示例#1
0
        public override void OnEnter()
        {
            base.OnEnter();
            space.SetIterations(30);
            space.SetGravity(new cpVect(0f, -300f));
            space.SetCollisionSlop(0.5f);
            space.SetSleepTimeThreshold(1.0f);

            cpBody body, staticBody = space.GetStaticBody();

            // Create segments around the edge of the screen.
            shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-320f, -240f), new cpVect(-320f, 240f), 0.0f));

            shape.SetElasticity(1.0f);
            shape.SetFriction(1.0f);
            shape.SetFilter(NOT_GRABBABLE_FILTER);

            shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(320f, -240f), new cpVect(320f, 240f), 0.0f));
            shape.SetElasticity(1f);
            shape.SetFriction(1.0f);
            shape.SetFilter(NOT_GRABBABLE_FILTER);

            shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-320f, -240f), new cpVect(320f, -240f), 0.0f));
            shape.SetElasticity(1f);
            shape.SetFriction(1.0f);
            shape.SetFilter(NOT_GRABBABLE_FILTER);

            //RAMP
            scaleStaticBody = space.AddBody(cpBody.NewStatic());
            shape           = space.AddShape(new cpSegmentShape(scaleStaticBody, new cpVect(-240, -180), new cpVect(-140, -180), 4.0f));

            shape.SetElasticity(1.0f);
            shape.SetFriction(1.0f);
            shape.SetFilter(NOT_GRABBABLE_FILTER);

            if (!isTest)
            {
                // add some boxes to stack on the scale
                for (int i = 0; i < 5; i++)
                {
                    body = space.AddBody(new cpBody(1.0f, cp.MomentForBox(1.0f, 30.0f, 30.0f)));
                    body.SetPosition(new cpVect(0f, i * 32f - 220f));

                    shape = space.AddShape(cpPolyShape.BoxShape(body, 30.0f, 30.0f, 0.0f));
                    shape.SetElasticity(0.0f);
                    shape.SetFriction(0.8f);
                }
            }

            //Add a ball that we'll track which objects are beneath it.
            float radius = 15.0f;

            ballBody = space.AddBody(new cpBody(10.0f, cp.MomentForCircle(10.0f, 0.0f, radius, cpVect.Zero)));
            ballBody.SetPosition(new cpVect(120, -240 + radius + 5));

            shape = space.AddShape(new cpCircleShape(ballBody, radius, cpVect.Zero));
            shape.SetElasticity(0.0f);
            shape.SetFriction(0.9f);
            Schedule();
        }
示例#2
0
        public void Add(cpShape shape)
        {
            if (shape == null)
            {
                return;
            }
            shape.SetFilter(new cpShapeFilter(_group, cp.ALL_CATEGORIES, cp.ALL_CATEGORIES));

            _shapes.Add(shape);
            Map.Add(shape, this);
        }
示例#3
0
        public override void OnEnter()
        {
            base.OnEnter();

            space.SetIterations(30);
            space.SetGravity(new cpVect(0, -300));
            space.SetSleepTimeThreshold(0.5f);
            space.SetCollisionSlop(0.5f);


            cpShape shape = space.AddShape(new cpSegmentShape(space.GetStaticBody(), new cpVect(-600, -240), new cpVect(600, -240), 0.0f));

            shape.SetElasticity(1.0f);
            shape.SetFriction(1.0f);
            shape.SetFilter(NOT_GRABBABLE_FILTER);


            // Add the dominoes.
            var n = 7;

            for (var i = 0; i < n; i++)
            {
                for (var j = 0; j < (n - i); j++)
                {
                    var offset = new cpVect((j - (n - 1 - i) * 0.5f) * 1.5f * HEIGHT, (i + 0.5f) * (HEIGHT + 2 * WIDTH) - WIDTH - 240);
                    add_domino(offset, false);
                    add_domino(cpVect.cpvadd(offset, new cpVect(0, (HEIGHT + WIDTH) / 2)), true);

                    if (j == 0)
                    {
                        add_domino(cpVect.cpvadd(offset, new cpVect(0.5f * (WIDTH - HEIGHT), HEIGHT + WIDTH)), false);
                    }

                    if (j != n - i - 1)
                    {
                        add_domino(cpVect.cpvadd(offset, new cpVect(HEIGHT * 0.75f, (HEIGHT + 3 * WIDTH) / 2)), true);
                    }
                    else
                    {
                        add_domino(cpVect.cpvadd(offset, new cpVect(0.5f * (HEIGHT - WIDTH), HEIGHT + WIDTH)), false);
                    }
                }
            }

