Joint Create(b2JointDef def)
    {
        b2Joint joint = null;

        switch (def.type)
        {
        case b2JointType.e_distanceJoint:
        {
            joint = new b2DistanceJoint((b2DistanceJointDef)def);
        }
        break;

        case b2JointType.e_mouseJoint:
        {
            joint = new b2MouseJoint((b2MouseJointDef)def);
        }
        break;

        case b2JointType.e_prismaticJoint:
        {
            joint = new b2PrismaticJoint((b2PrismaticJointDef)def);
        }
        break;

        case b2JointType.e_revoluteJoint:
        {
            joint = new b2RevoluteJoint((b2RevoluteJointDef)def);
        }
        break;

        case b2JointType.e_pulleyJoint:
        {
            joint = new b2PulleyJoint((b2PulleyJointDef)def);
        }
        break;

        case b2JointType.e_gearJoint:
        {
            joint = new b2GearJoint((b2GearJointDef)def);
        }
        break;

        case b2JointType.e_wheelJoint:
        {
            joint = new b2WheelJoint((b2WheelJointDef)def);
        }
        break;

        case b2JointType.e_weldJoint:
        {
            joint = new b2WeldJoint((b2WeldJointDef)def);
        }
        break;

        case b2JointType.e_frictionJoint:
        {
            joint = new b2FrictionJoint((b2FrictionJointDef)def);
        }
        break;

        case b2JointType.e_ropeJoint:
        {
            joint = new b2RopeJoint((b2RopeJointDef)def);
        }
        break;

        case b2JointType.e_motorJoint:
        {
            joint = new b2MotorJoint((b2MotorJointDef)def);
        }
        break;

        default:
            Debug.Assert(false);
            break;
        }

        return(joint);
    }
示例#3
0
        public CircleStress()
        {
            b2Body leftWall  = null;
            b2Body rightWall = null;

            {
                // Ground
                b2PolygonShape sd = new b2PolygonShape();
                sd.SetAsBox(50.0f, 10.0f);
                b2BodyDef bd = new b2BodyDef();
                bd.type     = b2BodyType.b2_staticBody;
                bd.position = new b2Vec2(0.0f, -10.0f);
                b2Body       b  = m_world.CreateBody(bd);
                b2FixtureDef fd = new b2FixtureDef();
                fd.shape    = sd;
                fd.friction = 1.0f;
                b.CreateFixture(fd);

                // Walls
                sd.SetAsBox(3.0f, 50.0f);
                bd          = new b2BodyDef();
                bd.position = new b2Vec2(45.0f, 25.0f);
                rightWall   = m_world.CreateBody(bd);
                rightWall.CreateFixture(sd, 0);
                bd.position = new b2Vec2(-45.0f, 25.0f);
                leftWall    = m_world.CreateBody(bd);
                leftWall.CreateFixture(sd, 0);

                // Corners
                bd = new b2BodyDef();
                sd.SetAsBox(20.0f, 3.0f);
                bd.angle    = (float)(-Math.PI / 4.0);
                bd.position = new b2Vec2(-35f, 8.0f);
                b2Body myBod = m_world.CreateBody(bd);
                myBod.CreateFixture(sd, 0);
                bd.angle    = (float)(Math.PI / 4.0);
                bd.position = new b2Vec2(35f, 8.0f);
                myBod       = m_world.CreateBody(bd);
                myBod.CreateFixture(sd, 0);

                // top
                sd.SetAsBox(50.0f, 10.0f);
                bd.type     = b2BodyType.b2_staticBody;
                bd.angle    = 0;
                bd.position = new b2Vec2(0.0f, 75.0f);
                b           = m_world.CreateBody(bd);
                fd.shape    = sd;
                fd.friction = 1.0f;
                b.CreateFixture(fd);
            }

            {
                b2CircleShape cd;
                b2FixtureDef  fd = new b2FixtureDef();

                b2BodyDef bd = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                int   numPieces = 5;
                float radius    = 6f;
                bd.position = new b2Vec2(0.0f, 10.0f);
                b2Body body = m_world.CreateBody(bd);
                for (int i = 0; i < numPieces; i++)
                {
                    cd             = new b2CircleShape();
                    cd.Radius      = 1.2f;
                    fd.shape       = cd;
                    fd.density     = 25;
                    fd.friction    = .1f;
                    fd.restitution = .9f;
                    float xPos = radius * (float)Math.Cos(2f * Math.PI * (i / (float)(numPieces)));
                    float yPos = radius * (float)Math.Sin(2f * Math.PI * (i / (float)(numPieces)));
                    cd.Position.Set(xPos, yPos);

                    body.CreateFixture(fd);
                }

                body.SetBullet(false);

                b2RevoluteJointDef rjd = new b2RevoluteJointDef();
                rjd.Initialize(body, m_groundBody, body.Position);
                rjd.motorSpeed     = (float)Math.PI;
                rjd.maxMotorTorque = 1000000.0f;
                rjd.enableMotor    = true;
                joint = (b2RevoluteJoint)m_world.CreateJoint(rjd);
            }

