示例#1
0
文件: Form1.cs 项目: RubisetCie/box2c
        private void Form1_Load(object sender, EventArgs e)
        {
            sogc = new SimpleOpenGlControl();
            sogc.Dock = DockStyle.Fill;
            sogc.Paint += new PaintEventHandler(sogc_Paint);
            sogc.Resize += new EventHandler(sogc_Resize);
            Controls.Add(sogc);

            sogc.InitializeContexts();
            InitOpenGL(sogc.Size, 1, PointF.Empty);

            // Define the gravity vector.
            b2Vec2 gravity = new b2Vec2(0.0f, -10.0f);

            // Do we want to let bodies sleep?
            bool doSleep = true;

            // Construct a world object, which will hold and simulate the rigid bodies.
            world = new b2World(gravity, doSleep);
            //	world.SetWarmStarting(true);

            {
                b2BodyDef bd = new b2BodyDef();
                b2Body ground = world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsEdge(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                float a = 0.5f;
                b2CircleShape shape = new b2CircleShape();
                shape.m_radius = a;

                b2Vec2 x = new b2Vec2(-7.0f, 0.95f);
                b2Vec2 y;
                b2Vec2 deltaX = new b2Vec2(0, 1.25f);
                b2Vec2 deltaY = new b2Vec2(0, 1.25f);
                y= deltaY;

                for (int j = 0; j < 8; ++j)
                {
                    b2BodyDef bd = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position = y;
                    b2Body body = world.CreateBody(bd);
                    body.CreateFixture(shape, 5.0f);

                    y += deltaY;
                }
            }

            GDIDebugThing.instance.SetFlags(EDebugFlags.e_shapeBit);
            world.SetDebugDraw(GDIDebugThing.instance);

            System.Timers.Timer timer = new System.Timers.Timer();
            timer.Interval = 85;
            timer.SynchronizingObject = this;
            timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_Elapsed);
            timer.Start();
        }
示例#2
0
        public Car(
            b2World b2world,

            double width,
            double length,
            double[] position,
            double angle,
            double power,
            double max_steer_angle,
            double max_speed,
            Wheel[] wheels
            )
        {
            this.wheels = wheels;

            //        /*
            //        pars is an object with possible attributes:

            //        width - width of the car in meters
            //        length - length of the car in meters
            //        position - starting position of the car, array [x, y] in meters
            //        angle - starting angle of the car, degrees
            //        max_steer_angle - maximum angle the wheels turn when steering, degrees
            //        max_speed       - maximum speed of the car, km/h
            //        power - engine force, in newtons, that is applied to EACH powered wheel
            //        wheels - wheel definitions: [{x, y, rotatable, powered}}, ...] where
            //                 x is wheel position in meters relative to car body center
            //                 y is wheel position in meters relative to car body center
            //                 revolving - boolean, does this turn rotate when steering?
            //                 powered - is force applied to this wheel when accelerating/braking?
            //        */



            //        this.max_steer_angle=pars.max_steer_angle;
            //        this.max_speed=pars.max_speed;
            //        this.power=pars.power;
            var wheel_angle = 0.0;//keep track of current wheel angle relative to car.
            //                           //when steering left/right, angle will be decreased/increased gradually over 200ms to prevent jerkyness.

            //initialize body
            var def = new b2BodyDef();

            def.type           = b2Body.b2_dynamicBody;
            def.position       = new b2Vec2(position[0], position[1]);
            def.angle          = angle.DegreesToRadians();
            def.linearDamping  = 0.55; //gradually reduces velocity, makes the car reduce speed slowly if neither accelerator nor brake is pressed
            def.bullet         = true; //dedicates more time to collision detection - car travelling at high speeds at low framerates otherwise might teleport through obstacles.
            def.angularDamping = 0.3;

            this.body = b2world.CreateBody(def);

            //initialize shape
            var fixdef = new b2FixtureDef();

            fixdef.density     = 1.0;
            fixdef.friction    = 0.3; //friction when rubbing agaisnt other shapes
            fixdef.restitution = 0.4; //amount of force feedback when hitting something. >0 makes the car bounce off, it's fun!

            var fixdef_shape = new b2PolygonShape();

            fixdef.shape = fixdef_shape;
            fixdef_shape.SetAsBox(width / 2, length / 2);
            body.CreateFixture(fixdef);

            //initialize wheels
            foreach (var item in wheels)
            {
                item.Initialize(this);
            }

            //return array of wheels that turn when steering
            IEnumerable <Wheel> getRevolvingWheels = from w in wheels where w.revolving select w;
            //        //return array of powered wheels
            IEnumerable <Wheel> getPoweredWheels = from w in wheels where w.powered select w;

            #region setSpeed
            Action <double> setSpeed = (speed) =>
            {
                /*
                 * speed - speed in kilometers per hour
                 */
                var velocity0 = this.body.GetLinearVelocity();

