A convex polygon. It is assumed that the interior of the polygon is to the left of each edge.
Inheritance: Shape
示例#1
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		/// <summary>
		/// Find the separation between poly1 and poly2 for a give edge normal on poly1.
		/// </summary>
		public static float EdgeSeparation(PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2)
		{
			int count1 = poly1._vertexCount;
			Vec2[] vertices1 = poly1._vertices;
			Vec2[] normals1 = poly1._normals;

			int count2 = poly2._vertexCount;
			Vec2[] vertices2 = poly2._vertices;

			Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

			// Convert normal from poly1's frame into poly2's frame.
			Vec2 normal1World = Common.Math.Mul(xf1.R, normals1[edge1]);
			Vec2 normal1 = Common.Math.MulT(xf2.R, normal1World);

			// Find support vertex on poly2 for -normal.
			int index = 0;
			float minDot = Common.Settings.FLT_MAX;
			for (int i = 0; i < count2; ++i)
			{
				float dot = Vec2.Dot(vertices2[i], normal1);
				if (dot < minDot)
				{
					minDot = dot;
					index = i;
				}
			}

			Vec2 v1 = Common.Math.Mul(xf1, vertices1[edge1]);
			Vec2 v2 = Common.Math.Mul(xf2, vertices2[index]);
			float separation = Vec2.Dot(v2 - v1, normal1World);
			return separation;
		}
示例#2
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        public SphereStack()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                CircleShape shape = new CircleShape();
                shape._radius = 1.0f;

                for (int i = 0; i < _count; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.0f, 4.0f + 3.0f * i);

                    _bodies[i] = _world.CreateBody(bd);

                    _bodies[i].CreateFixture(shape, 1.0f);

                    //m_bodies[i]->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
                }
            }
        }
示例#3
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		public TimeOfImpact()
		{
			{
				PolygonDef sd = new PolygonDef();
				sd.Density = 0.0f;

				sd.SetAsBox(0.1f, 10.0f, new Vec2(10.0f, 0.0f), 0.0f);

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, 20.0f);
				bd.Angle = 0.0f;
				_body1 = _world.CreateBody(bd);
				_shape1 = _body1.CreateShape(sd);
			}

			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(0.25f, 0.25f);
				sd.Density = 1.0f;

				BodyDef bd = new BodyDef();
				bd.Position.Set(9.6363468f, 28.050615f);
				bd.Angle = 1.6408679f;
				_body2 = _world.CreateBody(bd);
				_shape2 = (PolygonShape)_body2.CreateShape(sd);
				_body2.SetMassFromShapes();
			}
		}
示例#4
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        public Breakable()
        {
            // Ground body
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            // Breakable dynamic body
            {
                BodyDef bd = new BodyDef();
                bd.Position.Set(0.0f, 40.0f);
                bd.Angle = 0.25f * Box2DX.Common.Settings.PI;
                _body1 = _world.CreateBody(bd);

                _shape1.SetAsBox(0.5f, 0.5f, new Vec2(-0.5f, 0.0f), 0.0f);
                _piece1 = _body1.CreateFixture(_shape1, 1.0f);

                _shape2.SetAsBox(0.5f, 0.5f, new Vec2(0.5f, 0.0f), 0.0f);
                _piece2 = _body1.CreateFixture(_shape2, 1.0f);
            }

            _break = false;
            _broke = false;
        }
        public VaryingRestitution()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                CircleShape shape = new CircleShape();
                shape._radius = 1.0f;

                FixtureDef fd = new FixtureDef();
                fd.Shape = shape;
                fd.Density = 1.0f;

                float[] restitution = { 0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f };

                for (int i = 0; i < 7; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(-10.0f + 3.0f * i, 20.0f);

                    Body body = _world.CreateBody(bd);

                    fd.Restitution = restitution[i];
                    body.CreateFixture(fd);
                }
            }
        }
示例#6
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 public Test()
 {
     AABB aabb = new AABB();
     aabb.UpperBound = new UnityEngine.Vector2(100,100);
     aabb.LowerBound = new UnityEngine.Vector2(-100,-100);
     World world = new World(aabb, new Vector2(0, -1), false);
     BodyDef groundBodyDef = new BodyDef();
     groundBodyDef.Position.Set(0, 0);
     PolygonShape groundBox = new PolygonShape();
     groundBox.SetAsBox(10, 1);
     Body body = new Body(groundBodyDef, world);
 }
示例#7
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        public TimeOfImpact()
        {
            {
                _shapeA = new PolygonShape();
                _shapeA.SetAsBox(10.0f, 0.2f);
            }

            {
                _shapeB = new PolygonShape();
                _shapeB.SetAsBox(2.0f, 0.1f);
            }
        }
示例#8
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        public Confined()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();

                // Floor
                shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);

                // Left wall
                shape.SetAsEdge(new Vec2(-10.0f, 0.0f), new Vec2(-10.0f, 20.0f));
                ground.CreateFixture(shape, 0);

                // Right wall
                shape.SetAsEdge(new Vec2(10.0f, 0.0f), new Vec2(10.0f, 20.0f));
                ground.CreateFixture(shape, 0);

                // Roof
                shape.SetAsEdge(new Vec2(-10.0f, 20.0f), new Vec2(10.0f, 20.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                float radius = 0.5f;
                CircleShape shape = new CircleShape();
                shape._p.SetZero();
                shape._radius = radius;

                FixtureDef fd = new FixtureDef();
                fd.Shape = shape;
                fd.Density = 1.0f;
                fd.Friction = 0.1f;

                for (int j = 0; j < _columnCount; ++j)
                {
                    for (int i = 0; i < _rowCount; ++i)
                    {
                        BodyDef bd = new BodyDef();
                        bd.Position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
                        Body body = _world.CreateBody(bd);

                        body.CreateFixture(fd);
                    }
                }
            }

            _world.Gravity = new Vec2(0, 0);
        }
示例#9
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        public SensorTest()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                {
                    PolygonShape shape = new PolygonShape();
                    shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                    ground.CreateFixture(shape, 0);
                }

            #if false
            {
                b2FixtureDef sd;
                sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f);
                sd.isSensor = true;
                m_sensor = ground->CreateFixture(&sd);
            }
            #else
                {
                    CircleShape shape = new CircleShape();
                    shape._radius = 5.0f;
                    shape._p.Set(0.0f, 10.0f);