            Schedule();
        }
示例#4
0
        public override void OnEnter()
        {
            base.OnEnter();

            space.SetIterations(20);

            planetBody = space.AddBody(cpBody.NewKinematic());
            planetBody.SetAngularVelocity(0.2f);

            for (int i = 0; i < 30; i++)
            {
                add_box();
            }

            cpShape shape = space.AddShape(new cpCircleShape(planetBody, 70, cpVect.Zero));

            shape.SetElasticity(1);
            shape.SetFriction(1);
            shape.SetFilter(NOT_GRABBABLE_FILTER);

            Schedule();
        }
示例#5
0
    protected override void OnAwake()
    {
        base.OnAwake();

        Vector2      pos          = this.transform.position;//static body(0,0) should add postion , Dynamic use Rigidbody position as parent
        XRigidbody2D xRigidbody2D = this.GetComponent <XRigidbody2D>();

        if (xRigidbody2D != null)
        {
            if (xRigidbody2D.mBodyType != cpBodyType.STATIC)
            {
                xRigidbody2D.Init();
                mRigidbody2D = xRigidbody2D.Rigidbody2D;
                pos          = Vector2.zero;
            }
            else
            {
                mRigidbody2D = XSpaceManager.Instance.Space.GetStaticBody();
            }
        }
        else
        {
            //静态的,不能移动
            mRigidbody2D = XSpaceManager.Instance.Space.GetStaticBody();
        }

        //local
        Vector2    left, bottom, right, top;
        Quaternion rotation;

        switch (mShapeType)
        {
        case ColliderType.Segment:
            float angle = Vector2.Angle(this.mEnd - this.mStart, Vector2.right);
            rotation = Quaternion.AngleAxis(angle + this.transform.eulerAngles.z, Vector3.forward);

            left   = rotation * new Vector2(this.mStart.x, this.mStart.y - this.mRadius);
            bottom = rotation * new Vector2(this.mEnd.x, this.mEnd.y - this.mRadius);
            right  = rotation * new Vector2(this.mEnd.x, this.mEnd.y + this.mRadius);
            top    = rotation * new Vector2(this.mStart.x, this.mStart.y + this.mRadius);

            Vector2 start = (Vector2)pos + (left + top) / 2;
            Vector2 end   = (Vector2)pos + (bottom + right) / 2;

            mCollider2D = new cpSegmentShape(mRigidbody2D, new cpVect(start.x, start.y) * XSpaceManager.PixelsPerUnit, new cpVect(end.x, end.y) * XSpaceManager.PixelsPerUnit, mRadius * XSpaceManager.PixelsPerUnit);

            break;

        case ColliderType.Circle:
            mCollider2D = new cpCircleShape(mRigidbody2D, mRadius * XSpaceManager.PixelsPerUnit, new cpVect(pos.x + mCenter.x, pos.y + mCenter.y) * XSpaceManager.PixelsPerUnit);
            break;

        case ColliderType.Box:
            mCollider2D = cpPolyShape.BoxShape2(mRigidbody2D, new cpBB((pos.x + mCenter.x - mSize.x * this.transform.localScale.x / 2) * XSpaceManager.PixelsPerUnit, (pos.y + mCenter.y - mSize.y * this.transform.localScale.y / 2) * XSpaceManager.PixelsPerUnit, (pos.x + mCenter.x + mSize.x * this.transform.localScale.x / 2) * XSpaceManager.PixelsPerUnit, (pos.y + mCenter.y + mSize.y * this.transform.localScale.y / 2) * XSpaceManager.PixelsPerUnit), mRadius * XSpaceManager.PixelsPerUnit);
            break;

        case ColliderType.Polygon:
            int       count = mVects.Length;
            cpVect [] vts   = new cpVect [mVects.Length];

            for (int i = 0; i < count; i++)
            {
                vts[i]   = cpVect.Zero;
                vts[i].x = (pos.x + mVects[i].x) * XSpaceManager.PixelsPerUnit;
                vts[i].y = (pos.y + mVects[i].y) * XSpaceManager.PixelsPerUnit;
            }
            mCollider2D = new cpPolyShape(mRigidbody2D, mVects.Length, vts, mRadius * XSpaceManager.PixelsPerUnit);
            break;
            //case cpShapeType.NumShapes:
            //    break;
        }

        mCollider2D.SetSensor(mTrigger);
        mCollider2D.SetElasticity(mElasticity);
        mCollider2D.SetFriction(mFriction);
        cpShapeFilter filter = new cpShapeFilter(mGroup, (int)mCategory, (int)mMask);

        mCollider2D.SetFilter(filter);
    }
示例#6
0
        public override void OnEnter()
        {
            base.OnEnter();