                //Console.WriteLine("car setSpeed velocity0 " + new { velocity0.x, velocity0.y });

                var velocity2 = vectors.unit(new[] { velocity0.x, velocity0.y });

                //Console.WriteLine("car setSpeed velocity2 " + new { x = velocity2[0], y = velocity2[1] });
                var velocity = new b2Vec2(
                    velocity2[0] * ((speed * 1000.0) / 3600.0),
                    velocity2[1] * ((speed * 1000.0) / 3600.0)
                    );

                //Console.WriteLine("car setSpeed SetLinearVelocity " + new { velocity.x, velocity.y });
                this.body.SetLinearVelocity(velocity);
            };
            #endregion


            #region getSpeedKMH
            this.getSpeedKMH = delegate
            {
                var velocity = this.body.GetLinearVelocity();
                var len      = vectors.len(new double[] { velocity.x, velocity.y });
                return((len / 1000.0) * 3600.0);
            };
            #endregion

            #region getLocalVelocity
            Func <double[]> getLocalVelocity = delegate
            {
                /*
                 * returns car's velocity vector relative to the car
                 */
                var retv = this.body.GetLocalVector(this.body.GetLinearVelocityFromLocalPoint(new b2Vec2(0, 0)));
                return(new double[] { retv.x, retv.y });
            };
            #endregion



            #region update
            this.update = (msDuration) =>
            {
                #region 1. KILL SIDEWAYS VELOCITY

                //kill sideways velocity for all wheels
                for (var i = 0; i < wheels.Length; i++)
                {
                    wheels[i].killSidewaysVelocity();
                }
                #endregion



                #region 2. SET WHEEL ANGLE

                //calculate the change in wheel's angle for this update, assuming the wheel will reach is maximum angle from zero in 200 ms
                var incr = (max_steer_angle / 200.0) * msDuration;

                if (steer_right == STEER_RIGHT)
                {
                    wheel_angle = Math.Min(Math.Max(wheel_angle, 0) + incr, max_steer_angle); //increment angle without going over max steer
                }
                else if (steer_left == STEER_LEFT)
                {
                    wheel_angle = Math.Max(Math.Min(wheel_angle, 0) - incr, -max_steer_angle); //decrement angle without going over max steer
                }
                else
                {
                    wheel_angle = 0;
                }

                //update revolving wheels
                getRevolvingWheels.WithEach(
                    w => w.setAngle(wheel_angle)
                    );

                #endregion


                #region 3. APPLY FORCE TO WHEELS
                var base_vect = new double[2]; //vector pointing in the direction force will be applied to a wheel ; relative to the wheel.

                //if accelerator is pressed down and speed limit has not been reached, go forwards
                var lessthanlimit = (getSpeedKMH() < max_speed);
                var flag1         = (accelerate == ACC_ACCELERATE) && lessthanlimit;
                if (flag1)
                {
                    base_vect = new double[] { 0, -1 };
                }
                else if (accelerate == ACC_BRAKE)
                {
                    //braking, but still moving forwards - increased force
                    if (getLocalVelocity()[1] < 0)
                    {
                        base_vect = new double[] { 0, 1.3 };
                    }
                    //going in reverse - less force
                    else
                    {
                        base_vect = new double[] { 0, 0.7 };
                    }
                }
                else
                {
                    base_vect[0] = 0;
                    base_vect[1] = 0;
                }

                //multiply by engine power, which gives us a force vector relative to the wheel
                var fvect = new double[] {
                    power *base_vect[0],
                    power *base_vect[1]
                };

                //apply force to each wheel



                getPoweredWheels.WithEachIndex(
                    (w, i) =>
                {
                    var wp = w.body.GetWorldCenter();
                    var wf = w.body.GetWorldVector(new b2Vec2(fvect[0], fvect[1]));

                    //Console.WriteLine("getPoweredWheels ApplyForce #" + i);
                    w.body.ApplyForce(wf, wp);
                }
                    );



                //if going very slow, stop - to prevent endless sliding
                var veryslow = (getSpeedKMH() < 4);
                var flag2    = veryslow && (accelerate == ACC_NONE);
                if (flag2)
                {
                    //Console.WriteLine("setSpeed 0");
                    setSpeed(0);
                }
                #endregion
            };
            #endregion
        }
示例#3
0
        public Wheel()
        {
            this.Initialize = car =>
            {
                /*
                 * wheel object
                 *
                 * pars:
                 *
                 * car - car this wheel belongs to
                 * x - horizontal position in meters relative to car's center
                 * y - vertical position in meters relative to car's center
                 * width - width in meters
                 * length - length in meters
                 * revolving - does this wheel revolve when steering?
                 * powered - is this wheel powered?
                 */

                var position = new double[] { x, y };

                //this.car=pars.car;
                //this.revolving=pars.revolving;
                //this.powered=pars.powered;