                    FixtureDef fd = new FixtureDef();
                    fd.Shape = shape;
                    fd.IsSensor = true;
                    _sensor = ground.CreateFixture(fd);
                }
            #endif
            }

            {
                CircleShape shape = new CircleShape();
                shape._radius = 1.0f;

                for (int i = 0; i < _count; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(-10.0f + 3.0f * i, 20.0f);
                    bd.UserData = false;

                    _bodies[i] = _world.CreateBody(bd);

                    _bodies[i].CreateFixture(shape, 1.0f);
                }
            }
        }
示例#10
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		public DistanceTest()
		{
			{
				_polygonA = new PolygonShape();
				_transformA.SetIdentity();
				_transformA.Position.Set(0.0f, -0.2f);
				_polygonA.SetAsBox(10.0f, 0.2f);
			}

			{
				_polygonB = new PolygonShape();
				_positionB.Set(12.017401f, 0.13678508f);
				_angleB = -0.0109265f;
				_transformB.Set(_positionB, _angleB);
				_polygonB.SetAsBox(2.0f, 0.1f);
			}
		}
示例#11
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        public Chain()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.6f, 0.125f);

                FixtureDef fd = new FixtureDef();
                fd.Shape = shape;
                fd.Density = 20.0f;
                fd.Friction = 0.2f;

                RevoluteJointDef jd = new RevoluteJointDef();
                jd.CollideConnected = false;

                const float y = 25.0f;
                Body prevBody = ground;
                for (int i = 0; i < 30; ++i)
                {
                    BodyDef bd = new BodyDef();
                    bd.Position.Set(0.5f + i, y);
                    Body body = _world.CreateBody(bd);
                    body.CreateFixture(fd);

                    Vec2 anchor = new Vec2(i, y);
                    jd.Initialize(prevBody, body, anchor);
                    _world.CreateJoint(jd);

                    prevBody = body;
                }
            }
        }
示例#12
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        public Pulleys()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                float a = 2.0f;
                float b = 4.0f;
                float y = 16.0f;
                float L = 12.0f;

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(a, b);

                BodyDef bd = new BodyDef();

                bd.Position.Set(-10.0f, y);
                Body body1 = _world.CreateBody(bd);
                body1.CreateFixture(shape, 5.0f);

                bd.Position.Set(10.0f, y);
                Body body2 = _world.CreateBody(bd);
                body2.CreateFixture(shape, 5.0f);

                PulleyJointDef pulleyDef = new PulleyJointDef();
                Vec2 anchor1 = new Vec2(-10.0f, y + b);
                Vec2 anchor2 = new Vec2(10.0f, y + b);
                Vec2 groundAnchor1 = new Vec2(-10.0f, y + b + L);
                Vec2 groundAnchor2 = new Vec2(10.0f, y + b + L);
                pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 2.0f);

                _joint1 = (PulleyJoint)_world.CreateJoint(pulleyDef);
            }
        }
示例#13
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        public Prismatic()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(2.0f, 0.5f);

                BodyDef bd = new BodyDef();
                bd.Position.Set(-10.0f, 10.0f);
                bd.Angle = 0.5f * Box2DX.Common.Settings.PI;
                Body body = _world.CreateBody(bd);
                body.CreateFixture(shape, 5.0f);

                PrismaticJointDef pjd = new PrismaticJointDef();

                // Bouncy limit
                pjd.Initialize(ground, body, new Vec2(0.0f, 0.0f), new Vec2(1.0f, 0.0f));

                // Non-bouncy limit
                //pjd.Initialize(ground, body, b2Vec2(-10.0f, 10.0f), b2Vec2(1.0f, 0.0f));

                pjd.MotorSpeed = 10.0f;
                pjd.MaxMotorForce = 1000.0f;
                pjd.EnableMotor = true;
                pjd.LowerTranslation = 0.0f;
                pjd.UpperTranslation = 20.0f;
                pjd.EnableLimit = true;

                _joint = (PrismaticJoint)_world.CreateJoint(pjd);
            }
        }
示例#14
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        public Pyramid()
        {
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                float a = 0.5f;
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(a, a);

                Vec2 x = new Vec2(-7.0f, 0.75f);
                Vec2 y;
                Vec2 deltaX = new Vec2(0.5625f, 1.25f);
                Vec2 deltaY = new Vec2(1.125f, 0.0f);

                for (int i = 0; i < _count; ++i)
                {
                    y = x;

                    for (int j = i; j < _count; ++j)
                    {
                        BodyDef bd = new BodyDef();
                        bd.Position = y;
                        Body body = _world.CreateBody(bd);
                        body.CreateFixture(shape, 5.0f);

                        y += deltaY;
                    }

                    x += deltaX;
                }
            }
        }
        /// <summary>
        /// Find the max separation between poly1 and poly2 using edge normals from poly1.
        /// </summary>
        /// <param name="edgeIndex"></param>
        /// <param name="poly1"></param>
        /// <param name="xf1"></param>
        /// <param name="poly2"></param>
        /// <param name="xf2"></param>
        /// <returns></returns>
        public static float FindMaxSeparation(ref int edgeIndex,
			PolygonShape poly1, XForm xf1, PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;
            Vec2[] normals1 = poly1.Normals;

            // Vector pointing from the centroid of poly1 to the centroid of poly2.
            Vec2 d = Common.Math.Mul(xf2, poly2.GetCentroid()) - Common.Math.Mul(xf1, poly1.GetCentroid());
            Vec2 dLocal1 = Common.Math.MulT(xf1.R, d);

            // Find edge normal on poly1 that has the largest projection onto d.
            int edge = 0;
            float maxDot = -Common.Settings.FLT_MAX;
            for (int i = 0; i < count1; ++i)
            {
                float dot = Vec2.Dot(normals1[i], dLocal1);
                if (dot > maxDot)
                {
                    maxDot = dot;
                    edge = i;
                }
            }

            // Get the separation for the edge normal.
            float s = Collision.EdgeSeparation(poly1, xf1, edge, poly2, xf2);
            if (s > 0.0f)
            {
                return s;
            }

            // Check the separation for the previous edge normal.
            int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
            float sPrev = Collision.EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
            if (sPrev > 0.0f)
            {
                return sPrev;
            }