            {
                int loadSize = 41;

                for (int j = 0; j < 15; j++)
                {
                    for (int i = 0; i < loadSize; i++)
                    {
                        b2CircleShape circ = new b2CircleShape();
                        b2BodyDef     bod  = new b2BodyDef();
                        bod.type    = b2BodyType.b2_dynamicBody;
                        circ.Radius = 1.0f + (i % 2 == 0 ? 1.0f : -1.0f) * .5f * Rand.RandomFloat(.5f, 1f);
                        b2FixtureDef fd2 = new b2FixtureDef();
                        fd2.shape       = circ;
                        fd2.density     = circ.Radius * 1.5f;
                        fd2.friction    = 0.5f;
                        fd2.restitution = 0.7f;
                        float xPos = -39f + 2 * i;
                        float yPos = 50f + j;
                        bod.position = new b2Vec2(xPos, yPos);
                        b2Body myBody = m_world.CreateBody(bod);
                        myBody.CreateFixture(fd2);
                    }
                }
            }

            m_world.Gravity = new b2Vec2(0, -50);
        }
示例#4
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(b2RevoluteJoint obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
示例#5
0
    //	friend class b2Joint;

    // Gear Joint:
    // C0 = (coordinate1 + ratio * coordinate2)_initial
    // C = (coordinate1 + ratio * coordinate2) - C0 = 0
    // J = [J1 ratio * J2]
    // K = J * invM * JT
    //   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
    //
    // Revolute:
    // coordinate = rotation
    // Cdot = angularVelocity
    // J = [0 0 1]
    // K = J * invM * JT = invI
    //
    // Prismatic:
    // coordinate = dot(p - pg, ug)
    // Cdot = dot(v + cross(w, r), ug)
    // J = [ug cross(r, ug)]
    // K = J * invM * JT = invMass + invI * cross(r, ug)^2

    internal b2GearJoint(b2GearJointDef def) : base(def)
    {
        m_joint1 = def.joint1;
        m_joint2 = def.joint2;

        m_typeA = m_joint1.GetType();
        m_typeB = m_joint2.GetType();

        Debug.Assert(m_typeA == b2JointType.e_revoluteJoint || m_typeA == b2JointType.e_prismaticJoint);
        Debug.Assert(m_typeB == b2JointType.e_revoluteJoint || m_typeB == b2JointType.e_prismaticJoint);

        float coordinateA;
        float coordinateB;

        // TODO_ERIN there might be some problem with the joint edges in b2Joint.

        m_bodyC = m_joint1.GetBodyA();
        m_bodyA = m_joint1.GetBodyB();

        // Get geometry of joint1
        b2Transform xfA = new b2Transform(m_bodyA.m_xf);
        float       aA  = m_bodyA.m_sweep.a;
        b2Transform xfC = new b2Transform(m_bodyC.m_xf);
        float       aC  = m_bodyC.m_sweep.a;

        if (m_typeA == b2JointType.e_revoluteJoint)
        {
            b2RevoluteJoint revolute = (b2RevoluteJoint)def.joint1;
            m_localAnchorC    = revolute.m_localAnchorA;
            m_localAnchorA    = revolute.m_localAnchorB;
            m_referenceAngleA = revolute.m_referenceAngle;
            m_localAxisC.SetZero();

            coordinateA = aA - aC - m_referenceAngleA;
        }
        else
        {
            b2PrismaticJoint prismatic = (b2PrismaticJoint)def.joint1;


            m_localAnchorC = prismatic.m_localAnchorA;


            m_localAnchorA    = prismatic.m_localAnchorB;
            m_referenceAngleA = prismatic.m_referenceAngle;


            m_localAxisC = prismatic.m_localXAxisA;



            b2Vec2 pC = new b2Vec2(m_localAnchorC);
            b2Vec2 pA = Utils.b2MulT(xfC.q, Utils.b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
            coordinateA = Utils.b2Dot(pA - pC, m_localAxisC);
        }

        m_bodyD = m_joint2.GetBodyA();
        m_bodyB = m_joint2.GetBodyB();

        // Get geometry of joint2


        b2Transform xfB = new b2Transform(m_bodyB.m_xf);
        float       aB  = m_bodyB.m_sweep.a;


        b2Transform xfD = new b2Transform(m_bodyD.m_xf);
        float       aD  = m_bodyD.m_sweep.a;

        if (m_typeB == b2JointType.e_revoluteJoint)
        {
            b2RevoluteJoint revolute = (b2RevoluteJoint)def.joint2;


            m_localAnchorD = revolute.m_localAnchorA;


            m_localAnchorB    = revolute.m_localAnchorB;
            m_referenceAngleB = revolute.m_referenceAngle;
            m_localAxisD.SetZero();

            coordinateB = aB - aD - m_referenceAngleB;
        }
        else
        {
            b2PrismaticJoint prismatic = (b2PrismaticJoint)def.joint2;


            m_localAnchorD = prismatic.m_localAnchorA;


            m_localAnchorB    = prismatic.m_localAnchorB;
            m_referenceAngleB = prismatic.m_referenceAngle;


            m_localAxisD = prismatic.m_localXAxisA;



            b2Vec2 pD = new b2Vec2(m_localAnchorD);
            b2Vec2 pB = Utils.b2MulT(xfD.q, Utils.b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
            coordinateB = Utils.b2Dot(pB - pD, m_localAxisD);
        }

        m_ratio = def.ratio;

        m_constant = coordinateA + m_ratio * coordinateB;

        m_impulse = 0.0f;
    }