                //initialize body
                var def = new b2BodyDef();
                def.type     = b2Body.b2_dynamicBody;
                def.position = car.body.GetWorldPoint(new b2Vec2(position[0], position[1]));
                def.angle    = car.body.GetAngle();
                this.body    = b2world.CreateBody(def);

                //initialize shape
                var fixdef = new b2FixtureDef();
                fixdef.density  = 1;
                fixdef.isSensor = true; //wheel does not participate in collision calculations: resulting complications are unnecessary

                var fixdef_shape = new b2PolygonShape();

                fixdef.shape = fixdef_shape;
                fixdef_shape.SetAsBox(width / 2, length / 2);
                body.CreateFixture(fixdef);

                var jointdef = new b2RevoluteJointDef();

                //create joint to connect wheel to body
                if (revolving)
                {
                    jointdef.Initialize(car.body, body, body.GetWorldCenter());
                    jointdef.enableMotor = false; //we'll be controlling the wheel's angle manually
                }
                else
                {
                    jointdef.Initialize(car.body, body, body.GetWorldCenter()
                                        //, new b2Vec2(1, 0)
                                        );
                    jointdef.enableLimit = true;


                    //jointdef.lowerTranslation = 0;
                    //jointdef.upperTranslation = 0;
                }
                b2world.CreateJoint(jointdef);

                #region setAngle
                this.setAngle +=
                    (angle) =>
                {
                    this.rotation = angle.DegreesToRadians();

                    /*
                     * angle - wheel angle relative to car, in degrees
                     */
                    body.SetAngle(car.body.GetAngle() + angle.DegreesToRadians());
                };
                #endregion


                #region getLocalVelocity
                Func <double[]> getLocalVelocity = delegate
                {
                    /*returns get velocity vector relative to car
                     */
                    var res = car.body.GetLocalVector(car.body.GetLinearVelocityFromLocalPoint(new b2Vec2(position[0], position[1])));
                    return(new double[] { res.x, res.y });
                };
                #endregion



                #region getDirectionVector
                Func <double[]> getDirectionVector = delegate
                {
                    /*
                     * returns a world unit vector pointing in the direction this wheel is moving
                     */

                    if (getLocalVelocity()[1] > 0)
                    {
                        return(vectors.rotate(new double[] { 0, 1 }, body.GetAngle()));
                    }
                    else
                    {
                        return(vectors.rotate(new double[] { 0, -1 }, body.GetAngle()));
                    }
                };
                #endregion


                #region getKillVelocityVector
                Func <double[]> getKillVelocityVector = delegate
                {
                    /*
                     * substracts sideways velocity from this wheel's velocity vector and returns the remaining front-facing velocity vector
                     */
                    var velocity      = body.GetLinearVelocity();
                    var sideways_axis = getDirectionVector();
                    var dotprod       = vectors.dot(new[] { velocity.x, velocity.y }, sideways_axis);
                    return(new double[] { sideways_axis[0] * dotprod, sideways_axis[1] * dotprod });
                };
                #endregion

                #region killSidewaysVelocity
                this.killSidewaysVelocity = delegate
                {
                    /*
                     * removes all sideways velocity from this wheels velocity
                     */
                    var kv = getKillVelocityVector();

                    body.SetLinearVelocity(new b2Vec2(kv[0], kv[1]));
                };
                #endregion
            };
        }
示例#4
0
        private void initPhysics()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            var gravity = new b2Vec2(0.0f, -10.0f);

            _world = new b2World(gravity);
            float  debugWidth  = s.Width / PTM_RATIO * 2f;
            float  debugHeight = s.Height / PTM_RATIO * 2f;
            CCDraw debugDraw   = new CCDraw(new b2Vec2(debugWidth / 2f + 10, s.Height - debugHeight - 10), 2);

            debugDraw.AppendFlags(b2DrawFlags.e_shapeBit);
            _world.SetDebugDraw(debugDraw);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);

            //m_debugDraw = new GLESDebugDraw( PTM_RATIO );
            //world->SetDebugDraw(m_debugDraw);

            //uint32 flags = 0;
            //flags += b2Draw::e_shapeBit;
            //        flags += b2Draw::e_jointBit;
            //        flags += b2Draw::e_aabbBit;
            //        flags += b2Draw::e_pairBit;
            //        flags += b2Draw::e_centerOfMassBit;
            //m_debugDraw->SetFlags(flags);


            // Call the body factory which allocates memory for the ground body
            // from a pool and creates the ground box shape (also from a pool).
            // The body is also added to the world.
            b2BodyDef def = b2BodyDef.Create();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);

            groundBody.SetActive(true);

            // Define the ground box shape.

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(s.Width / PTM_RATIO, 0));
            b2FixtureDef fd = b2FixtureDef.Create();

            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // _world.Dump();
        }