            // Check the separation for the next edge normal.
            int nextEdge = edge + 1 < count1 ? edge + 1 : 0;
            float sNext = Collision.EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
            if (sNext > 0.0f)
            {
                return sNext;
            }

            // Find the best edge and the search direction.
            int bestEdge;
            float bestSeparation;
            int increment;
            if (sPrev > s && sPrev > sNext)
            {
                increment = -1;
                bestEdge = prevEdge;
                bestSeparation = sPrev;
            }
            else if (sNext > s)
            {
                increment = 1;
                bestEdge = nextEdge;
                bestSeparation = sNext;
            }
            else
            {
                edgeIndex = edge;
                return s;
            }

            // Perform a local search for the best edge normal.
            for (; ; )
            {
                if (increment == -1)
                    edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
                else
                    edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;

                s = Collision.EdgeSeparation(poly1, xf1, edge, poly2, xf2);
                if (s > 0.0f)
                {
                    return s;
                }

                if (s > bestSeparation)
                {
                    bestEdge = edge;
                    bestSeparation = s;
                }
                else
                {
                    break;
                }
            }

            edgeIndex = bestEdge;
            return bestSeparation;
        }
        public static void FindIncidentEdge(out ClipVertex[] c,
			PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;
            Vec2[] normals1 = poly1.Normals;

            int count2 = poly2.VertexCount;
            Vec2[] vertices2 = poly2.GetVertices();
            Vec2[] normals2 = poly2.Normals;

            Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

            // Get the normal of the reference edge in poly2's frame.
            Vec2 normal1 = Common.Math.MulT(xf2.R, Common.Math.Mul(xf1.R, normals1[edge1]));

            // Find the incident edge on poly2.
            int index = 0;
            float minDot = Settings.FLT_MAX;
            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(normal1, normals2[i]);
                if (dot < minDot)
                {
                    minDot = dot;
                    index = i;
                }
            }

            // Build the clip vertices for the incident edge.
            int i1 = index;
            int i2 = i1 + 1 < count2 ? i1 + 1 : 0;

            c = new ClipVertex[2];

            c[0].V = Common.Math.Mul(xf2, vertices2[i1]);
            c[0].ID.Features.ReferenceEdge = (byte)edge1;
            c[0].ID.Features.IncidentEdge = (byte)i1;
            c[0].ID.Features.IncidentVertex = 0;

            c[1].V = Common.Math.Mul(xf2, vertices2[i2]);
            c[1].ID.Features.ReferenceEdge = (byte)edge1;
            c[1].ID.Features.IncidentEdge = (byte)i2;
            c[1].ID.Features.IncidentVertex = 1;
        }
        // Polygon versus 2-sided edge.
        public static void CollidePolyAndEdge(ref Manifold manifold, PolygonShape polygon, Transform TransformA, EdgeShape edge, Transform TransformB)
        {
            PolygonShape polygonB = new PolygonShape();
            polygonB.SetAsEdge(edge._v1, edge._v2);

            CollidePolygons(ref manifold, polygon, TransformA, polygonB, TransformB);
        }
示例#18
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		public static void CollidePolygonAndCircle(ref Manifold manifold,
			PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
		{
			manifold.PointCount = 0;

			// Compute circle position in the frame of the polygon.
			Vec2 c = Common.Math.Mul(xf2, circle.GetLocalPosition());
			Vec2 cLocal = Common.Math.MulT(xf1, c);

			// Find the min separating edge.
			int normalIndex = 0;
			float separation = -Settings.FLT_MAX;
			float radius = circle.GetRadius();
			int vertexCount = polygon.VertexCount;
			Vec2[] vertices = polygon.GetVertices();
			Vec2[] normals = polygon.Normals;

			for (int i = 0; i < vertexCount; ++i)
			{
				float s = Vec2.Dot(normals[i], cLocal - vertices[i]);
				if (s > radius)
				{
					// Early out.
					return;
				}

				if (s > separation)
				{
					separation = s;
					normalIndex = i;
				}
			}

			// If the center is inside the polygon ...
			if (separation < Common.Settings.FLT_EPSILON)
			{
				manifold.PointCount = 1;
				manifold.Normal = Common.Math.Mul(xf1.R, normals[normalIndex]);
				manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex;
				manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
				manifold.Points[0].ID.Features.ReferenceEdge = 0;
				manifold.Points[0].ID.Features.Flip = 0;
				Vec2 position = c - radius * manifold.Normal;
				manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position);
				manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position);
				manifold.Points[0].Separation = separation - radius;
				return;
			}

			// Project the circle center onto the edge segment.
			int vertIndex1 = normalIndex;
			int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
			Vec2 e = vertices[vertIndex2] - vertices[vertIndex1];

			float length = e.Normalize();
			Box2DXDebug.Assert(length > Settings.FLT_EPSILON);

			// Project the center onto the edge.
			float u = Vec2.Dot(cLocal - vertices[vertIndex1], e);
			Vec2 p;
			if (u <= 0.0f)
			{
				p = vertices[vertIndex1];
				manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature;
				manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex1;
			}
			else if (u >= length)
			{
				p = vertices[vertIndex2];
				manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature;
				manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex2;
			}
			else
			{
				p = vertices[vertIndex1] + u * e;
				manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex;
				manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
			}

			Vec2 d = cLocal - p;
			float dist = d.Normalize();
			if (dist > radius)
			{
				return;
			}

			manifold.PointCount = 1;
			manifold.Normal = Common.Math.Mul(xf1.R, d);
			Vec2 position_ = c - radius * manifold.Normal;
			manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position_);
			manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position_);
			manifold.Points[0].Separation = dist - radius;
			manifold.Points[0].ID.Features.ReferenceEdge = 0;
			manifold.Points[0].ID.Features.Flip = 0;
		}
        public CollisionProcessing()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.Shape = shape; ;

                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

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

            // Small triangle
            Vec2[] vertices = new Vec2[3];
            vertices[0].Set(-1.0f, 0.0f);
            vertices[1].Set(1.0f, 0.0f);
            vertices[2].Set(0.0f, 2.0f);

            PolygonShape polygon = new PolygonShape();
            polygon.Set(vertices, 3);

            FixtureDef triangleShapeDef = new FixtureDef();
            triangleShapeDef.Shape = polygon;
            triangleShapeDef.Density = 1.0f;