            SetSubTitle("This unicycle is completely driven and balanced by a single cpSimpleMotor.\nMove the mouse to make the unicycle follow it.");

            space.SetIterations(30);
            space.SetGravity(new cpVect(0, -500));

            {
                cpShape shape      = null;
                cpBody  staticBody = space.GetStaticBody();

                shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-3200, -240), new cpVect(3200, -240), 0.0f));
                shape.SetElasticity(1.0f);
                shape.SetFriction(1.0f);
                shape.SetFilter(NOT_GRABBABLE_FILTER);

                shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(0, -200), new cpVect(240, -240), 0.0f));
                shape.SetElasticity(1.0f);
                shape.SetFriction(1.0f);
                shape.SetFilter(NOT_GRABBABLE_FILTER);

                shape = space.AddShape(new cpSegmentShape(staticBody, new cpVect(-240, -240), new cpVect(0, -200), 0.0f));
                shape.SetElasticity(1.0f);
                shape.SetFriction(1.0f);
                shape.SetFilter(NOT_GRABBABLE_FILTER);
            }


            {
                float radius = 20.0f;
                float mass   = 1.0f;

                float moment = cp.MomentForCircle(mass, 0.0f, radius, cpVect.Zero);

                wheel_body = space.AddBody(new cpBody(mass, moment));
                wheel_body.SetPosition(new cpVect(0.0f, -160.0f + radius));

                cpShape shape = space.AddShape(new cpCircleShape(wheel_body, radius, cpVect.Zero));
                shape.SetFriction(0.7f);
                shape.SetFilter(new cpShapeFilter(1, cp.ALL_CATEGORIES, cp.ALL_CATEGORIES));
            }

            {
                float cog_offset = 30.0f;

                cpBB bb1 = new cpBB(-5.0f, 0.0f - cog_offset, 5.0f, cog_offset * 1.2f - cog_offset);
                cpBB bb2 = new cpBB(-25.0f, bb1.t, 25.0f, bb1.t + 10.0f);

                float mass   = 3.0f;
                float moment = cp.MomentForBox2(mass, bb1) + cp.MomentForBox2(mass, bb2);

                balance_body = space.AddBody(new cpBody(mass, moment));
                balance_body.SetPosition(new cpVect(0.0f, wheel_body.GetPosition().y + cog_offset));

                cpShape shape = null;

                shape = space.AddShape(cpPolyShape.BoxShape2(balance_body, bb1, 0.0f));
                shape.SetFriction(1.0f);
                shape.SetFilter(new cpShapeFilter(1, cp.ALL_CATEGORIES, cp.ALL_CATEGORIES));

                shape = space.AddShape(cpPolyShape.BoxShape2(balance_body, bb2, 0.0f));
                shape.SetFriction(1.0f);
                shape.SetFilter(new cpShapeFilter(1, cp.ALL_CATEGORIES, cp.ALL_CATEGORIES));
            }

            cpVect anchorA  = balance_body.WorldToLocal(wheel_body.GetPosition());
            cpVect groove_a = cpVect.cpvadd(anchorA, new cpVect(0.0f, 30.0f));
            cpVect groove_b = cpVect.cpvadd(anchorA, new cpVect(0.0f, -10.0f));

            space.AddConstraint(new cpGrooveJoint(balance_body, wheel_body, groove_a, groove_b, cpVect.Zero));
            space.AddConstraint(new cpDampedSpring(balance_body, wheel_body, anchorA, cpVect.Zero, 0.0f, 6.0e2f, 30.0f));

            motor = space.AddConstraint(new cpSimpleMotor(wheel_body, balance_body, 0.0f));
            motor.SetPreSolveFunc((s) => motor_preSolve(motor, s));

            {
                float width  = 100.0f;
                float height = 20.0f;
                float mass   = 3.0f;

                cpBody boxBody = space.AddBody(new cpBody(mass, cp.MomentForBox(mass, width, height)));
                boxBody.SetPosition(new cpVect(200, -100));

                cpShape shape = space.AddShape(cpPolyShape.BoxShape(boxBody, width, height, 0.0f));
                shape.SetFriction(0.7f);
            }


            Schedule();
        }