            BodyDef triangleBodyDef = new BodyDef();
            triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body1 = _world.CreateBody(triangleBodyDef);
            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);

            triangleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body2 = _world.CreateBody(triangleBodyDef);
            body2.CreateFixture(triangleShapeDef);

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);

            FixtureDef boxShapeDef = new FixtureDef();
            boxShapeDef.Shape = polygon;
            boxShapeDef.Density = 1.0f;

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body3 = _world.CreateBody(boxBodyDef);
            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body4 = _world.CreateBody(boxBodyDef);
            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();
            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();
            circleShapeDef.Shape = circle;
            circleShapeDef.Density = 1.0f;

            BodyDef circleBodyDef = new BodyDef();
            circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body5 = _world.CreateBody(circleBodyDef);
            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleBodyDef.Position.Set(Math.Random(xLo, xHi), Math.Random(yLo, yHi));

            Body body6 = _world.CreateBody(circleBodyDef);
            body6.CreateFixture(circleShapeDef);
        }
        // Find edge normal of max separation on A - return if separating axis is found
        // Find edge normal of max separation on B - return if separation axis is found
        // Choose reference edge as min(minA, minB)
        // Find incident edge
        // Clip
        // The normal points from 1 to 2
        public static void CollidePolygons(out Manifold manifold,
            PolygonShape polyA, Transform xfA,
            PolygonShape polyB, Transform xfB)
        {
            manifold = new Manifold();
            manifold.PointCount = 0;
            float totalRadius = polyA._radius + polyB._radius;

            int edgeA = 0;
            float separationA = FindMaxSeparation(out edgeA, polyA, xfA, polyB, xfB);
            if (separationA > totalRadius)
                return;

            int edgeB = 0;
            float separationB = FindMaxSeparation(out edgeB, polyB, xfB, polyA, xfA);
            if (separationB > totalRadius)
                return;

            PolygonShape poly1;	// reference poly
            PolygonShape poly2;	// incident poly
            Transform xf1, xf2;
            int edge1;		// reference edge
            byte flip;
            const float k_relativeTol = 0.98f;
            const float k_absoluteTol = 0.001f;

            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1 = polyB;
                poly2 = polyA;
                xf1 = xfB;
                xf2 = xfA;
                edge1 = edgeB;
                manifold.Type = Manifold.ManifoldType.FaceB;
                flip = 1;
            }
            else
            {
                poly1 = polyA;
                poly2 = polyB;
                xf1 = xfA;
                xf2 = xfB;
                edge1 = edgeA;
                manifold.Type = Manifold.ManifoldType.FaceA;
                flip = 0;
            }

            ClipVertex[] incidentEdge;
            FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int count1 = poly1.VertexCount;
            Vec2[] vertices1 = poly1.Vertices;

            Vec2 v11 = vertices1[edge1];
            Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0];

            Vec2 localTangent = v12 - v11;
            localTangent.Normalize();

            Vec2 localNormal = Vec2.Cross(localTangent, 1.0f);
            Vec2 planePoint = 0.5f * (v11 + v12);

            Vec2 tangent = Math.Mul(xf1.R, localTangent);
            Vec2 normal = Vec2.Cross(tangent, 1.0f);

            v11 = Math.Mul(xf1, v11);
            v12 = Math.Mul(xf1, v12);

            // Face offset.
            float frontOffset = Vec2.Dot(normal, v11);

            // Side offsets, extended by polytope skin thickness.
            float sideOffset1 = -Vec2.Dot(tangent, v11) + totalRadius;
            float sideOffset2 = Vec2.Dot(tangent, v12) + totalRadius;

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1;
            ClipVertex[] clipPoints2;
            int np;

            // Clip to box side 1
            np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -tangent, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, tangent, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold.LocalPlaneNormal = localNormal;
            manifold.LocalPoint = planePoint;

            int pointCount = 0;
            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = Vec2.Dot(normal, clipPoints2[i].V) - frontOffset;

                if (separation <= totalRadius)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.LocalPoint = Math.MulT(xf2, clipPoints2[i].V);
                    cp.ID = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }
示例#21
0
        public void Create(BroadPhase broadPhase, Body body, XForm xf, FixtureDef def)
        {
            UserData = def.UserData;
            Friction = def.Friction;
            Restitution = def.Restitution;
            Density = def.Density;

            _body = body;
            _next = null;

            Filter = def.Filter;

            _isSensor = def.IsSensor;

            _type = def.Type;

            // Allocate and initialize the child shape.
            switch (_type)
            {
                case ShapeType.CircleShape:
                    {
                        CircleShape circle = new CircleShape();
                        CircleDef circleDef = (CircleDef)def;
                        circle._position = circleDef.LocalPosition;
                        circle._radius = circleDef.Radius;
                        _shape = circle;
                    }
                    break;

                case ShapeType.PolygonShape:
                    {
                        PolygonShape polygon = new PolygonShape();
                        PolygonDef polygonDef = (PolygonDef)def;
                        polygon.Set(polygonDef.Vertices, polygonDef.VertexCount);
                        _shape = polygon;
                    }
                    break;

                case ShapeType.EdgeShape:
                    {
                        EdgeShape edge = new EdgeShape();
                        EdgeDef edgeDef = (EdgeDef)def;
                        edge.Set(edgeDef.Vertex1, edgeDef.Vertex2);
                        _shape = edge;
                    }
                    break;

                default:
                    Box2DXDebug.Assert(false);
                    break;
            }

            // Create proxy in the broad-phase.
            AABB aabb;
            _shape.ComputeAABB(out aabb, xf);

            bool inRange = broadPhase.InRange(aabb);

            // You are creating a shape outside the world box.
            Box2DXDebug.Assert(inRange);

            if (inRange)
            {
                _proxyId = broadPhase.CreateProxy(aabb, this);
            }
            else
            {
                _proxyId = PairManager.NullProxy;
            }
        }
示例#22
0
文件: Shape.cs 项目: litdev1/LitDev
 internal static Shape Create(ShapeDef def)
 {
     Shape result;
     switch (def.Type)
     {
         case ShapeType.CircleShape:
         {
             result = new CircleShape(def);
             break;
         }
         case ShapeType.PolygonShape:
         {
             result = new PolygonShape(def);
             break;
         }
         default:
         {
             Box2DXDebug.Assert(false);
             result = null;
             break;
         }
     }
     return result;
 }
        // Find edge normal of max separation on A - return if separating axis is found
        // Find edge normal of max separation on B - return if separation axis is found
        // Choose reference edge as min(minA, minB)
        // Find incident edge
        // Clip
        // The normal points from 1 to 2
        public static void CollidePolygons(ref Manifold manifold,
			PolygonShape polyA, XForm xfA, PolygonShape polyB, XForm xfB)
        {
            manifold.PointCount = 0;

            int edgeA = 0;
            float separationA = Collision.FindMaxSeparation(ref edgeA, polyA, xfA, polyB, xfB);
            if (separationA > 0.0f)
                return;

            int edgeB = 0;
            float separationB = Collision.FindMaxSeparation(ref edgeB, polyB, xfB, polyA, xfA);
            if (separationB > 0.0f)
                return;

            PolygonShape poly1;	// reference poly
            PolygonShape poly2;	// incident poly
            XForm xf1, xf2;
            int edge1;		// reference edge
            byte flip;
            float k_relativeTol = 0.98f;
            float k_absoluteTol = 0.001f;

            // TODO_ERIN use "radius" of poly for absolute tolerance.
            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1 = polyB;
                poly2 = polyA;
                xf1 = xfB;
                xf2 = xfA;
                edge1 = edgeB;
                flip = 1;
            }
            else
            {
                poly1 = polyA;
                poly2 = polyB;
                xf1 = xfA;
                xf2 = xfB;
                edge1 = edgeA;
                flip = 0;
            }

            ClipVertex[] incidentEdge;
            Collision.FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int count1 = poly1.VertexCount;
            Vec2[] vertices1 = poly1.GetVertices();

            Vec2 v11 = vertices1[edge1];
            Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0];

            Vec2 dv = v12 - v11;
            Vec2 sideNormal = Common.Math.Mul(xf1.R, v12 - v11);
            sideNormal.Normalize();
            Vec2 frontNormal = Vec2.Cross(sideNormal, 1.0f);

            v11 = Common.Math.Mul(xf1, v11);
            v12 = Common.Math.Mul(xf1, v12);

            float frontOffset = Vec2.Dot(frontNormal, v11);
            float sideOffset1 = -Vec2.Dot(sideNormal, v11);
            float sideOffset2 = Vec2.Dot(sideNormal, v12);

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1;
            ClipVertex[] clipPoints2;
            int np;

            // Clip to box side 1
            np = Collision.ClipSegmentToLine(out clipPoints1, incidentEdge, -sideNormal, sideOffset1);

            if (np < 2)
                return;

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, clipPoints1, sideNormal, sideOffset2);

            if (np < 2)
                return;

            // Now clipPoints2 contains the clipped points.
            manifold.Normal = flip!=0 ? -frontNormal : frontNormal;

            int pointCount = 0;
            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = Vec2.Dot(frontNormal, clipPoints2[i].V) - frontOffset;

                if (separation <= 0.0f)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.Separation = separation;
                    cp.LocalPoint1 = Box2DX.Common.Math.MulT(xfA, clipPoints2[i].V);
                    cp.LocalPoint2 = Box2DX.Common.Math.MulT(xfB, clipPoints2[i].V);
                    cp.ID = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }
示例#24
0
        private void CreateLeg(float s, Vec2 wheelAnchor)
        {
            Vec2 p1 = new Vec2(5.4f * s, -6.1f);
            Vec2 p2 = new Vec2(7.2f * s, -1.2f);
            Vec2 p3 = new Vec2(4.3f * s, -1.9f);
            Vec2 p4 = new Vec2(3.1f * s, 0.8f);
            Vec2 p5 = new Vec2(6.0f * s, 1.5f);
            Vec2 p6 = new Vec2(2.5f * s, 3.7f);

            FixtureDef fd1 = new FixtureDef();
            FixtureDef fd2 = new FixtureDef();
            fd1.Filter.GroupIndex = -1;
            fd2.Filter.GroupIndex = -1;
            fd1.Density = 1.0f;
            fd2.Density = 1.0f;

            PolygonShape poly1 = new PolygonShape();
            PolygonShape poly2 = new PolygonShape();

            if (s > 0.0f)
            {
                Vec2[] vertices = new Vec2[3];

                vertices[0] = p1;
                vertices[1] = p2;
                vertices[2] = p3;
                poly1.Set(vertices, 3);

                vertices[0] = Vec2.Zero;
                vertices[1] = p5 - p4;
                vertices[2] = p6 - p4;
                poly2.Set(vertices, 3);
            }
            else
            {
                Vec2[] vertices = new Vec2[3];

                vertices[0] = p1;
                vertices[1] = p3;
                vertices[2] = p2;
                poly1.Set(vertices, 3);

                vertices[0] = Vec2.Zero;
                vertices[1] = p6 - p4;
                vertices[2] = p5 - p4;
                poly2.Set(vertices, 3);
            }

            fd1.Shape = poly1;
            fd2.Shape = poly2;

            BodyDef bd1 = new BodyDef();
            BodyDef bd2 = new BodyDef();
            bd1.Position = _offset;
            bd2.Position = p4 + _offset;

            bd1.AngularDamping = 10.0f;
            bd2.AngularDamping = 10.0f;

            Body body1 = _world.CreateBody(bd1);
            Body body2 = _world.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            DistanceJointDef djd = new DistanceJointDef();

            // Using a soft distance constraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.DampingRatio = 0.5f;
            djd.FrequencyHz = 10.0f;

            djd.Initialize(body1, body2, p2 + _offset, p5 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + _offset, p4 + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body1, _wheel, p3 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            djd.Initialize(body2, _wheel, p6 + _offset, wheelAnchor + _offset);
            _world.CreateJoint(djd);

            RevoluteJointDef rjd = new RevoluteJointDef();

            rjd.Initialize(body2, _chassis, p4 + _offset);
            _world.CreateJoint(rjd);
        }
示例#25
0
        public Web()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

                BodyDef bd = new BodyDef();

                bd.Position.Set(-5.0f, 5.0f);
                _bodies[0] = _world.CreateBody(bd);
                _bodies[0].CreateFixture(shape, 0);

                bd.Position.Set(5.0f, 5.0f);
                _bodies[1] = _world.CreateBody(bd);
                _bodies[1].CreateFixture(shape, 0);

                bd.Position.Set(5.0f, 15.0f);
                _bodies[2] = _world.CreateBody(bd);
                _bodies[2].CreateFixture(shape, 0);

                bd.Position.Set(-5.0f, 15.0f);
                _bodies[3] = _world.CreateBody(bd);
                _bodies[3].CreateFixture(shape, 0);

                DistanceJointDef jd = new DistanceJointDef();
                Vec2 p1, p2, d;

                jd.FrequencyHz = 4.0f;
                jd.DampingRatio = 0.5f;

                jd.Body1 = ground;
                jd.Body2 = _bodies[0];
                jd.LocalAnchor1.Set(-10.0f, 10.0f);
                jd.LocalAnchor2.Set(-0.5f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[0] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[1];
                jd.LocalAnchor1.Set(10.0f, 10.0f);
                jd.LocalAnchor2.Set(0.5f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[1] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[2];
                jd.LocalAnchor1.Set(10.0f, 30.0f);
                jd.LocalAnchor2.Set(0.5f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[2] = _world.CreateJoint(jd);

                jd.Body1 = ground;
                jd.Body2 = _bodies[3];
                jd.LocalAnchor1.Set(-10.0f, 30.0f);
                jd.LocalAnchor2.Set(-0.5f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[3] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[0];
                jd.Body2 = _bodies[1];
                jd.LocalAnchor1.Set(0.5f, 0.0f);
                jd.LocalAnchor2.Set(-0.5f, 0.0f); ;
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[4] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[1];
                jd.Body2 = _bodies[2];
                jd.LocalAnchor1.Set(0.0f, 0.5f);
                jd.LocalAnchor2.Set(0.0f, -0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[5] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[2];
                jd.Body2 = _bodies[3];
                jd.LocalAnchor1.Set(-0.5f, 0.0f);
                jd.LocalAnchor2.Set(0.5f, 0.0f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[6] = _world.CreateJoint(jd);

                jd.Body1 = _bodies[3];
                jd.Body2 = _bodies[0];
                jd.LocalAnchor1.Set(0.0f, -0.5f);
                jd.LocalAnchor2.Set(0.0f, 0.5f);
                p1 = jd.Body1.GetWorldPoint(jd.LocalAnchor1);
                p2 = jd.Body2.GetWorldPoint(jd.LocalAnchor2);
                d = p2 - p1;
                jd.Length = d.Length();
                _joints[7] = _world.CreateJoint(jd);
            }
        }
示例#26
0
        public static void CollidePolygonAndCircle(
            out Manifold manifold,
            PolygonShape polygon, Transform xf1,
            CircleShape circle, Transform xf2)
        {
            manifold            = new Manifold();
            manifold.PointCount = 0;

            // Compute circle position in the frame of the polygon.
            Vec2 c      = Math.Mul(xf2, circle._p);
            Vec2 cLocal = Math.MulT(xf1, c);

            // Find the min separating edge.
            int   normalIndex = 0;
            float separation  = -Settings.FLT_MAX;
            float radius      = polygon._radius + circle._radius;
            int   vertexCount = polygon.VertexCount;

            Vec2[] vertices = polygon.Vertices;
            Vec2[] normals  = polygon.Normals;

            for (int i = 0; i < vertexCount; ++i)
            {
                float s = Vec2.Dot(normals[i], cLocal - vertices[i]);

                if (s > radius)
                {
                    // Early out.
                    return;
                }

                if (s > separation)
                {
                    separation  = s;
                    normalIndex = i;
                }
            }

            // Vertices that subtend the incident face.
            int  vertIndex1 = normalIndex;
            int  vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
            Vec2 v1         = vertices[vertIndex1];
            Vec2 v2         = vertices[vertIndex2];

            // If the center is inside the polygon ...
            if (separation < Settings.FLT_EPSILON)
            {
                manifold.PointCount           = 1;
                manifold.Type                 = Manifold.ManifoldType.FaceA;
                manifold.LocalPlaneNormal     = normals[normalIndex];
                manifold.LocalPoint           = 0.5f * (v1 + v2);
                manifold.Points[0].LocalPoint = circle._p;
                manifold.Points[0].ID.Key     = 0;
                return;
            }

            // Compute barycentric coordinates
            float u1 = Vec2.Dot(cLocal - v1, v2 - v1);
            float u2 = Vec2.Dot(cLocal - v2, v1 - v2);

            if (u1 <= 0.0f)
            {
                if (Vec2.DistanceSquared(cLocal, v1) > radius * radius)
                {
                    return;
                }

                manifold.PointCount       = 1;
                manifold.Type             = Manifold.ManifoldType.FaceA;
                manifold.LocalPlaneNormal = cLocal - v1;
                manifold.LocalPlaneNormal.Normalize();
                manifold.LocalPoint           = v1;
                manifold.Points[0].LocalPoint = circle._p;
                manifold.Points[0].ID.Key     = 0;
            }
            else if (u2 <= 0.0f)
            {
                if (Vec2.DistanceSquared(cLocal, v2) > radius * radius)
                {
                    return;
                }

                manifold.PointCount       = 1;
                manifold.Type             = Manifold.ManifoldType.FaceA;
                manifold.LocalPlaneNormal = cLocal - v2;
                manifold.LocalPlaneNormal.Normalize();
                manifold.LocalPoint           = v2;
                manifold.Points[0].LocalPoint = circle._p;
                manifold.Points[0].ID.Key     = 0;
            }
            else
            {
                Vec2 faceCenter = 0.5f * (v1 + v2);
                separation = Vec2.Dot(cLocal - faceCenter, normals[vertIndex1]);
                if (separation > radius)
                {
                    return;
                }

                manifold.PointCount           = 1;
                manifold.Type                 = Manifold.ManifoldType.FaceA;
                manifold.LocalPlaneNormal     = normals[vertIndex1];
                manifold.LocalPoint           = faceCenter;
                manifold.Points[0].LocalPoint = circle._p;
                manifold.Points[0].ID.Key     = 0;
            }
        }
示例#27
0
 public override Shape Clone()
 {
     PolygonShape polygonShape = new PolygonShape();
     polygonShape.Centroid = Centroid;
     polygonShape.Normals = Normals;
     polygonShape._radius = _radius;
     polygonShape.Type = Type;
     polygonShape.VertexCount = VertexCount;
     polygonShape.Vertices = Vertices;
     return polygonShape;
 }
示例#28
0
        public Gears()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                CircleShape circle1 = new CircleShape();
                circle1._radius = 1.0f;

                CircleShape circle2 = new CircleShape();
                circle2._radius = 2.0f;

                PolygonShape box = new PolygonShape();
                box.SetAsBox(0.5f, 5.0f);

                BodyDef bd1 = new BodyDef();
                bd1.Position.Set(-3.0f, 12.0f);
                Body body1 = _world.CreateBody(bd1);
                body1.CreateFixture(circle1, 5.0f);

                RevoluteJointDef jd1 = new RevoluteJointDef();
                jd1.Body1 = ground;
                jd1.Body2 = body1;
                jd1.LocalAnchor1 = ground.GetLocalPoint(bd1.Position);
                jd1.LocalAnchor2 = body1.GetLocalPoint(bd1.Position);
                jd1.ReferenceAngle = body1.GetAngle() - ground.GetAngle();
                _joint1 = (RevoluteJoint)_world.CreateJoint(jd1);

                BodyDef bd2 = new BodyDef();
                bd2.Position.Set(0.0f, 12.0f);
                Body body2 = _world.CreateBody(bd2);
                body2.CreateFixture(circle2, 5.0f);

                RevoluteJointDef jd2 = new RevoluteJointDef();
                jd2.Initialize(ground, body2, bd2.Position);
                _joint2 = (RevoluteJoint)_world.CreateJoint(jd2);

                BodyDef bd3 = new BodyDef();
                bd3.Position.Set(2.5f, 12.0f);
                Body body3 = _world.CreateBody(bd3);
                body3.CreateFixture(box, 5.0f);

                PrismaticJointDef jd3 = new PrismaticJointDef();
                jd3.Initialize(ground, body3, bd3.Position, new Vec2(0.0f, 1.0f));
                jd3.LowerTranslation = -5.0f;
                jd3.UpperTranslation = 5.0f;
                jd3.EnableLimit = true;

                _joint3 = (PrismaticJoint)_world.CreateJoint(jd3);

                GearJointDef jd4 = new GearJointDef();
                jd4.Body1 = body1;
                jd4.Body2 = body2;
                jd4.Joint1 = _joint1;
                jd4.Joint2 = _joint2;
                jd4.Ratio = circle2._radius / circle1._radius;
                _joint4 = (GearJoint)_world.CreateJoint(jd4);

                GearJointDef jd5 = new GearJointDef();
                jd5.Body1 = body2;
                jd5.Body2 = body3;
                jd5.Joint1 = _joint2;
                jd5.Joint2 = _joint3;
                jd5.Ratio = -1.0f / circle2._radius;
                _joint5 = (GearJoint)_world.CreateJoint(jd5);
            }
        }
        public CollisionFiltering()
        {
            // Ground body
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));

                FixtureDef sd = new FixtureDef();
                sd.Shape = shape;
                sd.Friction = 0.3f;

                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);
                ground.CreateFixture(sd);
            }

            // Small triangle
            Vec2[] vertices = new Vec2[3];
            vertices[0].Set(-1.0f, 0.0f);
            vertices[1].Set(1.0f, 0.0f);
            vertices[2].Set(0.0f, 2.0f);
            PolygonShape polygon = new PolygonShape();
            polygon.Set(vertices, 3);

            FixtureDef triangleShapeDef = new FixtureDef();
            triangleShapeDef.Shape = polygon;
            triangleShapeDef.Density = 1.0f;

            triangleShapeDef.Filter.GroupIndex = k_smallGroup;
            triangleShapeDef.Filter.CategoryBits = k_triangleCategory;
            triangleShapeDef.Filter.MaskBits = k_triangleMask;

            BodyDef triangleBodyDef = new BodyDef();
            triangleBodyDef.Position.Set(-5.0f, 2.0f);

            Body body1 = _world.CreateBody(triangleBodyDef);
            body1.CreateFixture(triangleShapeDef);

            // Large triangle (recycle definitions)
            vertices[0] *= 2.0f;
            vertices[1] *= 2.0f;
            vertices[2] *= 2.0f;
            polygon.Set(vertices, 3);
            triangleShapeDef.Filter.GroupIndex = k_largeGroup;
            triangleBodyDef.Position.Set(-5.0f, 6.0f);
            triangleBodyDef.FixedRotation = true; // look at me!

            Body body2 = _world.CreateBody(triangleBodyDef);
            body2.CreateFixture(triangleShapeDef);

            // Small box
            polygon.SetAsBox(1.0f, 0.5f);
            FixtureDef boxShapeDef = new FixtureDef();
            boxShapeDef.Shape = polygon;
            boxShapeDef.Density = 1.0f;
            boxShapeDef.Restitution = 0.1f;

            boxShapeDef.Filter.GroupIndex = k_smallGroup;
            boxShapeDef.Filter.CategoryBits = k_boxCategory;
            boxShapeDef.Filter.MaskBits = k_boxMask;

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.Position.Set(0.0f, 2.0f);

            Body body3 = _world.CreateBody(boxBodyDef);
            body3.CreateFixture(boxShapeDef);

            // Large box (recycle definitions)
            polygon.SetAsBox(2.0f, 1.0f);
            boxShapeDef.Filter.GroupIndex = k_largeGroup;
            boxBodyDef.Position.Set(0.0f, 6.0f);

            Body body4 = _world.CreateBody(boxBodyDef);
            body4.CreateFixture(boxShapeDef);

            // Small circle
            CircleShape circle = new CircleShape();
            circle._radius = 1.0f;

            FixtureDef circleShapeDef = new FixtureDef();
            circleShapeDef.Shape = circle;
            circleShapeDef.Density = 1.0f;

            circleShapeDef.Filter.GroupIndex = k_smallGroup;
            circleShapeDef.Filter.CategoryBits = k_circleCategory;
            circleShapeDef.Filter.MaskBits = k_circleMask;

            BodyDef circleBodyDef = new BodyDef();
            circleBodyDef.Position.Set(5.0f, 2.0f);

            Body body5 = _world.CreateBody(circleBodyDef);
            body5.CreateFixture(circleShapeDef);

            // Large circle
            circle._radius *= 2.0f;
            circleShapeDef.Filter.GroupIndex = k_largeGroup;
            circleBodyDef.Position.Set(5.0f, 6.0f);

            Body body6 = _world.CreateBody(circleBodyDef);
            body6.CreateFixture(circleShapeDef);
        }
示例#30
0
        public TheoJansen()
        {
            _offset.Set(0.0f, 8.0f);
            _motorSpeed = 2.0f;
            _motorOn = true;
            Vec2 pivot = new Vec2(0.0f, 0.8f);

            // Ground
            {
                BodyDef bd = new BodyDef();
                Body ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));
                ground.CreateFixture(shape, 0);

                shape.SetAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(-50.0f, 10.0f));
                ground.CreateFixture(shape, 0);

                shape.SetAsEdge(new Vec2(50.0f, 0.0f), new Vec2(50.0f, 10.0f));
                ground.CreateFixture(shape, 0);
            }

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

                BodyDef bd = new BodyDef();
                bd.Position.Set(-40.0f + 2.0f * i, 0.5f);

                Body body = _world.CreateBody(bd);
                body.CreateFixture(shape, 1.0f);
            }

            // Chassis
            {
                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(2.5f, 1.0f);

                FixtureDef sd = new FixtureDef();
                sd.Density = 1.0f;
                sd.Shape = shape;
                sd.Filter.GroupIndex = -1;
                BodyDef bd = new BodyDef();
                bd.Position = pivot + _offset;
                _chassis = _world.CreateBody(bd);
                _chassis.CreateFixture(sd);
            }

            {
                CircleShape shape = new CircleShape();
                shape._radius = 1.6f;

                FixtureDef sd = new FixtureDef();
                sd.Density = 1.0f;
                sd.Shape = shape;
                sd.Filter.GroupIndex = -1;
                BodyDef bd = new BodyDef();
                bd.Position = pivot + _offset;
                _wheel = _world.CreateBody(bd);
                _wheel.CreateFixture(sd);
            }

            {
                RevoluteJointDef jd = new RevoluteJointDef();
                jd.Initialize(_wheel, _chassis, pivot + _offset);
                jd.CollideConnected = false;
                jd.MotorSpeed = _motorSpeed;
                jd.MaxMotorTorque = 400.0f;
                jd.EnableMotor = _motorOn;
                _motorJoint = (RevoluteJoint)_world.CreateJoint(jd);
            }

            Vec2 wheelAnchor;

            wheelAnchor = pivot + new Vec2(0.0f, -0.8f);

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

            _wheel.SetTransform(_wheel.GetPosition(), 120.0f * Box2DX.Common.Settings.PI / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);

            _wheel.SetTransform(_wheel.GetPosition(), -120.0f * Box2DX.Common.Settings.PI / 180.0f);
            CreateLeg(-1.0f, wheelAnchor);
            CreateLeg(1.0f, wheelAnchor);
        }
示例#31
0
		public static void CollidePolygonAndCircle(ref Manifold manifold,
			PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
		{
			manifold.PointCount = 0;

			// Compute circle position in the frame of the polygon.
			Vec2 c = Common.Math.Mul(xf2, circle._position);
			Vec2 cLocal = Common.Math.MulT(xf1, c);

			// Find the min separating edge.
			int normalIndex = 0;
			float separation = -Settings.FLT_MAX;
			float radius = polygon._radius + circle._radius;
			int vertexCount = polygon._vertexCount;
			Vec2[] vertices = polygon._vertices;
			Vec2[] normals = polygon._normals;

			for (int i = 0; i < vertexCount; ++i)
			{
				float s = Vec2.Dot(normals[i], cLocal - vertices[i]);
				if (s > radius)
				{
					// Early out.
					return;
				}

				if (s > separation)
				{
					separation = s;
					normalIndex = i;
				}
			}

			// Vertices that subtend the incident face.
			int vertIndex1 = normalIndex;
			int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
			Vec2 v1 = vertices[vertIndex1];
			Vec2 v2 = vertices[vertIndex2];

			// If the center is inside the polygon ...
			if (separation < Common.Settings.FLT_EPSILON)
			{
				manifold.PointCount = 1;
				manifold.Type = ManifoldType.FaceA;
				manifold.LocalPlaneNormal = normals[normalIndex];
				manifold.LocalPoint = 0.5f * (v1 + v2);
				manifold.Points[0].LocalPoint = circle._position;
				manifold.Points[0].ID.Key = 0;
				return;
			}

			// Compute barycentric coordinates
			float u1 = Vec2.Dot(cLocal - v1, v2 - v1);
			float u2 = Vec2.Dot(cLocal - v2, v1 - v2);
			if (u1 <= 0.0f)
			{
				if (Vec2.DistanceSquared(cLocal, v1) > radius * radius)
				{
					return;
				}

				manifold.PointCount = 1;
				manifold.Type = ManifoldType.FaceA;
				manifold.LocalPlaneNormal = cLocal - v1;
				manifold.LocalPlaneNormal.Normalize();
				manifold.LocalPoint = v1;
				manifold.Points[0].LocalPoint = circle._position;
				manifold.Points[0].ID.Key = 0;
			}
			else if (u2 <= 0.0f)
			{
				if (Vec2.DistanceSquared(cLocal, v2) > radius * radius)
				{
					return;
				}

				manifold.PointCount = 1;
				manifold.Type = ManifoldType.FaceA;
				manifold.LocalPlaneNormal = cLocal - v2;
				manifold.LocalPlaneNormal.Normalize();
				manifold.LocalPoint = v2;
				manifold.Points[0].LocalPoint = circle._position;
				manifold.Points[0].ID.Key = 0;
			}
			else
			{
				Vec2 faceCenter = 0.5f * (v1 + v2);
				float separation_ = Vec2.Dot(cLocal - faceCenter, normals[vertIndex1]);
				if (separation_ > radius)
				{
					return;
				}

				manifold.PointCount = 1;
				manifold.Type = ManifoldType.FaceA;
				manifold.LocalPlaneNormal = normals[vertIndex1];
				manifold.LocalPoint = faceCenter;
				manifold.Points[0].LocalPoint = circle._position;
				manifold.Points[0].ID.Key = 0;
			}
		}